mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
229 lines
7.6 KiB
C++
229 lines
7.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#include "Engine/StdH.h"
|
|
|
|
#include <Engine/Math/Placement.h>
|
|
|
|
#include <Engine/Base/Stream.h>
|
|
#include <Engine/Math/Geometry.h>
|
|
#include <Engine/Math/Projection.h>
|
|
|
|
// Stream operations
|
|
|
|
CTStream &operator>>(CTStream &strm, CPlacement3D &p3d)
|
|
{
|
|
strm>>p3d.pl_PositionVector;
|
|
strm>>p3d.pl_OrientationAngle;
|
|
return strm;
|
|
}
|
|
CTStream &operator<<(CTStream &strm, const CPlacement3D &p3d)
|
|
{
|
|
strm<<p3d.pl_PositionVector;
|
|
strm<<p3d.pl_OrientationAngle;
|
|
return strm;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// transformations from between coordinate systems
|
|
|
|
/*
|
|
* Project this placement from absolute system to coordinate system of another placement.
|
|
*/
|
|
void CPlacement3D::AbsoluteToRelative(const CPlacement3D &plSystem)
|
|
{
|
|
// create a simple projection
|
|
CSimpleProjection3D prSimple;
|
|
// set the relative system as the viewer
|
|
prSimple.ViewerPlacementL() = plSystem;
|
|
// set the absolute system as object
|
|
prSimple.ObjectPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
prSimple.ObjectPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
|
|
// prepare the projection
|
|
prSimple.Prepare();
|
|
// project this placement using the projection
|
|
prSimple.ProjectPlacement(*this, *this);
|
|
}
|
|
void CPlacement3D::AbsoluteToRelativeSmooth(const CPlacement3D &plSystem)
|
|
{
|
|
// create a simple projection
|
|
CSimpleProjection3D prSimple;
|
|
// set the relative system as the viewer
|
|
prSimple.ViewerPlacementL() = plSystem;
|
|
// set the absolute system as object
|
|
prSimple.ObjectPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
prSimple.ObjectPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
|
|
// prepare the projection
|
|
prSimple.Prepare();
|
|
// project this placement using the projection
|
|
prSimple.ProjectPlacementSmooth(*this, *this);
|
|
}
|
|
|
|
/*
|
|
* Project this placement from coordinate system of another placement to absolute system.
|
|
*/
|
|
void CPlacement3D::RelativeToAbsolute(const CPlacement3D &plSystem)
|
|
{
|
|
// create a simple projection
|
|
CSimpleProjection3D prSimple;
|
|
// set the absolute system as the viewer
|
|
prSimple.ViewerPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
prSimple.ViewerPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
|
|
// set the relative system as object
|
|
prSimple.ObjectPlacementL() = plSystem;
|
|
// prepare the projection
|
|
prSimple.Prepare();
|
|
// project this placement using the projection
|
|
prSimple.ProjectPlacement(*this, *this);
|
|
}
|
|
void CPlacement3D::RelativeToAbsoluteSmooth(const CPlacement3D &plSystem)
|
|
{
|
|
// create a simple projection
|
|
CSimpleProjection3D prSimple;
|
|
// set the absolute system as the viewer
|
|
prSimple.ViewerPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
prSimple.ViewerPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
|
|
// set the relative system as object
|
|
prSimple.ObjectPlacementL() = plSystem;
|
|
// prepare the projection
|
|
prSimple.Prepare();
|
|
// project this placement using the projection
|
|
prSimple.ProjectPlacementSmooth(*this, *this);
|
|
}
|
|
|
|
/*
|
|
* Project this placement from system of one placement to system of another placement.
