mirror of
https://github.com/libretro/scummvm.git
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169 lines
3.8 KiB
C++
169 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/matrix.h"
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#include "common/scummsys.h"
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namespace BladeRunner {
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Matrix3x2::Matrix3x2() {
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for (int r = 0; r != 2; ++r)
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for (int c = 0; c != 3; ++c)
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_m[r][c] = (r == c) ? 1.0f : 0.0f;
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}
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Matrix3x2::Matrix3x2(float d[6]) {
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for (int r = 0; r != 2; ++r)
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for (int c = 0; c != 3; ++c)
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_m[r][c] = d[r*3+c];
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}
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Matrix3x2::Matrix3x2(
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float m00, float m01, float m02,
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float m10, float m11, float m12) {
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_m[0][0] = m00;
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_m[0][1] = m01;
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_m[0][2] = m02;
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_m[1][0] = m10;
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_m[1][1] = m11;
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_m[1][2] = m12;
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}
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Matrix4x3::Matrix4x3() {
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for (int r = 0; r != 3; ++r)
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for (int c = 0; c != 4; ++c)
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_m[r][c] = (r == c) ? 1.0f : 0.0f;
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}
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Matrix4x3::Matrix4x3(float d[12]) {
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for (int r = 0; r != 3; ++r)
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for (int c = 0; c != 4; ++c)
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_m[r][c] = d[r*4+c];
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}
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Matrix4x3::Matrix4x3(
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float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23) {
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_m[0][0] = m00;
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_m[0][1] = m01;
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_m[0][2] = m02;
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_m[0][3] = m03;
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_m[1][0] = m10;
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_m[1][1] = m11;
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_m[1][2] = m12;
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_m[1][3] = m13;
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_m[2][0] = m20;
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_m[2][1] = m21;
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_m[2][2] = m22;
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_m[2][3] = m23;
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}
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Matrix4x3 rotationMatrixX(float angle) {
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float ca = cos(angle);
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float sa = sin(angle);
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return Matrix4x3( 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, ca, sa, 0.0f,
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0.0f, -sa, ca, 0.0f );
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}
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static inline void swapRows(double *r1, double *r2) {
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for (int c = 0; c != 8; ++c) {
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double t = r1[c];
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r1[c] = r2[c];
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r2[c] = t;
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}
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}
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static inline void subtractRow(double *r1, double factor, double *r2) {
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for (int c = 0; c != 8; ++c)
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r1[c] -= factor * r2[c];
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}
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static inline void divideRow(double *r1, double d) {
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for (int c = 0; c != 8; ++c)
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r1[c] /= d;
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}
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Matrix4x3 invertMatrix(const Matrix4x3 &m) {
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double w[3][8];
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for (int r = 0; r != 3; ++r) {
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for (int c = 0; c != 4; ++c) {
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w[r][c] = m(r, c);
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w[r][c+4] = (r == c) ? 1.0 : 0.0;
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}
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}
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if (w[0][0] == 0.0) {
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if (w[1][0] != 0.0)
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swapRows(w[0], w[1]);
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else
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swapRows(w[0], w[2]);
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}
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divideRow(w[0], w[0][0]);
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subtractRow(w[1], w[1][0], w[0]);
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subtractRow(w[2], w[2][0], w[0]);
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if (w[1][1] == 0.0)
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swapRows(w[1], w[2]);
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divideRow(w[1], w[1][1]);
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subtractRow(w[0], w[0][1], w[1]);
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subtractRow(w[2], w[2][1], w[1]);
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divideRow(w[2], w[2][2]);
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subtractRow(w[0], w[0][2], w[2]);
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subtractRow(w[1], w[1][2], w[2]);
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for (int r = 0; r != 3; ++r) {
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w[r][7] = -w[r][3];
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w[r][3] = 0.0;
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}
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Matrix4x3 result;
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for (int r = 0; r != 3; ++r)
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for (int c = 0; c != 4; ++c)
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result(r, c) = float(w[r][c+4]);
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return result;
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}
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void Matrix4x3::unknown() {
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Matrix4x3 t;
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// Transpose the 3x3 top left submatrix
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for (int r = 0; r != 3; ++r)
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for (int c = 0; c != 3; ++c)
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t(r, c) = _m[c][r];
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t(0,3) = -(_m[0][3] * _m[0][0] + _m[1][3] * _m[1][0] + _m[2][3] * _m[2][0]);
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t(1,3) = -(_m[0][3] * _m[0][1] + _m[1][3] * _m[1][1] + _m[2][3] * _m[2][1]);
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t(2,3) = -(_m[0][3] * _m[0][2] + _m[1][3] * _m[1][2] + _m[2][3] * _m[2][2]);
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*this = t;
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}
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} // End of namespace BladeRunner
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