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BLADERUNNER: Add Vector and Matrix classes
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madmoose authored and sev- committed Sep 29, 2016
1 parent 303aba7 commit 789bb7a
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169 changes: 169 additions & 0 deletions engines/bladerunner/matrix.cpp
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/

#include "bladerunner/matrix.h"

#include "common/scummsys.h"

namespace BladeRunner {

Matrix3x2::Matrix3x2()
{
for (int r = 0; r != 2; ++r)
for (int c = 0; c != 3; ++c)
_m[r][c] = (r == c) ? 1.0f : 0.0f;
}

Matrix3x2::Matrix3x2(float d[6])
{
for (int r = 0; r != 2; ++r)
for (int c = 0; c != 3; ++c)
_m[r][c] = d[r*3+c];
}

Matrix3x2::Matrix3x2(
float m00, float m01, float m02,
float m10, float m11, float m12)
{
_m[0][0] = m00;
_m[0][1] = m01;
_m[0][2] = m02;
_m[1][0] = m10;
_m[1][1] = m11;
_m[1][2] = m12;
}

Matrix4x3::Matrix4x3()
{
for (int r = 0; r != 3; ++r)
for (int c = 0; c != 4; ++c)
_m[r][c] = (r == c) ? 1.0f : 0.0f;
}

Matrix4x3::Matrix4x3(float d[12])
{
for (int r = 0; r != 3; ++r)
for (int c = 0; c != 4; ++c)
_m[r][c] = d[r*4+c];
}

Matrix4x3::Matrix4x3(
float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23)
{
_m[0][0] = m00;
_m[0][1] = m01;
_m[0][2] = m02;
_m[0][3] = m03;
_m[1][0] = m10;
_m[1][1] = m11;
_m[1][2] = m12;
_m[1][3] = m13;
_m[2][0] = m20;
_m[2][1] = m21;
_m[2][2] = m22;
_m[2][3] = m23;
}

Matrix4x3 rotationMatrixX(float angle)
{
float ca = cos(angle);
float sa = sin(angle);

return Matrix4x3( 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, ca, sa, 0.0f,
0.0f, -sa, ca, 0.0f );
}

static inline
void swapRows(double *r1, double *r2)
{
for (int c = 0; c != 8; ++c)
{
double t = r1[c];
r1[c] = r2[c];
r2[c] = t;
}
}

static inline
void subtractRow(double *r1, double factor, double *r2)
{
for (int c = 0; c != 8; ++c)
r1[c] -= factor * r2[c];
}

static inline
void divideRow(double *r1, double d)
{
for (int c = 0; c != 8; ++c)
r1[c] /= d;
}

Matrix4x3 invertMatrix(const Matrix4x3 &m)
{
double w[3][8];

for (int r = 0; r != 3; ++r) {
for (int c = 0; c != 4; ++c) {
w[r][c] = m(r, c);
w[r][c+4] = (r == c) ? 1.0 : 0.0;
}
}

if (w[0][0] == 0.0) {
if (w[1][0] != 0.0)
swapRows(w[0], w[1]);
else
swapRows(w[0], w[2]);
}
divideRow(w[0], w[0][0]);
subtractRow(w[1], w[1][0], w[0]);
subtractRow(w[2], w[2][0], w[0]);

if (w[1][1] == 0.0)
swapRows(w[1], w[2]);

divideRow(w[1], w[1][1]);
subtractRow(w[0], w[0][1], w[1]);
subtractRow(w[2], w[2][1], w[1]);

divideRow(w[2], w[2][2]);
subtractRow(w[0], w[0][2], w[2]);
subtractRow(w[1], w[1][2], w[2]);

for (int r = 0; r != 3; ++r) {
w[r][7] = -w[r][3];
w[r][3] = 0.0;
}

Matrix4x3 result;

for (int r = 0; r != 3; ++r)
for (int c = 0; c != 4; ++c)
result(r, c) = float(w[r][c+4]);

return result;
}

} // End of namespace BladeRunner
133 changes: 133 additions & 0 deletions engines/bladerunner/matrix.h
@@ -0,0 +1,133 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/

#ifndef BLADERUNNER_MATRIX_H
#define BLADERUNNER_MATRIX_H

#include "bladerunner/vector.h"

namespace BladeRunner {

class Matrix3x2
{
public:
float _m[2][3];

Matrix3x2();
Matrix3x2(float d[6]);
Matrix3x2(
float m00, float m01, float m02,
float m10, float m11, float m12);

float &operator()(int r, int c) { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
const float &operator()(int r, int c) const { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
};

inline
Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b)
{
Matrix3x2 t;

t(0,0) = a(0,0)*b(0,0) + a(0,1)*b(1,0);
t(0,1) = a(0,0)*b(0,1) + a(0,1)*b(1,1);
t(0,2) = a(0,0)*b(0,2) + a(0,1)*b(1,2) + a(0,2);
t(1,0) = a(1,0)*b(0,0) + a(1,1)*b(1,0);
t(1,1) = a(1,0)*b(0,1) + a(1,1)*b(1,1);
t(1,2) = a(1,0)*b(0,2) + a(1,1)*b(1,2) + a(1,2);

return t;
}

inline
Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b)
{
Matrix3x2 t(a);

t(0,2) += b.x;
t(1,2) += b.y;

return t;
}

inline
Vector2 operator*(const Matrix3x2 &a, Vector2 b)
{
Vector2 t;

t.x = a(0,0) * b.x + a(0,1) * b.y + a(0,2);
t.y = a(1,0) * b.x + a(1,1) * b.y + a(1,2);

return t;
}

class Matrix4x3
{
public:
float _m[3][4];

Matrix4x3();
Matrix4x3(float d[12]);
Matrix4x3(
float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23);

float &operator()(int r, int c) { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }
const float &operator()(int r, int c) const { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }

};

Matrix4x3 invertMatrix(const Matrix4x3 &m);
Matrix4x3 rotationMatrixX(float angle);

inline
Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b)
{
Matrix4x3 t;

for (int i = 0; i !=3; ++i)
{
// printf("t(%d,0) = %7.2f*%7.2f + %7.2f*%7.2f + %7.2f*%7.2f\n", i, a(i,0), b(0,0), a(i,0), b(1,0), a(i,0), b(2,0));
t(i,0) = a(i,0)*b(0,0) + a(i,1)*b(1,0) + a(i,2)*b(2,0);
t(i,1) = a(i,0)*b(0,1) + a(i,1)*b(1,1) + a(i,2)*b(2,1);
t(i,2) = a(i,0)*b(0,2) + a(i,1)*b(1,2) + a(i,2)*b(2,2);
t(i,3) = a(i,0)*b(0,3) + a(i,1)*b(1,3) + a(i,2)*b(2,3) + a(i,3);
}

return t;
}

inline
Vector3 operator*(const Matrix4x3 &m, const Vector3 &v)
{
Vector3 r;

r.x = m(0, 0) * v.x + m(0, 1) * v.y + m(0, 2) * v.z + m(0, 3);
r.y = m(1, 0) * v.x + m(1, 1) * v.y + m(1, 2) * v.z + m(1, 3);
r.z = m(2, 0) * v.x + m(2, 1) * v.y + m(2, 2) * v.z + m(2, 3);

return r;
}

} // End of namespace BladeRunner

#endif
1 change: 1 addition & 0 deletions engines/bladerunner/module.mk
Expand Up @@ -10,6 +10,7 @@ MODULE_OBJS = \
detection.o \
gameinfo.o \
image.o \
matrix.o \
outtake.o \
scene.o \
script/rc01.o \
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