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119 lines
4.1 KiB
119 lines
4.1 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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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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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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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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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "pyMatrix44.h" |
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pyMatrix44::pyMatrix44() { fMatrix.Reset(); } |
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pyMatrix44::pyMatrix44(hsMatrix44 other) |
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{ // copy the other matrix to this one |
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int i,j; |
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for ( i=0;i<4;i++) |
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for ( j=0;j<4;j++) |
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fMatrix.fMap[i][j] = other.fMap[i][j]; |
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fMatrix.fFlags = other.fFlags; |
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} |
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PyObject* pyMatrix44::GetInverse(PyObject* inverse) |
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{ |
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pyMatrix44 *obj = pyMatrix44::ConvertFrom(inverse); |
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fMatrix.GetInverse(&(obj->fMatrix)); |
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Py_INCREF(inverse); // incref it because we need to return a new ref |
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return inverse; |
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} |
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PyObject* pyMatrix44::GetTranspose(PyObject* transpose) |
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{ |
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pyMatrix44 *obj = pyMatrix44::ConvertFrom(transpose); |
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fMatrix.GetTranspose(&(obj->fMatrix)); |
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Py_INCREF(transpose); // incref it because we need to return a new ref |
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return transpose; |
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} |
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PyObject* pyMatrix44::GetAdjoint(PyObject* adjoint) |
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{ |
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pyMatrix44 *obj = pyMatrix44::ConvertFrom(adjoint); |
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fMatrix.GetAdjoint(&(obj->fMatrix)); |
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Py_INCREF(adjoint); // incref it because we need to return a new ref |
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return adjoint; |
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} |
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PyObject* pyMatrix44::GetTranslate(PyObject* pt) |
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{ |
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pyVector3 *obj = pyVector3::ConvertFrom(pt); |
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fMatrix.GetTranslate(&(obj->fVector)); |
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Py_INCREF(pt); // incref it because we need to return a new ref |
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return pt; |
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} |
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float* pyMatrix44::GetData() |
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{ |
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float *res = new float[4*4]; |
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res[0] = fMatrix.fMap[0][0]; res[1] = fMatrix.fMap[0][1]; res[2] = fMatrix.fMap[0][2]; res[3] = fMatrix.fMap[0][3]; |
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res[4] = fMatrix.fMap[1][0]; res[5] = fMatrix.fMap[1][1]; res[6] = fMatrix.fMap[1][2]; res[7] = fMatrix.fMap[1][3]; |
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res[8] = fMatrix.fMap[2][0]; res[9] = fMatrix.fMap[2][1]; res[10] = fMatrix.fMap[2][2]; res[11] = fMatrix.fMap[2][3]; |
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res[12] = fMatrix.fMap[3][0]; res[13] = fMatrix.fMap[3][1]; res[14] = fMatrix.fMap[3][2]; res[15] = fMatrix.fMap[3][3]; |
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return res; |
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} |
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void pyMatrix44::SetData(const float mat[]) |
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{ |
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fMatrix.fMap[0][0] = mat[0]; |
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fMatrix.fMap[0][1] = mat[1]; |
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fMatrix.fMap[0][2] = mat[2]; |
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fMatrix.fMap[0][3] = mat[3]; |
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fMatrix.fMap[1][0] = mat[4]; |
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fMatrix.fMap[1][1] = mat[5]; |
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fMatrix.fMap[1][2] = mat[6]; |
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fMatrix.fMap[1][3] = mat[7]; |
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fMatrix.fMap[2][0] = mat[8]; |
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fMatrix.fMap[2][1] = mat[9]; |
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fMatrix.fMap[2][2] = mat[10]; |
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fMatrix.fMap[2][3] = mat[11]; |
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fMatrix.fMap[3][0] = mat[12]; |
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fMatrix.fMap[3][1] = mat[13]; |
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fMatrix.fMap[3][2] = mat[14]; |
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fMatrix.fMap[3][3] = mat[15]; |
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fMatrix.NotIdentity(); |
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}
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