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BLADERUNNER: Add Vector and Matrix classes
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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. | ||
* | ||
*/ | ||
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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() | ||
{ | ||
for (int r = 0; r != 2; ++r) | ||
for (int c = 0; c != 3; ++c) | ||
_m[r][c] = (r == c) ? 1.0f : 0.0f; | ||
} | ||
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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]; | ||
} | ||
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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; | ||
} | ||
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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; | ||
} | ||
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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]; | ||
} | ||
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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; | ||
} | ||
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Matrix4x3 rotationMatrixX(float angle) | ||
{ | ||
float ca = cos(angle); | ||
float sa = sin(angle); | ||
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return Matrix4x3( 1.0f, 0.0f, 0.0f, 0.0f, | ||
0.0f, ca, sa, 0.0f, | ||
0.0f, -sa, ca, 0.0f ); | ||
} | ||
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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; | ||
} | ||
} | ||
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static inline | ||
void subtractRow(double *r1, double factor, double *r2) | ||
{ | ||
for (int c = 0; c != 8; ++c) | ||
r1[c] -= factor * r2[c]; | ||
} | ||
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static inline | ||
void divideRow(double *r1, double d) | ||
{ | ||
for (int c = 0; c != 8; ++c) | ||
r1[c] /= d; | ||
} | ||
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Matrix4x3 invertMatrix(const Matrix4x3 &m) | ||
{ | ||
double w[3][8]; | ||
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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; | ||
} | ||
} | ||
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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]); | ||
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if (w[1][1] == 0.0) | ||
swapRows(w[1], w[2]); | ||
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divideRow(w[1], w[1][1]); | ||
subtractRow(w[0], w[0][1], w[1]); | ||
subtractRow(w[2], w[2][1], w[1]); | ||
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divideRow(w[2], w[2][2]); | ||
subtractRow(w[0], w[0][2], w[2]); | ||
subtractRow(w[1], w[1][2], w[2]); | ||
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for (int r = 0; r != 3; ++r) { | ||
w[r][7] = -w[r][3]; | ||
w[r][3] = 0.0; | ||
} | ||
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Matrix4x3 result; | ||
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for (int r = 0; r != 3; ++r) | ||
for (int c = 0; c != 4; ++c) | ||
result(r, c) = float(w[r][c+4]); | ||
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return result; | ||
} | ||
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} // End of namespace BladeRunner |
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@@ -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. | ||
* | ||
*/ | ||
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#ifndef BLADERUNNER_MATRIX_H | ||
#define BLADERUNNER_MATRIX_H | ||
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#include "bladerunner/vector.h" | ||
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namespace BladeRunner { | ||
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class Matrix3x2 | ||
{ | ||
public: | ||
float _m[2][3]; | ||
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Matrix3x2(); | ||
Matrix3x2(float d[6]); | ||
Matrix3x2( | ||
float m00, float m01, float m02, | ||
float m10, float m11, float m12); | ||
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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]; } | ||
}; | ||
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inline | ||
Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) | ||
{ | ||
Matrix3x2 t; | ||
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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); | ||
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return t; | ||
} | ||
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inline | ||
Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) | ||
{ | ||
Matrix3x2 t(a); | ||
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t(0,2) += b.x; | ||
t(1,2) += b.y; | ||
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return t; | ||
} | ||
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inline | ||
Vector2 operator*(const Matrix3x2 &a, Vector2 b) | ||
{ | ||
Vector2 t; | ||
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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); | ||
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return t; | ||
} | ||
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class Matrix4x3 | ||
{ | ||
public: | ||
float _m[3][4]; | ||
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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); | ||
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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]; } | ||
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}; | ||
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Matrix4x3 invertMatrix(const Matrix4x3 &m); | ||
Matrix4x3 rotationMatrixX(float angle); | ||
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inline | ||
Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) | ||
{ | ||
Matrix4x3 t; | ||
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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); | ||
} | ||
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return t; | ||
} | ||
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inline | ||
Vector3 operator*(const Matrix4x3 &m, const Vector3 &v) | ||
{ | ||
Vector3 r; | ||
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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); | ||
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return r; | ||
} | ||
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} // End of namespace BladeRunner | ||
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#endif |
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