#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) { double inv[16], det; int i; inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10]; inv[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10]; inv[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9]; inv[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9]; inv[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10]; inv[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10]; inv[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9]; inv[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9]; inv[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6]; inv[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6]; inv[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5]; inv[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5]; inv[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6]; inv[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6]; inv[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5]; inv[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5]; det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]; if (det == 0) return false; det = 1.0 / det; for (i = 0; i < 16; i++) r[i] = inv[i] * det; return true; } 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(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.X; _v[1] = vec.Y; _v[2] = vec.Z; _v[3] = w; } void Matrix4::identity() { memset(_m,0,sizeof(_m)); _m[0][0] = 1.0f; _m[1][1] = 1.0f; _m[2][2] = 1.0f; _m[3][3] = 1.0f; } Matrix4 Matrix4::transpose() const { Matrix4 a; a._m[0][0] = this->_m[0][0]; a._m[0][1] = this->_m[1][0]; a._m[0][2] = this->_m[2][0]; a._m[0][3] = this->_m[3][0]; a._m[1], 0, this->_m[0][1]; a._m[1], 1, this->_m[1][1]; a._m[1], 2, this->_m[2][1]; a._m[1], 3, this->_m[3][1]; a._m[2][0] = this->_m[0][2]; a._m[2][1] = this->_m[1][2]; a._m[2][2] = this->_m[2][2]; a._m[2][3] = this->_m[3][2]; a._m[3][0] = this->_m[0][3]; a._m[3][1] = this->_m[1][3]; a._m[3][2] = this->_m[2][3]; a._m[3][3] = this->_m[3][3]; return a; } void Matrix4::transpose() { Matrix4 tmp = *this; this->_m[0][0] = tmp._m[0][0]; this->_m[0][1] = tmp._m[1][0]; this->_m[0][2] = tmp._m[2][0]; this->_m[0][3] = tmp._m[3][0]; this->_m[1], 0, tmp._m[0][1]; this->_m[1], 1, tmp._m[1][1]; this->_m[1], 2, tmp._m[2][1]; this->_m[1], 3, tmp._m[3][1]; this->_m[2][0] = tmp._m[0][2]; this->_m[2][1] = tmp._m[1][2]; this->_m[2][2] = tmp._m[2][2]; this->_m[2][3] = tmp._m[3][2]; this->_m[3][0] = tmp._m[0][3]; this->_m[3][1] = tmp._m[1][3]; this->_m[3][2] = tmp._m[2][3]; this->_m[3][3] = tmp._m[3][3]; } Matrix4 Matrix4::inverseOrtho() const { Matrix4 a; int i, j; float s; for (i = 0; i < 3; i++) { for (j = 0; j < 3; j++) a._m[i][j] = this->_m[j][i]; a._m[3][0] = 0.0f; a._m[3][1] = 0.0f; a._m[3][2] = 0.0f; a._m[3][3] = 1.0f; for (i = 0; i < 3; i++) { s = 0; for (j = 0; j < 3; j++) s -= this->_m[j][i] * this->_m[j][3]; a._m[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; } void Matrix4::rotation(float t, int u) { 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); _m[v][v] = c; _m[v][w] = -s; _m[w][v] = s; _m[w][w] = c; } 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; } void Matrix4::invert() { Matrix4 source = *this; Matrix_Inv((float *)this->_m, (float *)source._m, 4); } Matrix4 Matrix4::frustrum( float left, float right, float bottom, float top, float nearp, float farp ) { float x, y, A, B, C, D; x = (float)((2.0 * nearp) / (right - left)); y = (float)((2.0 * nearp) / (top - bottom)); A = (right + left) / (right - left); B = (top + bottom) / (top - bottom); C = -(farp + nearp) / (farp - nearp); D = (float)(-(2.0 * farp * nearp) / (farp - nearp)); Matrix4 m; m._m[0][0] = x; m._m[0][1] = 0; m._m[0][2] = A; m._m[0][3] = 0; m._m[1][0] = 0; m._m[1][1] = y; m._m[1][2] = B; m._m[1][3] = 0; m._m[2][0] = 0; m._m[2][1] = 0; m._m[2][2] = C; m._m[2][3] = D; m._m[3][0] = 0; m._m[3][1] = 0; m._m[3][2] = -1; m._m[3][3] = 0; return m; } void Matrix4::translate( float x, float y, float z ) { _m[0][3] += _m[0][0] * x + _m[0][1] * y + _m[0][2] * z; _m[1][3] += _m[1][0] * x + _m[1][1] * y + _m[1][2] * z; _m[2][3] += _m[2][0] * x + _m[2][1] * y + _m[2][2] * z; _m[3][3] += _m[3][0] * x + _m[3][1] * y + _m[3][2] * z; } void Matrix4::scale( float x, float y, float z ) { _m[0][0] *= x; _m[0][1] *= y; _m[0][2] *= z; _m[1][0] *= x; _m[1][1] *= y; _m[1][2] *= z; _m[2][0] *= x; _m[2][1] *= y; _m[2][2] *= z; _m[3][0] *= x; _m[3][1] *= y; _m[3][2] *= z; } } // end of namespace TinyGL