1 | /********************************************************************** <BR>
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2 | This file is part of Crack dot Com's free source code release of
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3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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4 | information about compiling & licensing issues visit this URL</a>
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5 | <PRE> If that doesn't help, contact Jonathan Clark at
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6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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7 | ***********************************************************************/
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8 |
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9 | #include "math/transform.hh"
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10 |
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11 | i4_transform_class& i4_transform_class::multiply(const i4_transform_class &a, const i4_transform_class &b)
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12 | {
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13 | // expanded transform multiply
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14 | x.x = a.x.x*b.x.x + a.y.x*b.x.y + a.z.x*b.x.z;
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15 | x.y = a.x.y*b.x.x + a.y.y*b.x.y + a.z.y*b.x.z;
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16 | x.z = a.x.z*b.x.x + a.y.z*b.x.y + a.z.z*b.x.z;
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17 | y.x = a.x.x*b.y.x + a.y.x*b.y.y + a.z.x*b.y.z;
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18 | y.y = a.x.y*b.y.x + a.y.y*b.y.y + a.z.y*b.y.z;
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19 | y.z = a.x.z*b.y.x + a.y.z*b.y.y + a.z.z*b.y.z;
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20 | z.x = a.x.x*b.z.x + a.y.x*b.z.y + a.z.x*b.z.z;
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21 | z.y = a.x.y*b.z.x + a.y.y*b.z.y + a.z.y*b.z.z;
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22 | z.z = a.x.z*b.z.x + a.y.z*b.z.y + a.z.z*b.z.z;
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23 | t.x = a.x.x*b.t.x + a.y.x*b.t.y + a.z.x*b.t.z + a.t.x;
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24 | t.y = a.x.y*b.t.x + a.y.y*b.t.y + a.z.y*b.t.z + a.t.y;
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25 | t.z = a.x.z*b.t.x + a.y.z*b.t.y + a.z.z*b.t.z + a.t.z;
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26 | /*
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27 | _asm
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28 | {
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29 | mov eax,this
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30 | mov ecx,a
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31 | mov edx,b
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32 |
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33 | fld dword ptr [ecx+0]
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34 | fld st
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35 | fmul dword ptr [edx+0]
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36 | fld dword ptr [ecx+4]
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37 | fld st
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38 | fmul dword ptr [edx+0]
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39 | fld dword ptr [ecx+8]
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40 | fld st
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41 | fmul dword ptr [edx+0]
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42 | }
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43 |
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44 | */
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45 | return *this;
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46 | }
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47 |
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48 | i4_transform_class& i4_transform_class::translate(const i4_3d_vector& offset)
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49 | {
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50 | x.set(i4_float(1),i4_float(0),i4_float(0));
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51 | y.set(i4_float(0),i4_float(1),i4_float(0));
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52 | z.set(i4_float(0),i4_float(0),i4_float(1));
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53 | t = offset;
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54 |
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55 | return *this;
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56 | }
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57 |
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58 |
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59 | i4_transform_class& i4_transform_class::mult_translate(const i4_3d_vector& offset)
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60 | {
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61 | t.x += x.x*offset.x + y.x*offset.y + z.x*offset.z;
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62 | t.y += x.y*offset.x + y.y*offset.y + z.y*offset.z;
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63 | t.z += x.z*offset.x + y.z*offset.y + z.z*offset.z;
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64 |
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65 | return *this;
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66 | }
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67 |
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68 | i4_transform_class& i4_transform_class::rotate_z(i4_angle th)
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69 | {
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70 | i4_float cos_th=cos(th);
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71 | i4_float sin_th=sin(th);
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72 |
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73 | x.set( cos_th, sin_th, i4_float(0));
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74 | y.set( -sin_th, cos_th, i4_float(0));
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75 | z.set( i4_float(0), i4_float(0), i4_float(1));
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76 | t.set( i4_float(0), i4_float(0), i4_float(0));
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77 | return *this;
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78 | }
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79 |
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80 | i4_transform_class& i4_transform_class::mult_rotate_z(i4_angle th)
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81 | {
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82 | i4_float cos_th=cos(th);
