/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_CalculatedTransform.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 24123 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include namespace nw { namespace gfx { //---------------------------------------- void CalculatedTransform::Setup(const ResBone bone) { bool translateZeroFlag = false; bool rotateZeroFlag = false; this->SetTransform(bone.GetTransform()); if ( ut::CheckFlag(bone.GetFlags(), ResBoneData::FLAG_IS_IDENTITY) ) { this->EnableFlags(CalculatedTransform::FLAG_IS_IDENTITY); } if ( ut::CheckFlag(bone.GetFlags(), ResBoneData::FLAG_IS_TRANSLATE_ZERO) ) { this->EnableFlags(CalculatedTransform::FLAG_IS_TRANSLATE_ZERO); translateZeroFlag = true; } if ( ut::CheckFlag(bone.GetFlags(), ResBoneData::FLAG_IS_ROTATE_ZERO) ) { this->EnableFlags(CalculatedTransform::FLAG_IS_ROTATE_ZERO); rotateZeroFlag = true; } if ( ut::CheckFlag(bone.GetFlags(), ResBoneData::FLAG_IS_SCALE_ONE) ) { this->EnableFlags(CalculatedTransform::FLAG_IS_SCALE_ONE); } if ( ut::CheckFlag(bone.GetFlags(), ResBoneData::FLAG_IS_UNIFORM_SCALE) ) { this->EnableFlags(CalculatedTransform::FLAG_IS_UNIFORM_SCALE); } if ( translateZeroFlag && rotateZeroFlag ) { this->EnableFlags(CalculatedTransform::FLAG_IS_ROTATE_TRANSLATE_ZERO); } } //---------------------------------------- void CalculatedTransform::UpdateFlags() { UpdateScaleFlags(); UpdateRotateFlags(); UpdateTranslateFlags(); UpdateCompositeFlags(); } //---------------------------------------- void CalculatedTransform::UpdateRotateFlags() { if (this->IsEnabledFlags(FLAG_IS_IGNORE_ROTATE)) { return; } const math::MTX34& mtx = this->m_TransformMatrix; // 回転行列はノルム 1 なので、対角要素を 2 つ判断すればよい。 if (mtx.f._00 == 1.0f && mtx.f._11 == 1.0f) { this->EnableFlags(FLAG_IS_ROTATE_ZERO); } else { this->DisableFlags(FLAG_IS_ROTATE_ZERO); } } //---------------------------------------- void CalculatedTransform::UpdateTranslateFlags() { if (this->IsEnabledFlags(FLAG_IS_IGNORE_TRANSLATE)) { return; } const math::MTX34& mtx = this->m_TransformMatrix; if (mtx.f._03 == 0.0f && mtx.f._13 == 0.0f && mtx.f._23 == 0.0f) { this->EnableFlags(FLAG_IS_TRANSLATE_ZERO); } else { this->DisableFlags(FLAG_IS_TRANSLATE_ZERO); } } //---------------------------------------- void CalculatedTransform::UpdateCompositeFlags() { this->DisableFlags(FLAG_IS_ROTATE_TRANSLATE_ZERO | FLAG_IS_IDENTITY); if (this->IsEnabledFlags(FLAG_IS_ROTATE_ZERO | FLAG_IS_TRANSLATE_ZERO)) { this->EnableFlags(FLAG_IS_ROTATE_TRANSLATE_ZERO); if (this->IsEnabledFlags(FLAG_IS_SCALE_ONE)) { this->EnableFlags(FLAG_IS_IDENTITY); } } } } // namespace gfx } // namespace nw