2011-04-17 01:00:10 +02:00
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#include "common/scummsys.h"
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2008-01-26 11:47:23 +00:00
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2009-05-08 07:32:33 +00:00
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#include "graphics/tinygl/zmath.h"
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2005-01-12 15:20:02 +00:00
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2009-05-25 13:19:29 +00:00
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namespace TinyGL {
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2006-05-16 14:52:36 +00:00
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// Inversion of a general nxn matrix.
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// Note : m is destroyed
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int Matrix_Inv(float *r, float *m, int n) {
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2014-06-07 00:55:08 +02:00
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double inv[16], det;
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int i;
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inv[0] = m[5] * m[10] * m[15] -
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m[5] * m[11] * m[14] -
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m[9] * m[6] * m[15] +
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m[9] * m[7] * m[14] +
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m[13] * m[6] * m[11] -
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m[13] * m[7] * m[10];
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inv[4] = -m[4] * m[10] * m[15] +
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m[4] * m[11] * m[14] +
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m[8] * m[6] * m[15] -
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m[8] * m[7] * m[14] -
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m[12] * m[6] * m[11] +
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m[12] * m[7] * m[10];
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inv[8] = m[4] * m[9] * m[15] -
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m[4] * m[11] * m[13] -
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m[8] * m[5] * m[15] +
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m[8] * m[7] * m[13] +
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m[12] * m[5] * m[11] -
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m[12] * m[7] * m[9];
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inv[12] = -m[4] * m[9] * m[14] +
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m[4] * m[10] * m[13] +
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m[8] * m[5] * m[14] -
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m[8] * m[6] * m[13] -
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m[12] * m[5] * m[10] +
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m[12] * m[6] * m[9];
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inv[1] = -m[1] * m[10] * m[15] +
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m[1] * m[11] * m[14] +
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m[9] * m[2] * m[15] -
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m[9] * m[3] * m[14] -
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m[13] * m[2] * m[11] +
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m[13] * m[3] * m[10];
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inv[5] = m[0] * m[10] * m[15] -
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m[0] * m[11] * m[14] -
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m[8] * m[2] * m[15] +
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m[8] * m[3] * m[14] +
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m[12] * m[2] * m[11] -
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m[12] * m[3] * m[10];
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inv[9] = -m[0] * m[9] * m[15] +
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m[0] * m[11] * m[13] +
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m[8] * m[1] * m[15] -
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m[8] * m[3] * m[13] -
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m[12] * m[1] * m[11] +
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m[12] * m[3] * m[9];
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inv[13] = m[0] * m[9] * m[14] -
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m[0] * m[10] * m[13] -
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m[8] * m[1] * m[14] +
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m[8] * m[2] * m[13] +
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m[12] * m[1] * m[10] -
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m[12] * m[2] * m[9];
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inv[2] = m[1] * m[6] * m[15] -
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m[1] * m[7] * m[14] -
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m[5] * m[2] * m[15] +
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m[5] * m[3] * m[14] +
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m[13] * m[2] * m[7] -
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m[13] * m[3] * m[6];
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inv[6] = -m[0] * m[6] * m[15] +
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m[0] * m[7] * m[14] +
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m[4] * m[2] * m[15] -
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m[4] * m[3] * m[14] -
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m[12] * m[2] * m[7] +
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m[12] * m[3] * m[6];
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inv[10] = m[0] * m[5] * m[15] -
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m[0] * m[7] * m[13] -
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m[4] * m[1] * m[15] +
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m[4] * m[3] * m[13] +
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m[12] * m[1] * m[7] -
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m[12] * m[3] * m[5];
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inv[14] = -m[0] * m[5] * m[14] +
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m[0] * m[6] * m[13] +
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m[4] * m[1] * m[14] -
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m[4] * m[2] * m[13] -
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m[12] * m[1] * m[6] +
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m[12] * m[2] * m[5];
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inv[3] = -m[1] * m[6] * m[11] +
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m[1] * m[7] * m[10] +
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m[5] * m[2] * m[11] -
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m[5] * m[3] * m[10] -
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m[9] * m[2] * m[7] +
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m[9] * m[3] * m[6];
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inv[7] = m[0] * m[6] * m[11] -
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m[0] * m[7] * m[10] -
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m[4] * m[2] * m[11] +
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m[4] * m[3] * m[10] +
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m[8] * m[2] * m[7] -
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m[8] * m[3] * m[6];
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inv[11] = -m[0] * m[5] * m[11] +
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m[0] * m[7] * m[9] +
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m[4] * m[1] * m[11] -
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m[4] * m[3] * m[9] -
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m[8] * m[1] * m[7] +
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m[8] * m[3] * m[5];
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inv[15] = m[0] * m[5] * m[10] -
