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master
aug00/lander/Code/OGL/ToonTex/MathDefs.cpp
286 строк
9 KB
Don Williamson
first commit
31 окт 2016, 17:03
31 окт 2016, 17:03
c823e7b
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/////////////////////////////////////////////////////////////////////////////// // // MathDefs.cpp : implementation file // // Purpose: Implementation of Math Routines // // Created: // JL 2/18/98 // Revisions: // /////////////////////////////////////////////////////////////////////////////// // // Copyright 1998 Jeff Lander, All Rights Reserved. // For educational purposes only. // Please do not republish in electronic or print form without permission // Thanks - jeffl@darwin3d.com // /////////////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include <math.h> #include "mathdefs.h" #pragma warning (disable:4244) // I NEED TO CONVERT FROM DOUBLE TO FLOAT /////////////////////////////////////////////////////////////////////////////// // Function: MultVectorByMatrix // Purpose: Multiplies a vector by a 4x4 Matrix in OpenGL Format // Arguments: Matrix, Vector in, and result Vector // Notes: This routing is tweaked to handle OpenGLs column-major format // This is one obvious place for optimization perhaps asm code /////////////////////////////////////////////////////////////////////////////// void MultVectorByMatrix(tMatrix *mat, tVector *v,tVector *result) { result->x = (mat->m[0] * v->x) + (mat->m[4] * v->y) + (mat->m[8] * v->z) + mat->m[12]; result->y = (mat->m[1] * v->x) + (mat->m[5] * v->y) + (mat->m[9] * v->z) + mat->m[13]; result->z = (mat->m[2] * v->x) + (mat->m[6] * v->y) + (mat->m[10] * v->z) + mat->m[14]; } //// MultVectorByMatrix ////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // Function: MultVectorByRotMatrix // Purpose: Multiplies a vector by a 4x4 Matrix in OpenGL Format // Arguments: Matrix, Vector in, and result Vector // Notes: This routing is tweaked to handle OpenGLs column-major format // This is one obvious place for optimization perhaps asm code /////////////////////////////////////////////////////////////////////////////// void MultVectorByRotMatrix(tMatrix *mat, tVector *v,tVector *result) { result->x = (mat->m[0] * v->x) + (mat->m[4] * v->y) + (mat->m[8] * v->z); result->y = (mat->m[1] * v->x) + (mat->m[5] * v->y) + (mat->m[9] * v->z); result->z = (mat->m[2] * v->x) + (mat->m[6] * v->y) + (mat->m[10] * v->z); } //// MultVectorByMatrix ////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // Two Utility functions that I pulled from the Mesa GL source // This is a great source of information about the inner working of functions // in OpenGL // // www.mesagl.com for info // // Adapted to work with my data types /////////////////////////////////////////////////////////////////////////////// // Multiply two OpenGL Matrices together void MultMatrix(tMatrix *product, tMatrix *a, tMatrix *b) { /* This matmul was contributed by Thomas Malik */ int i; #define A(row,col) a->m[(col<<2)+row] #define B(row,col) b->m[(col<<2)+row] #define P(row,col) product->m[(col<<2)+row] /* i-te Zeile */ for (i = 0; i < 4; i++) { float ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3); P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0); P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1); P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2); P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3); } #undef A #undef B #undef P } // Invert an OpenGL 4x4 matrix BOOL InvertMatrix(float *m, float *out ) { /* NB. OpenGL Matrices are COLUMN major. */ #define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; } #define MAT(m,r,c) (m)[(c)*4+(r)] float wtmp[4][8]; float m0, m1, m2, m3, s; float *r0, *r1, *r2, *r3; r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3]; r0[0] = MAT(m,0,0), r0[1] = MAT(m,0,1), r0[2] = MAT(m,0,2), r0[3] = MAT(m,0,3), r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0, r1[0] = MAT(m,1,0), r1[1] = MAT(m,1,1), r1[2] = MAT(m,1,2), r1[3] = MAT(m,1,3), r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0, r2[0] = MAT(m,2,0), r2[1] = MAT(m,2,1), r2[2] = MAT(m,2,2), r2[3] = MAT(m,2,3), r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0, r3[0] = MAT(m,3,0), r3[1] = MAT(m,3,1), r3[2] = MAT(m,3,2), r3[3] = MAT(m,3,3), r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0; /* choose