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#include "RotationMatrix.h"
#include "ientity.h"
#include "math/Matrix4.h"
void RotationMatrix::setIdentity()
{
rotation[0] = 1;
rotation[1] = 0;
rotation[2] = 0;
rotation[3] = 0;
rotation[4] = 1;
rotation[5] = 0;
rotation[6] = 0;
rotation[7] = 0;
rotation[8] = 1;
}
void RotationMatrix::readFromString(const std::string& value)
{
std::stringstream strm(value);
strm << std::skipws;
for (int i = 0; i < 9; ++i)
{
strm >> rotation[i];
}
if (!strm)
{
// Parsing failed, fall back to the identity matrix
setIdentity();
}
}
void RotationMatrix::writeToEntity(Entity* entity, const std::string& key) const
{
if (rotation[0] == 1 &&
rotation[1] == 0 &&
rotation[2] == 0 &&
rotation[3] == 0 &&
rotation[4] == 1 &&
rotation[5] == 0 &&
rotation[6] == 0 &&
rotation[7] == 0 &&
rotation[8] == 1)
{
entity->setKeyValue(key, "");
}
else
{
entity->setKeyValue(key, getRotationKeyValue());
}
}
std::string RotationMatrix::getRotationKeyValue() const
{
std::ostringstream value;
value << rotation[0] << ' '
<< rotation[1] << ' '
<< rotation[2] << ' '
<< rotation[3] << ' '
<< rotation[4] << ' '
<< rotation[5] << ' '
<< rotation[6] << ' '
<< rotation[7] << ' '
<< rotation[8];
return value.str();
}
Matrix4 RotationMatrix::getMatrix4() const
{
return Matrix4::byColumns(
rotation[0],
rotation[1],
rotation[2],
0,
rotation[3],
rotation[4],
rotation[5],
0,
rotation[6],
rotation[7],
rotation[8],
0,
0,
0,
0,
1
);
}
void RotationMatrix::setFromMatrix4(const Matrix4& matrix)
{
rotation[0] = static_cast<float>(matrix.xx());
rotation[1] = static_cast<float>(matrix.xy());
rotation[2] = static_cast<float>(matrix.xz());
rotation[3] = static_cast<float>(matrix.yx());
rotation[4] = static_cast<float>(matrix.yy());
rotation[5] = static_cast<float>(matrix.yz());
rotation[6] = static_cast<float>(matrix.zx());
rotation[7] = static_cast<float>(matrix.zy());
rotation[8] = static_cast<float>(matrix.zz());
}
// Assignment operator
const RotationMatrix& RotationMatrix::operator=(const RotationMatrix& other)
{
rotation[0] = other[0];
rotation[1] = other[1];
rotation[2] = other[2];
rotation[3] = other[3];
rotation[4] = other[4];
rotation[5] = other[5];
rotation[6] = other[6];
rotation[7] = other[7];
rotation[8] = other[8];
return *this;
}
void RotationMatrix::rotate(const Quaternion& rotate)
{
setFromMatrix4(
getMatrix4().getPremultipliedBy(Matrix4::getRotationQuantised(rotate))
);
}
void RotationMatrix::setFromAngleString(const std::string& value)
{
// Quick check before trying to parse anything
if (value.empty())
{
setIdentity();
return;
}
try
{
float angle = std::stof(value);
// Cast succeeded
setFromMatrix4(Matrix4::getRotationAboutZ(math::Degrees(angle)));
}
catch (std::invalid_argument&)
{
// Cast failed
setIdentity();
}
}
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