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83 | i4_float sin_th=sin(th);
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84 | i4_float xx, xy, xz, yx, yy, yz;
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85 |
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86 | xx = y.x*sin_th + x.x*cos_th;
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87 | xy = y.y*sin_th + x.y*cos_th;
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88 | xz = y.z*sin_th + x.z*cos_th;
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89 | yx = y.x*cos_th - x.x*sin_th;
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90 | yy = y.y*cos_th - x.y*sin_th;
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91 | yz = y.z*cos_th - x.z*sin_th;
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92 |
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93 | x.set(xx,xy,xz);
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94 | y.set(yx,yy,yz);
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95 | return *this;
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96 | }
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97 |
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98 | i4_transform_class& i4_transform_class::rotate_y(i4_angle th)
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99 | {
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100 | i4_float cos_th=cos(th);
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101 | i4_float sin_th=sin(th);
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102 |
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103 | x.set( cos_th, i4_float(0), -sin_th );
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104 | y.set( i4_float(0), i4_float(1), i4_float(0) );
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105 | z.set( sin_th, i4_float(0), cos_th );
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106 | t.set( i4_float(0), i4_float(0), i4_float(0) );
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107 | return *this;
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108 | }
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109 |
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110 |
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111 | i4_transform_class& i4_transform_class::mult_rotate_y(i4_angle th)
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112 | {
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113 | i4_float cos_th=cos(th);
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114 | i4_float sin_th=sin(th);
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115 | i4_float xx, xy, xz, zx, zy, zz;
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116 |
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117 | xx = x.x*cos_th - z.x*sin_th;
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118 | xy = x.y*cos_th - z.y*sin_th;
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119 | xz = x.z*cos_th - z.z*sin_th;
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120 | zx = x.x*sin_th + z.x*cos_th;
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121 | zy = x.y*sin_th + z.y*cos_th;
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122 | zz = x.z*sin_th + z.z*cos_th;
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123 |
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124 | x.set(xx,xy,xz);
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125 | z.set(zx,zy,zz);
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126 | return *this;
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127 | }
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128 |
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129 | i4_transform_class& i4_transform_class::rotate_x(i4_angle th)
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130 | {
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131 | i4_float cos_th=cos(th);
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132 | i4_float sin_th=sin(th);
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133 |
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134 | x.set( i4_float(1), i4_float(0), i4_float(0) );
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135 | y.set( i4_float(0), cos_th, sin_th );
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136 | z.set( i4_float(0), -sin_th, cos_th );
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137 | t.set( i4_float(0), i4_float(0), i4_float(0) );
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138 | return *this;
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139 | }
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140 |
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141 | i4_transform_class& i4_transform_class::mult_rotate_x(i4_angle th)
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142 | {
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143 | i4_float cos_th=cos(th);
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144 | i4_float sin_th=sin(th);
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145 | i4_float yx, yy, yz, zx, zy, zz;
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146 |
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147 | yx = z.x*sin_th + y.x*cos_th;
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148 | yy = z.y*sin_th + y.y*cos_th;
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149 | yz = z.z*sin_th + y.z*cos_th;
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150 | zx = z.x*cos_th - y.x*sin_th;
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151 | zy = z.y*cos_th - y.y*sin_th;
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152 | zz = z.z*cos_th - y.z*sin_th;
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153 |
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154 | y.set(yx,yy,yz);
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155 | z.set(zx,zy,zz);
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156 | return *this;
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157 | }
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158 |
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159 | i4_transform_class& i4_transform_class::scale(const i4_3d_vector& scale)
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160 | {
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161 | x.set( scale.x, i4_float(0), i4_float(0) );
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162 | y.set( i4_float(0), scale.y, i4_float(0) );
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163 | z.set( i4_float(0), i4_float(0), scale.z );
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164 | t.set( i4_float(0), i4_float(0), i4_float(0) );
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165 |
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166 | return *this;
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167 | }
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