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m[0] * m[6] * m[9] -
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m[4] * m[1] * m[10] +
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m[4] * m[2] * m[9] +
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m[8] * m[1] * m[6] -
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m[8] * m[2] * m[5];
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det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
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if (det == 0)
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return false;
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det = 1.0 / det;
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for (i = 0; i < 16; i++)
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r[i] = inv[i] * det;
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2005-01-12 15:20:02 +00:00
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2014-06-07 00:55:08 +02:00
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return true;
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2014-05-28 17:46:33 +01:00
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}
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Vector3::Vector3(float x, float y, float z) {
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_v[0] = x;
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_v[1] = y;
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_v[2] = z;
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}
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void Vector3::normalize() {
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float n;
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n = sqrt(_v[0] * _v[0] + _v[1] * _v[1] + _v[2] * _v[2]);
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if (n != 0) {
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_v[0] /= n;
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_v[1] /= n;
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_v[2] /= n;
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}
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}
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Vector4::Vector4(float x, float y, float z, float w) {
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_v[0] = x;
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_v[1] = y;
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_v[2] = z;
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_v[3] = w;
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}
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2014-05-28 19:27:00 +01:00
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Vector4::Vector4(const Vector3 &vec, float w) {
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2014-06-07 00:55:08 +02:00
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_v[0] = vec.X;
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_v[1] = vec.Y;
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_v[2] = vec.Z;
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2014-05-28 19:27:00 +01:00
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_v[3] = w;
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}
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2014-06-08 15:20:27 +02:00
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void Matrix4::identity()
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{
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memset(_m,0,sizeof(_m));
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_m[0][0] = 1.0f;
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_m[1][1] = 1.0f;
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_m[2][2] = 1.0f;
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_m[3][3] = 1.0f;
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2014-05-28 17:46:33 +01:00
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}
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2014-06-08 15:20:27 +02:00
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Matrix4 Matrix4::transpose() const {
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2014-05-28 17:46:33 +01:00
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Matrix4 a;
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2014-06-07 21:32:42 +02:00
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a._m[0][0] = this->_m[0][0];
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a._m[0][1] = this->_m[1][0];
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a._m[0][2] = this->_m[2][0];
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a._m[0][3] = this->_m[3][0];
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a._m[1], 0, this->_m[0][1];
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a._m[1], 1, this->_m[1][1];
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a._m[1], 2, this->_m[2][1];
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a._m[1], 3, this->_m[3][1];
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a._m[2][0] = this->_m[0][2];
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a._m[2][1] = this->_m[1][2];
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a._m[2][2] = this->_m[2][2];
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a._m[2][3] = this->_m[3][2];
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a._m[3][0] = this->_m[0][3];
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a._m[3][1] = this->_m[1][3];
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a._m[3][2] = this->_m[2][3];
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a._m[3][3] = this->_m[3][3];
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2014-05-28 17:46:33 +01:00
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return a;
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}
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2014-06-07 21:32:42 +02:00
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void Matrix4::transpose() {
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2014-06-07 00:55:08 +02:00
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Matrix4 tmp = *this;
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2014-06-07 21:32:42 +02:00
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this->_m[0][0] = tmp._m[0][0];
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this->_m[0][1] = tmp._m[1][0];
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this->_m[0][2] = tmp._m[2][0];
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this->_m[0][3] = tmp._m[3][0];
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this->_m[1], 0, tmp._m[0][1];
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this->_m[1], 1, tmp._m[1][1];
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this->_m[1], 2, tmp._m[2][1];
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this->_m[1], 3, tmp._m[3][1];
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this->_m[2][0] = tmp._m[0][2];
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this->_m[2][1] = tmp._m[1][2];
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this->_m[2][2] = tmp._m[2][2];
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this->_m[2][3] = tmp._m[3][2];
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this->_m[3][0] = tmp._m[0][3];
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this->_m[3][1] = tmp._m[1][3];
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this->_m[3][2] = tmp._m[2][3];
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this->_m[3][3] = tmp._m[3][3];
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2014-06-07 00:55:08 +02:00
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}
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2014-05-28 19:27:00 +01:00
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Matrix4 Matrix4::inverseOrtho() const {
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2014-05-28 17:46:33 +01:00
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Matrix4 a;
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int i, j;
