93 lines
2.8 KiB
C++
93 lines
2.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/star_control/fvector.h"
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#include "titanic/star_control/dvector.h"
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#include "titanic/star_control/fpose.h"
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#include "common/algorithm.h"
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#include "common/textconsole.h"
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namespace Titanic {
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FVector::FVector(const DVector &src) : _x(src._x), _y(src._y), _z(src._z) {
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}
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FVector FVector::swapComponents() const {
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return FVector(
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(ABS(_x - _y) < 0.00001 && ABS(_y - _z) < 0.00001 &&
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ABS(_x - _z) < 0.00001) ? -_y : _y,
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_z,
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_x
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);
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}
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FVector FVector::crossProduct(const FVector &src) const {
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return FVector(
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src._z * _y - _z * src._y,
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src._x * _z - _x * src._z,
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src._y * _x - _y * src._x
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);
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}
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bool FVector::normalize(float & hyp) {
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hyp = sqrt(_x * _x + _y * _y + _z * _z);
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if (hyp==0) {
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return false;
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}
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_x *= 1.0 / hyp;
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_y *= 1.0 / hyp;
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_z *= 1.0 / hyp;
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return true;
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}
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FVector FVector::addAndNormalize(const FVector &v) const {
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FVector tempV(_x + v._x, _y + v._y, _z + v._z);
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float unused_scale=0.0;
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if (!tempV.normalize(unused_scale)) { // Do the normalization, put the scale amount in unused_scale,
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// but if it is unsuccessful, crash
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assert(unused_scale);
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}
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return tempV;
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}
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float FVector::getDistance(const FVector &src) const {
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float xd = src._x - _x;
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float yd = src._y - _y;
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float zd = src._z - _z;
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return sqrt(xd * xd + yd * yd + zd * zd);
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}
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FVector FVector::MatProdRowVect(const FPose &pose) const {
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FVector v;
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v._x = pose._row2._x * _y + pose._row3._x * _z + pose._row1._x * _x + pose._vector._x;
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v._y = pose._row2._y * _y + pose._row3._y * _z + pose._row1._y * _x + pose._vector._y;
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v._z = pose._row3._z * _z + pose._row2._z * _y + pose._row1._z * _x + pose._vector._z;
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return v;
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}
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Common::String FVector::toString() const {
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return Common::String::format("(%.3f,%.3f,%.3f)", _x, _y, _z);
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}
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} // End of namespace Titanic
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