/* ResidualVM - A 3D game interpreter * * ResidualVM 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "math/matrix4.h" #include "math/vector4d.h" namespace Math { Matrix<4, 4>::Matrix() : MatrixType<4, 4>(), Rotation3D() { } Matrix<4, 4>::Matrix(const MatrixBase<4, 4> &m) : MatrixType<4, 4>(m), Rotation3D() { } void Matrix<4, 4>::transform(Vector3d *v, bool trans) const { Vector4d m; m(0, 0) = v->x(); m(1, 0) = v->y(); m(2, 0) = v->z(); m(3, 0) = (trans ? 1.f : 0.f); m = *this * m; v->set(m(0, 0), m(1, 0), m(2, 0)); } Vector3d Matrix<4, 4>::getPosition() const { return Vector3d(getValue(0, 3), getValue(1, 3), getValue(2, 3)); } void Matrix<4, 4>::setPosition(const Vector3d &v) { setValue(0, 3, v.x()); setValue(1, 3, v.y()); setValue(2, 3, v.z()); } void Matrix<4, 4>::translate(const Vector3d &vec) { Vector3d v(vec); transform(&v, false); operator()(0, 3) += v.x(); operator()(1, 3) += v.y(); operator()(2, 3) += v.z(); } } // end of namespace Math