pivot - or die */ if (fabs(r3[0])>fabs(r2[0])) SWAP_ROWS(r3, r2); if (fabs(r2[0])>fabs(r1[0])) SWAP_ROWS(r2, r1); if (fabs(r1[0])>fabs(r0[0])) SWAP_ROWS(r1, r0); if (0.0 == r0[0]) return FALSE; /* eliminate first variable */ m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0]; s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s; s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s; s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s; s = r0[4]; if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r0[5]; if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r0[6]; if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r0[7]; if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabs(r3[1])>fabs(r2[1])) SWAP_ROWS(r3, r2); if (fabs(r2[1])>fabs(r1[1])) SWAP_ROWS(r2, r1); if (0.0 == r1[1]) return FALSE; /* eliminate second variable */ m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1]; r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2]; r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3]; s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabs(r3[2])>fabs(r2[2])) SWAP_ROWS(r3, r2); if (0.0 == r2[2]) return FALSE; /* eliminate third variable */ m3 = r3[2]/r2[2]; r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4], r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7]; /* last check */ if (0.0 == r3[3]) return FALSE; s = 1.0/r3[3]; /* now back substitute row 3 */ r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s; m2 = r2[3]; /* now back substitute row 2 */ s = 1.0/r2[2]; r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2), r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2); m1 = r1[3]; r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1, r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1; m0 = r0[3]; r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0, r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0; m1 = r1[2]; /* now back substitute row 1 */ s = 1.0/r1[1]; r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1), r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1); m0 = r0[2]; r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0, r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0; m0 = r0[1]; /* now back substitute row 0 */ s = 1.0/r0[0]; r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0), r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0); MAT(out,0,0) = r0[4]; MAT(out,0,1) = r0[5], MAT(out,0,2) = r0[6]; MAT(out,0,3) = r0[7], MAT(out,1,0) = r1[4]; MAT(out,1,1) = r1[5], MAT(out,1,2) = r1[6]; MAT(out,1,3) = r1[7], MAT(out,2,0) = r2[4]; MAT(out,2,1) = r2[5], MAT(out,2,2) = r2[6]; MAT(out,2,3) = r2[7], MAT(out,3,0) = r3[4]; MAT(out,3,1) = r3[5], MAT(out,3,2) = r3[6]; MAT(out,3,3) = r3[7]; return TRUE; #undef MAT #undef SWAP_ROWS } /* returns squared length of input vector */ double VectorSquaredLength(tVector *v) { return((v->x * v->x) + (v->y * v->y) + (v->z * v->z)); } /* returns length of input vector */ double VectorLength(tVector *v) { return(sqrt(VectorSquaredLength(v))); } /* destructively normalizes the input vector */ void NormalizeVector(tVector *v) { float len = (float)VectorLength(v); if (len != 0.0) { v->x /= len; v->y /= len; v->z /= len; } } double DotProduct(tVector *v1, tVector *v2) { return ((v1->x * v2->x) + (v1->y * v2->y) + (v1->z * v2->z)); } /* return the cross product result = v1 cross v2 */ void CrossProduct(tVector *v1, tVector *v2, tVector *result) { result->x = (v1->y * v2->z) - (v1->z * v2->y); result->y = (v1->z * v2->x) - (v1->x * v2->z); result->z = (v1->x * v2->y) - (v1->y * v2->x); } double VectorSquaredDistance(tVector *v1, tVector *v2) { return( ((v1->x - v2->x) * (v1->x - v2->x)) + ((v1->y - v2->y) * (v1->y - v2->y)) + ((v1->z - v2->z) * (v1->z - v2->z)) ); } void ScaleVector(tVector *v, float scale, tVector *result) { result->x = v->x * scale; result->y = v->y * scale; result->z = v->z * scale; } void VectorSum(tVector *v1, tVector *v2, tVector *result) { result->x = v1->x + v2->x; result->y = v1->y + v2->y; result->z = v1->z + v2->z; } void VectorDifference(tVector *v1, tVector *v2, tVector *result) { result->x = v1->x - v2->x; result->y = v1->y - v2->y; result->z = v1->z - v2->z; }