101 lines
2.4 KiB
C++
101 lines
2.4 KiB
C++
/* Residual - A 3D game interpreter
|
|
*
|
|
* 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
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*
|
|
*/
|
|
|
|
#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);
|
|
}
|
|
|