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author | Thomas Fach-Pedersen | 2014-06-05 22:57:33 +0200 |
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committer | Eugene Sandulenko | 2016-09-29 22:33:36 +0200 |
commit | 789bb7a2810a1bee537229862037e1f11396e2e6 (patch) | |
tree | 2653f55b471cd79fd8ac548ac3b8b89d2b9ef582 /engines/bladerunner/matrix.cpp | |
parent | 303aba7dd109a3a6dfde34fd0191b53a5d6d7f67 (diff) | |
download | scummvm-rg350-789bb7a2810a1bee537229862037e1f11396e2e6.tar.gz scummvm-rg350-789bb7a2810a1bee537229862037e1f11396e2e6.tar.bz2 scummvm-rg350-789bb7a2810a1bee537229862037e1f11396e2e6.zip |
BLADERUNNER: Add Vector and Matrix classes
Diffstat (limited to 'engines/bladerunner/matrix.cpp')
-rw-r--r-- | engines/bladerunner/matrix.cpp | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/engines/bladerunner/matrix.cpp b/engines/bladerunner/matrix.cpp new file mode 100644 index 0000000000..a55271ed39 --- /dev/null +++ b/engines/bladerunner/matrix.cpp @@ -0,0 +1,169 @@ +/* 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 |