openmohaa/code/skeletor/SkelMat3.h
2016-03-27 11:49:47 +02:00

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__