#include "common/scummsys.h" #include "graphics/tinygl/zmath.h" 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; // identitée dans r for (int i = 0; i < n * n; i++) r[i] = 0; for (int i = 0; i < n; i++) r[i * n + i] = 1; for (int j = 0; j < n; j++) { max = m[j * n + j]; k = j; for (int i = j + 1; i < n; i++) { if (fabs(m[i * n + j]) > fabs(max)) { k = i; max = m[i * n + j]; } } // non intersible matrix if (max == 0) return 1; if (k != j) { for (int i = 0; i < n; i++) { tmp = m[j * n + i]; m[j * n + i] = m[k * n + i]; m[k * n + i] = tmp; tmp = r[j * n + i]; r[j * n + i] = r[k * n + i]; r[k * n + i] = tmp; } } max = 1 / max; for (int i = 0; i < n; i++) { m[j * n + i] *= max; r[j * n + i] *= max; } for (int l = 0; l < n; l++) { if (l != j) { t = m[l * n + j]; for (int i = 0; i < n; i++) { m[l * n + i] -= m[j * n + i] * t; r[l * n + i] -= r[j * n + i] * t; } } } } 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 } Vector3::Vector3(const Vector3 &other) { memcpy(_v,other._v,sizeof(_v)); } Vector3::Vector3(float x, float y, float z) { _v[0] = x; _v[1] = y; _v[2] = z; } void Vector3::normalize() { float n; n = sqrt(_v[0] * _v[0] + _v[1] * _v[1] + _v[2] * _v[2]); if (n != 0) { _v[0] /= n; _v[1] /= n; _v[2] /= n; } } Vector4::Vector4() { // Empty constructor, no overhead } Vector4::Vector4(float x, float y, float z, float w) { _v[0] = x; _v[1] = y; _v[2] = z; _v[3] = w; } Vector4::Vector4(const Vector3 &vec, float w) { _v[0] = vec.getX(); _v[1] = vec.getY(); _v[2] = vec.getZ(); _v[3] = w; } Matrix4::Matrix4() { // Empty constructor, no overhead } Matrix4::Matrix4(const Matrix4 &other) { memcpy(_m,other._m,sizeof(_m)); } TinyGL::Matrix4 Matrix4::identity() { Matrix4 a; a.fill(0); a.set(0,0,1.0f); a.set(1,1,1.0f); a.set(2,2,1.0f); a.set(3,3,1.0f); return a; } TinyGL::Matrix4 Matrix4::transpose() const { Matrix4 a; a.set(0,0, this->get(0,0)); a.set(0,1, this->get(1,0)); a.set(0,2, this->get(2,0)); a.set(0,3, this->get(3,0)); a.set(1,0, this->get(0,1)); a.set(1,1, this->get(1,1)); a.set(1,2, this->get(2,1)); a.set(1,3, this->get(3,1)); a.set(2,0, this->get(0,2)); a.set(2,1, this->get(1,2)); a.set(2,2, this->get(2,2)); a.set(2,3, this->get(3,2)); a.set(3,0, this->get(0,3)); a.set(3,1, this->get(1,3)); a.set(3,2, this->get(2,3)); a.set(3,3, this->get(3,3)); return a; } Matrix4 Matrix4::inverseOrtho() const { Matrix4 a; int i, j; float s; for (i = 0; i < 3; i++) { for (j = 0; j < 3; j++) a.set(i,j, this->get(j,i)); a.set(3,0, 0.0f); a.set(3,1, 0.0f); a.set(3,2, 0.0f); a.set(3,3, 1.0f); for (i = 0; i < 3; i++) { s = 0; for (j = 0; j < 3; j++) s -= this->get(j,i) * this->get(j,3); a.set(i,3,s); } } return a; } Matrix4 Matrix4::inverse() const { Matrix4 result; Matrix4 source = *this; Matrix_Inv((float*)result._m,(float*)source._m,4); return result; } Matrix4 Matrix4::rotation(float t, int u) { Matrix4 a = identity(); 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); a.set(v,v,c); a.set(v,w,-s); a.set(w,v,s); a.set(w,w,c); return a; } Vector3 Matrix4::transform(const Vector3 &vector) const { return Vector3( 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(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(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) { if (_m[i][j] != 1.0) return false; } else if (_m[i][j] != 0.0) return false; } } return true; } } // end of namespace TinyGL