mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-29 06:07:57 +03:00
220 lines
4.1 KiB
C++
220 lines
4.1 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 2015 the OpenMoHAA team
|
|
|
|
This file is part of OpenMoHAA source code.
|
|
|
|
OpenMoHAA source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
OpenMoHAA source code 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 General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with OpenMoHAA source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
|
|
// SkelMat3.h : Skeletor
|
|
|
|
#ifndef __SKELMAT3_H__
|
|
#define __SKELMAT3_H__
|
|
|
|
#ifdef __cplusplus
|
|
|
|
class SkelMat3 {
|
|
public:
|
|
float val[ 3 ][ 3 ];
|
|
|
|
protected:
|
|
void copy( const SkelMat3& m );
|
|
|
|
public:
|
|
void MakeZero();
|
|
void MakeIdentity();
|
|
|
|
SkelMat3( const SkelVec3& x, const SkelVec3& y, const SkelVec3& z );
|
|
SkelMat3( const float *mat[ 3 ] );
|
|
SkelMat3();
|
|
|
|
SkelVec3 *XAxis();
|
|
SkelVec3 *YAxis();
|
|
SkelVec3 *ZAxis();
|
|
|
|
operator float *( );
|
|
operator float *( ) const;
|
|
|
|
float *operator[]( int index );
|
|
float *operator[]( int index ) const;
|
|
|
|
void GetEulerAngles( float *vec ) const;
|
|
void GetScale( float *vec ) const;
|
|
bool IsOrthonormal() const;
|
|
bool IsValid() const;
|
|
|
|
void Multiply( const float mat1[ 3 ][ 3 ], const float mat2[ 3 ][ 3 ] );
|
|
float det() const;
|
|
float trace() const;
|
|
SkelVec3 TransformVector( const SkelVec3 *skel );
|
|
void Transpose();
|
|
};
|
|
|
|
inline
|
|
SkelMat3::SkelMat3( const SkelVec3& x, const SkelVec3& y, const SkelVec3& z )
|
|
{
|
|
VectorCopy( x, val[ 0 ] );
|
|
VectorCopy( y, val[ 1 ] );
|
|
VectorCopy( z, val[ 2 ] );
|
|
}
|
|
|
|
inline
|
|
SkelMat3::SkelMat3( const float *mat[ 3 ] )
|
|
{
|
|
memcpy( &val, mat, sizeof( val ) );
|
|
}
|
|
|
|
inline
|
|
SkelMat3::SkelMat3()
|
|
{
|
|
MakeIdentity();
|
|
}
|
|
|
|
inline
|
|
void SkelMat3::copy( const SkelMat3& m )
|
|
{
|
|
AxisCopy( m.val, val );
|
|
}
|
|
|
|
inline
|
|
void SkelMat3::MakeZero()
|
|
{
|
|
AxisClear( val );
|
|
}
|
|
|
|
inline
|
|
void SkelMat3::MakeIdentity()
|
|
{
|
|
MakeZero();
|
|
val[ 0 ][ 0 ] = 1.0f;
|
|
val[ 1 ][ 1 ] = 1.0f;
|
|
val[ 2 ][ 2 ] = 1.0f;
|
|
}
|
|
|
|
inline
|
|
SkelVec3 *SkelMat3::XAxis()
|
|
{
|
|
return ( SkelVec3 * )&val[ 0 ];
|
|
}
|
|
|
|
inline
|
|
SkelVec3 *SkelMat3::YAxis()
|
|
{
|
|
return ( SkelVec3 * )&val[ 1 ];
|
|
}
|
|
|
|
inline
|
|
SkelVec3 *SkelMat3::ZAxis()
|
|
{
|
|
return ( SkelVec3 * )&val[ 2 ];
|
|
}
|
|
|
|
inline
|
|
SkelMat3::operator float *( )
|
|
{
|
|
return &val[ 0 ][ 0 ];
|
|
}
|
|
|
|
inline
|
|
SkelMat3::operator float *( ) const
|
|
{
|
|
return ( float * )&val[ 0 ][ 0 ];
|
|
}
|
|
|
|
inline
|
|
float *SkelMat3::operator[]( int index )
|
|
{
|
|
return val[ index ];
|
|
}
|
|
|
|
inline
|
|
float *SkelMat3::operator[]( int index ) const
|
|
{
|
|
return ( float * )val[ index ];
|
|
}
|
|
|
|
inline
|
|
void SkelMat3::GetEulerAngles( float *vec ) const
|
|
{
|
|
MatrixToEulerAngles( val, vec );
|
|
}
|
|
|
|
inline
|
|
void SkelMat3::GetScale( float *vec ) const
|
|
{
|
|
// FIXME: stub
|
|
}
|
|
|
|
inline
|
|
bool SkelMat3::IsOrthonormal() const
|
|
{
|
|
// FIXME: stub
|
|
return false;
|
|
}
|
|
|
|
inline
|
|
bool SkelMat3::IsValid() const
|
|
{
|
|
// FIXME: stub
|
|
return false;
|
|
}
|
|
|
|
inline
|
|
void SkelMat3::Multiply( const float mat1[ 3 ][ 3 ], const float mat2[ 3 ][ 3 ] )
|
|
{
|
|
MatrixMultiply( mat1, mat2, val );
|
|
}
|
|
|
|
inline
|
|
float SkelMat3::det() const
|
|
{
|
|
return ( val[ 2 ][ 1 ] * val[ 1 ][ 0 ] - val[ 2 ][ 0 ] * val[ 1 ][ 1 ] ) * val[ 0 ][ 2 ]
|
|
+ ( val[ 1 ][ 1 ] * val[ 2 ][ 2 ] - val[ 1 ][ 2 ] * val[ 2 ][ 1 ] ) * val[ 0 ][ 0 ]
|
|
- ( val[ 2 ][ 2 ] * val[ 1 ][ 0 ] - val[ 1 ][ 2 ] * val[ 2 ][ 0 ] ) * val[ 0 ][ 1 ];
|
|
}
|
|
|
|
inline
|
|
float SkelMat3::trace() const
|
|
{
|
|
return val[ 0 ][ 0 ] + val[ 1 ][ 1 ] + val[ 2 ][ 2 ];
|
|
}
|
|
|
|
inline
|
|
SkelVec3 SkelMat3::TransformVector( const SkelVec3 *skel )
|
|
{
|
|
SkelVec3 out;
|
|
MatrixTransformVector( *skel, val, out );
|
|
return out;
|
|
}
|
|
|
|
inline
|
|
void SkelMat3::Transpose()
|
|
{
|
|
SkelMat3 out;
|
|
TransposeMatrix( val, out.val );
|
|
memcpy( val, out, sizeof( SkelMat3 ) );
|
|
}
|
|
|
|
#else
|
|
|
|
typedef struct {
|
|
float val[ 3 ][ 3 ];
|
|
} SkelMat3;
|
|
|
|
#endif
|
|
|
|
#endif // __SKELMAT3_H__
|