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float s;
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++)
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2014-06-08 15:20:27 +02:00
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a._m[i][j] = this->_m[j][i];
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2014-06-07 21:32:42 +02:00
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a._m[3][0] = 0.0f;
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a._m[3][1] = 0.0f;
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a._m[3][2] = 0.0f;
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a._m[3][3] = 1.0f;
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2014-05-28 17:46:33 +01:00
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for (i = 0; i < 3; i++) {
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s = 0;
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for (j = 0; j < 3; j++)
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2014-06-07 21:32:42 +02:00
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s -= this->_m[j][i] * this->_m[j][3];
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a._m[i][3] = s;
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2014-05-28 17:46:33 +01:00
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}
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}
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return a;
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}
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2014-05-28 19:27:00 +01:00
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Matrix4 Matrix4::inverse() const {
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2014-05-30 00:01:54 +01:00
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Matrix4 result;
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Matrix4 source = *this;
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2014-06-04 20:33:47 +02:00
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Matrix_Inv((float *)result._m, (float *)source._m, 4);
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2014-05-28 17:46:33 +01:00
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return result;
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}
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2014-06-08 15:20:27 +02:00
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void Matrix4::rotation(float t, int u) {
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identity();
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2014-05-28 17:46:33 +01:00
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float s, c;
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int v, w;
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if ((v = u + 1) > 2)
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v = 0;
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if ((w = v + 1) > 2)
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w = 0;
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s = sin(t);
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c = cos(t);
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2014-06-08 15:20:27 +02:00
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_m[v][v] = c;
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_m[v][w] = -s;
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_m[w][v] = s;
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_m[w][w] = c;
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2014-05-28 17:46:33 +01:00
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}
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2014-05-28 19:27:00 +01:00
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bool Matrix4::IsIdentity() const {
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2014-05-30 00:01:54 +01:00
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//NOTE: This might need to be implemented in a fault-tolerant way.
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2014-05-28 17:46:33 +01:00
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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if (i == j) {
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if (_m[i][j] != 1.0)
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return false;
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} else if (_m[i][j] != 0.0)
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return false;
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}
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}
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return true;
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}
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2014-06-07 21:32:42 +02:00
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void Matrix4::invert() {
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2014-06-07 00:55:08 +02:00
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Matrix4 source = *this;
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Matrix_Inv((float *)this->_m, (float *)source._m, 4);
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}
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2014-06-07 21:32:42 +02:00
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Matrix4 Matrix4::frustrum( float left, float right, float bottom, float top, float nearp, float farp ) {
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float x, y, A, B, C, D;
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x = (float)((2.0 * nearp) / (right - left));
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y = (float)((2.0 * nearp) / (top - bottom));
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A = (right + left) / (right - left);
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B = (top + bottom) / (top - bottom);
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C = -(farp + nearp) / (farp - nearp);
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D = (float)(-(2.0 * farp * nearp) / (farp - nearp));
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Matrix4 m;
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m._m[0][0] = x; m._m[0][1] = 0; m._m[0][2] = A; m._m[0][3] = 0;
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m._m[1][0] = 0; m._m[1][1] = y; m._m[1][2] = B; m._m[1][3] = 0;
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m._m[2][0] = 0; m._m[2][1] = 0; m._m[2][2] = C; m._m[2][3] = D;
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m._m[3][0] = 0; m._m[3][1] = 0; m._m[3][2] = -1; m._m[3][3] = 0;
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return m;
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}
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void Matrix4::translate( float x, float y, float z ) {
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_m[0][3] += _m[0][0] * x + _m[0][1] * y + _m[0][2] * z;
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_m[1][3] += _m[1][0] * x + _m[1][1] * y + _m[1][2] * z;
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_m[2][3] += _m[2][0] * x + _m[2][1] * y + _m[2][2] * z;
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_m[3][3] += _m[3][0] * x + _m[3][1] * y + _m[3][2] * z;
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}
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void Matrix4::scale( float x, float y, float z ) {
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_m[0][0] *= x; _m[0][1] *= y; _m[0][2] *= z;
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_m[1][0] *= x; _m[1][1] *= y; _m[1][2] *= z;
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_m[2][0] *= x; _m[2][1] *= y; _m[2][2] *= z;
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_m[3][0] *= x; _m[3][1] *= y; _m[3][2] *= z;
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}
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2009-05-25 13:19:29 +00:00
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} // end of namespace TinyGL
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