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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/math/Matrix4.h"
#include "engines/wintermute/math/Vector2.h"
#include <math.h>
namespace WinterMute {
//////////////////////////////////////////////////////////////////////////
Matrix4::Matrix4() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
m[i][j] = 0.0f;
}
}
}
//////////////////////////////////////////////////////////////////////////
Matrix4::~Matrix4() {
}
//////////////////////////////////////////////////////////////////////////
void Matrix4::identity() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
m[i][j] = 0.0f;
}
}
m[0][0] = 1.0f;
m[1][1] = 1.0f;
m[2][2] = 1.0f;
m[3][3] = 1.0f;
}
//////////////////////////////////////////////////////////////////////////
void Matrix4::rotationZ(float angle) {
identity();
m[0][0] = cos(angle);
m[1][1] = cos(angle);
m[0][1] = sin(angle);
m[1][0] = -sin(angle);
}
//////////////////////////////////////////////////////////////////////////
void Matrix4::transformVector2(Vector2 &vec) {
float norm;
norm = m[0][3] * vec.x + m[1][3] * vec.y + m[3][3];
float x = (m[0][0] * vec.x + m[1][0] * vec.y + m[3][0]) / norm;
float y = (m[0][1] * vec.x + m[1][1] * vec.y + m[3][1]) / norm;
vec.x = x;
vec.y = y;
}
} // end of namespace WinterMute
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