#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; } 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 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)); } } } } 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(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)); } 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)); } 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)); } bool Matrix4::IsIdentity() const { 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