scummvm/dc/matrix_ops.cpp

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// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003-2006 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "matrix_ops.h"
#include <ronin/ronin.h>
#include <ronin/matrix.h>
#include <ronin/sincos_rroot.h>
#include <assert.h>
#define DEG(X) ((int)(X*(65536.0/360.0)))
void MatrixOps::pushMatrix()
{
assert(_matrix_depth < MAX_MATRIX_STACK_DEPTH);
save_matrix(&_matrix_stack[_matrix_depth++]);
}
void MatrixOps::popMatrix()
{
assert(_matrix_depth > 0);
load_matrix(&_matrix_stack[--_matrix_depth]);
}
void MatrixOps::translate(float x, float y, float z)
{
static float matrix[4][4] = {
{ 1.0, 0.0, 0.0, 0.0 },
{ 0.0, 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 1.0, 0.0 },
{ 0.0, 0.0, 0.0, 1.0 },
};
matrix[3][0] = x;
matrix[3][1] = y;
matrix[3][2] = z;
apply_matrix(&matrix);
}
void MatrixOps::rotateX(float deg)
{
static float matrix[4][4] = {
{ 1.0, 0.0, 0.0, 0.0 },
{ 0.0, 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 1.0, 0.0 },
{ 0.0, 0.0, 0.0, 1.0 },
};
float s, c;
SINCOS(DEG(deg), s, c);
matrix[1][1] = matrix[2][2] = c;
matrix[1][2] = -(matrix[2][1] = s);
apply_matrix(&matrix);
}
void MatrixOps::rotateY(float deg)
{
static float matrix[4][4] = {
{ 1.0, 0.0, 0.0, 0.0 },
{ 0.0, 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 1.0, 0.0 },
{ 0.0, 0.0, 0.0, 1.0 },
};
float s, c;
SINCOS(DEG(deg), s, c);
matrix[0][0] = matrix[2][2] = c;
matrix[2][0] = -(matrix[0][2] = s);
apply_matrix(&matrix);
}
void MatrixOps::rotateZ(float deg)
{
static float matrix[4][4] = {
{ 1.0, 0.0, 0.0, 0.0 },
{ 0.0, 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 1.0, 0.0 },
{ 0.0, 0.0, 0.0, 1.0 },
};
float s, c;
SINCOS(DEG(deg), s, c);
matrix[0][0] = matrix[1][1] = c;
matrix[0][1] = -(matrix[1][0] = s);
apply_matrix(&matrix);
}