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engines/titanic/star_control/fvector.cpp
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140
engines/titanic/star_control/fvector.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "titanic/star_control/fvector.h"
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#include "titanic/star_control/fpose.h"
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#include "common/str.h"
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#include "math/utils.h"
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namespace Titanic {
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FVector FVector::swapComponents() const {
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return FVector(
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(ABS(_x - _y) < 0.00001 && ABS(_y - _z) < 0.00001 &&
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ABS(_x - _z) < 0.00001) ? -_y : _y,
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_z,
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_x
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);
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}
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FVector FVector::crossProduct(const FVector &src) const {
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return FVector(
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src._z * _y - _z * src._y,
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src._x * _z - _x * src._z,
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src._y * _x - _y * src._x
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);
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}
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void FVector::rotVectAxisY(float angleDeg) {
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float sinVal = sin(Math::deg2rad<double>(angleDeg));
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float cosVal = cos(Math::deg2rad<double>(angleDeg));
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float x = cosVal * _x - sinVal * _z;
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float z = cosVal * _z + sinVal * _x;
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_x = x;
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_z = z;
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}
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bool FVector::normalize(float & hyp) {
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hyp = sqrt(_x * _x + _y * _y + _z * _z);
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if (hyp==0) {
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return false;
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}
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_x *= 1.0 / hyp;
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_y *= 1.0 / hyp;
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_z *= 1.0 / hyp;
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return true;
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}
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FVector FVector::half(const FVector &v) const {
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FVector tempV = *this + v;
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tempV.normalize();
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return tempV;
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}
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FVector FVector::getPolarCoord() const {
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FVector vector = *this;
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FVector dest;
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if (!vector.normalize(dest._x)) {
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// Makes this vector have magnitude=1, put the scale amount in dest._x,
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// but if it is unsuccessful, crash
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assert(dest._x);
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}
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dest._y = acos(vector._y); // radian distance/angle that this vector's y component is from the +y axis,
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// result is restricted to [0,pi]
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dest._z = atan2(vector._x,vector._z); // result is restricted to [-pi,pi]
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return dest;
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}
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float FVector::getDistance(const FVector &src) const {
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float xd = src._x - _x;
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float yd = src._y - _y;
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float zd = src._z - _z;
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return sqrt(xd * xd + yd * yd + zd * zd);
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}
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FVector FVector::matProdRowVect(const FPose &pose) const {
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FVector v;
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v._x = pose._row2._x * _y + pose._row3._x * _z + pose._row1._x * _x + pose._vector._x;
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v._y = pose._row2._y * _y + pose._row3._y * _z + pose._row1._y * _x + pose._vector._y;
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v._z = pose._row3._z * _z + pose._row2._z * _y + pose._row1._z * _x + pose._vector._z;
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return v;
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}
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FPose FVector::getFrameTransform(const FVector &v) {
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FPose matrix1, matrix2, matrix3, matrix4;
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FVector vector1 = getPolarCoord();
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matrix1.setRotationMatrix(X_AXIS, Math::rad2deg<double>(vector1._y));
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matrix2.setRotationMatrix(Y_AXIS, Math::rad2deg<double>(vector1._z));
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fposeProd(matrix1, matrix2, matrix3);
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matrix4 = matrix3.inverseTransform();
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vector1 = v.getPolarCoord();
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matrix1.setRotationMatrix(X_AXIS, Math::rad2deg<double>(vector1._y));
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matrix2.setRotationMatrix(Y_AXIS, Math::rad2deg<double>(vector1._z));
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fposeProd(matrix1, matrix2, matrix3);
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fposeProd(matrix4, matrix3, matrix1);
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return matrix1;
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}
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FPose FVector::formRotXY() const {
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FVector v1 = getPolarCoord();
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FPose m1, m2;
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m1.setRotationMatrix(X_AXIS, Math::rad2deg<double>(v1._y));
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m2.setRotationMatrix(Y_AXIS, Math::rad2deg<double>(v1._z));
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FPose m3;
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fposeProd(m1, m2, m3);
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return m3;
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}
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Common::String FVector::toString() const {
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return Common::String::format("(%.3f,%.3f,%.3f)", _x, _y, _z);
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}
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} // End of namespace Titanic
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