/* Residual - Virtual machine to run LucasArts' 3D adventure games * * 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 #include #include #include #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); }