// Residual - Virtual machine to run LucasArts' 3D adventure games // Copyright (C) 2003 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 #ifndef MATRIX3_HH #define MATRIX3_HH #include "vector3d.h" // matrix 3 is a rotation matrix class Matrix3{ public: Vector3d right_; Vector3d up_; Vector3d at_; buildFromPitchYawRoll( float pitch, float yaw, float roll ); setAsIdentity(void); constructAroundPitch( float pitch ); constructAroundYaw( float pitch ); constructAroundRoll( float pitch ); void getPitchYawRoll( float* pPitch, float* pYaw, float* pRoll ); float getPitch(); float getYaw(); float getRoll(); void transform( Vector3d v ); // operators Matrix3& operator *=(const Matrix3& s) { float x, y, z; x = right_.dotProduct( s.right_.x(), s.up_.x(), s.at_.x() ); y = right_.dotProduct( s.right_.y(), s.up_.y(), s.at_.y() ); z = right_.dotProduct( s.right_.z(), s.up_.z(), s.at_.z() ); right_.set( x, y, z ); x = up_.dotProduct( s.right_.x(), s.up_.x(), s.at_.x() ); y = up_.dotProduct( s.right_.y(), s.up_.y(), s.at_.y() ); z = up_.dotProduct( s.right_.z(), s.up_.z(), s.at_.z() ); up_.set( x, y, z ); x = at_.dotProduct( s.right_.x(), s.up_.x(), s.at_.x() ); y = at_.dotProduct( s.right_.y(), s.up_.y(), s.at_.y() ); z = at_.dotProduct( s.right_.z(), s.up_.z(), s.at_.z() ); at_.set( x, y, z ); return *this; } Matrix3& operator =(const Matrix3& s) { right_ = s.right_; up_ = s.up_; at_ = s.at_; return *this; } private: }; #endif // MATRIX_HH