|
|
*/
|
|
void CPlacement3D::RelativeToRelative(const CPlacement3D &plSource,
|
|
const CPlacement3D &plTarget)
|
|
{
|
|
// create a simple projection
|
|
CSimpleProjection3D prSimple;
|
|
// set the target system as the viewer
|
|
prSimple.ViewerPlacementL() = plTarget;
|
|
// set the source system as object
|
|
prSimple.ObjectPlacementL() = plSource;
|
|
// prepare the projection
|
|
prSimple.Prepare();
|
|
// project this placement using the projection
|
|
prSimple.ProjectPlacement(*this, *this);
|
|
}
|
|
void CPlacement3D::RelativeToRelativeSmooth(const CPlacement3D &plSource,
|
|
const CPlacement3D &plTarget)
|
|
{
|
|
// create a simple projection
|
|
CSimpleProjection3D prSimple;
|
|
// set the target system as the viewer
|
|
prSimple.ViewerPlacementL() = plTarget;
|
|
// set the source system as object
|
|
prSimple.ObjectPlacementL() = plSource;
|
|
// prepare the projection
|
|
prSimple.Prepare();
|
|
// project this placement using the projection
|
|
prSimple.ProjectPlacementSmooth(*this, *this);
|
|
}
|
|
|
|
/* Make this placement be a linear interpolation between given two placements. */
|
|
void CPlacement3D::Lerp(const CPlacement3D &pl0, const CPlacement3D &pl1, FLOAT fFactor)
|
|
{
|
|
// lerp the position
|
|
pl_PositionVector(1) =
|
|
LerpFLOAT(pl0.pl_PositionVector(1), pl1.pl_PositionVector(1), fFactor);
|
|
pl_PositionVector(2) =
|
|
LerpFLOAT(pl0.pl_PositionVector(2), pl1.pl_PositionVector(2), fFactor);
|
|
pl_PositionVector(3) =
|
|
LerpFLOAT(pl0.pl_PositionVector(3), pl1.pl_PositionVector(3), fFactor);
|
|
|
|
// lerp the orientation
|
|
pl_OrientationAngle(1) =
|
|
LerpANGLE(pl0.pl_OrientationAngle(1), pl1.pl_OrientationAngle(1), fFactor);
|
|
pl_OrientationAngle(2) =
|
|
LerpANGLE(pl0.pl_OrientationAngle(2), pl1.pl_OrientationAngle(2), fFactor);
|
|
pl_OrientationAngle(3) =
|
|
LerpANGLE(pl0.pl_OrientationAngle(3), pl1.pl_OrientationAngle(3), fFactor);
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// translations and rotations
|
|
|
|
/*
|
|
* Rotate using trackball method.
|
|
*/
|
|
void CPlacement3D::Rotate_TrackBall(const ANGLE3D &a3dRotation)
|
|
{
|
|
FLOATmatrix3D t3dRotation; // matrix for the rotation angles
|
|
FLOATmatrix3D t3dOriginal; // matrix for the original angles
|
|
|
|
// create matrices from angles
|
|
MakeRotationMatrix(t3dRotation, a3dRotation);
|
|
MakeRotationMatrix(t3dOriginal, pl_OrientationAngle);
|
|
|
|
// make composed matrix
|
|
t3dOriginal = t3dRotation*t3dOriginal; // rotate first by original, then by rotation angles
|
|
|
|
// recreate angles from composed matrix
|
|
DecomposeRotationMatrix(pl_OrientationAngle, t3dOriginal);
|
|
}
|
|
|
|
/*
|
|
* Rotate using airplane method.
|
|
*/
|
|
void CPlacement3D::Rotate_Airplane(const ANGLE3D &a3dRotation)
|
|
{
|
|
FLOATmatrix3D t3dRotation; // matrix for the rotation angles
|
|
FLOATmatrix3D t3dOriginal; // matrix for the original angles
|
|
|
|
// create matrices from angles
|
|
MakeRotationMatrixFast(t3dRotation, a3dRotation);
|
|
MakeRotationMatrixFast(t3dOriginal, pl_OrientationAngle);
|
|
|
|
// make composed matrix
|
|
t3dOriginal = t3dOriginal*t3dRotation; // rotate first by rotation, then by original angles
|
|
|
|
// recreate angles from composed matrix
|
|
DecomposeRotationMatrixNoSnap(pl_OrientationAngle, t3dOriginal);
|
|
}
|
|
|
|
/*
|
|
* Rotate using HPB method.
|
|
*/
|
|
void CPlacement3D::Rotate_HPB(const ANGLE3D &a3dRotation)
|
|
{
|
|
// just add the rotation angles to original angles
|
|
pl_OrientationAngle += a3dRotation;
|
|
}
|
|
|
|
/*
|
|
* Translate in own coordinate system.
|
|
*/
|
|
void CPlacement3D::Translate_OwnSystem(const FLOAT3D &f3dRelativeTranslation)
|
|
{
|
|
FLOATmatrix3D t3dOwnAngles; // matrix for own angles
|
|
|
|
// make matrix from own angles
|
|
MakeRotationMatrix(t3dOwnAngles, pl_OrientationAngle);
|
|
// make absolute translation from relative by rotating for your own angles
|
|
pl_PositionVector += f3dRelativeTranslation*t3dOwnAngles;
|
|
}
|
|
|
|
/*
|
|
* Translate in absolute coordinate system.
|
|
*/
|
|
void CPlacement3D::Translate_AbsoluteSystem(const FLOAT3D &f3dAbsoluteTranslation)
|
|
{
|
|
// just add the translation to the position vector
|
|
pl_PositionVector += f3dAbsoluteTranslation;
|
|
}
|