TINYGL: Fixed a few mistakes during the refactoring.

This commit is contained in:
Stefano Musumeci 2014-05-30 00:01:54 +01:00
parent c1040a9cdf
commit b7853b48f8
7 changed files with 135 additions and 87 deletions

View file

@ -7,7 +7,6 @@ namespace TinyGL {
// Inversion of a general nxn matrix.
// Note : m is destroyed
int Matrix_Inv(float *r, float *m, int n) {
int k;
float max, tmp, t;
@ -64,6 +63,87 @@ int Matrix_Inv(float *r, float *m, int n) {
return 0;
}
/*
// inversion of a 4x4 matrix
void gl_M4_Inv(M4 *a, const M4 *b) {
M4 tmp;
memcpy(&tmp, b, 16 * sizeof(float));
//tmp = *b
Matrix_Inv(&a->m[0][0], &tmp.m[0][0], 4);
}
void gl_M4_Rotate(M4 *a, float t, int u) {
float s, c;
int v, w;
if ((v = u + 1) > 2)
v = 0;
if ((w = v + 1) > 2)
w = 0;
s = sin(t);
c = cos(t);
gl_M4_Id(a);
a->m[v][v] = c;
a->m[v][w] = -s;
a->m[w][v] = s;
a->m[w][w] = c;
}
/*
// inverse of a 3x3 matrix
void gl_M3_Inv(M3 *a, const M3 *m) {
float det;
det = m->m[0][0] * m->m[1][1] * m->m[2][2] - m->m[0][0] * m->m[1][2] * m->m[2][1] -
m->m[1][0] * m->m[0][1] * m->m[2][2] + m->m[1][0] * m->m[0][2] * m->m[2][1] +
m->m[2][0] * m->m[0][1] * m->m[1][2] - m->m[2][0] * m->m[0][2] * m->m[1][1];
a->m[0][0] = (m->m[1][1] * m->m[2][2] - m->m[1][2] * m->m[2][1]) / det;
a->m[0][1] = -(m->m[0][1] * m->m[2][2] - m->m[0][2] * m->m[2][1]) / det;
a->m[0][2] = -(-m->m[0][1] * m->m[1][2] + m->m[0][2] * m->m[1][1]) / det;
a->m[1][0] = -(m->m[1][0] * m->m[2][2] - m->m[1][2] * m->m[2][0]) / det;
a->m[1][1] = (m->m[0][0] * m->m[2][2] - m->m[0][2] * m->m[2][0]) / det;
a->m[1][2] = -(m->m[0][0] * m->m[1][2] - m->m[0][2] * m->m[1][0]) / det;
a->m[2][0] = (m->m[1][0] * m->m[2][1] - m->m[1][1] * m->m[2][0]) / det;
a->m[2][1] = -(m->m[0][0] * m->m[2][1] - m->m[0][1] * m->m[2][0]) / det;
a->m[2][2] = (m->m[0][0] * m->m[1][1] - m->m[0][1] * m->m[1][0]) / det;
}
*/
// vector arithmetic
/*
int gl_V3_Norm(V3 *a) {
float n;
n = sqrt(a->X * a->X + a->Y * a->Y + a->Z * a->Z);
if (n == 0)
return 1;
a->X /= n;
a->Y /= n;
a->Z /= n;
return 0;
}
V3 gl_V3_New(float x, float y, float z) {
V3 a;
a.X = x;
a.Y = y;
a.Z = z;
return a;
}
V4 gl_V4_New(float x, float y, float z, float w) {
V4 a;
a.X = x;
a.Y = y;
a.Z = z;
a.W = w;
return a;
}
*/
Vector3::Vector3() {
// Empty constructor, no overhead
}
@ -175,55 +255,9 @@ Matrix4 Matrix4::inverseOrtho() const {
}
Matrix4 Matrix4::inverse() const {
Matrix4 source(*this);
int k;
float max, tmp, t;
// identitée dans r
Matrix4 result = identity();
for (int j = 0; j < 4; j++) {
max = source.get(j,j);
k = j;
for (int i = j + 1; i < 4; i++) {
if (fabs(source.get(i,j)) > fabs(max)) {
k = i;
max = source.get(i,j);
}
}
// non intersible matrix
if (max == 0)
return result;
if (k != j) {
for (int i = 0; i < 4; i++) {
tmp = source.get(j,i);
source.set(j,i, source.get(k,i));
source.set(k,i, tmp);
tmp = result.get(j,i);
result.set(j,i, source.get(k,i));
result.set(k,i,tmp);
}
}
max = 1 / max;
for (int i = 0; i < 4; i++) {
source.set(j,i, max * source.get(j,i));
result.set(j,i, max * result.get(j,i));
}
for (int l = 0; l < 4; l++) {
if (l != j) {
t = source.get(l,j);
for (int i = 0; i < 4; i++) {
source.set(l,i, source.get(l,i) - t * source.get(j,i));
result.set(l,i, result.get(l,i) - t * result.get(j,i));
}
}
}
}
Matrix4 result;
Matrix4 source = *this;
Matrix_Inv((float*)result._m,(float*)source._m,4);
return result;
}
@ -248,27 +282,36 @@ Matrix4 Matrix4::rotation(float t, int u) {
Vector3 Matrix4::transform(const Vector3 &vector) const {
return Vector3(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + get(0,3),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + get(1,3),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + get(2,3));
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2));
}
Vector3 Matrix4::transform3x3(const Vector3 &vector) const {
return Vector3(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2));
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2));
}
TinyGL::Vector4 Matrix4::transform3x4( const Vector4 &vector ) const {
return Vector4(
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2),
vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + get(3,3));
}
Vector4 Matrix4::transform(const Vector4 &vector) const {
return Vector4(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + vector.getW() * get(0,3),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + vector.getW() * get(1,3),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + vector.getW() * get(2,3),
vector.getX() * get(3,0) + vector.getY() * get(3,1) + vector.getZ() * get(3,2) + vector.getW() * get(3,3));
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + vector.getW() * get(3,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + vector.getW() * get(3,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + vector.getW() * get(3,2),
vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + vector.getW() * get(3,3));
}
bool Matrix4::IsIdentity() const {
//NOTE: This might need to be implemented in a fault-tolerant way.
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (i == j) {