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-rw-r--r--engines/bladerunner/matrix.cpp169
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diff --git a/engines/bladerunner/matrix.cpp b/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;
+}
+
+void Matrix4x3::unknown() {
+ Matrix4x3 t;
+
+ // Transpose the 3x3 top left submatrix
+ for (int r = 0; r != 3; ++r)
+ for (int c = 0; c != 3; ++c)
+ t(r, c) = _m[c][r];
+
+ t(0,3) = -(_m[0][3] * _m[0][0] + _m[1][3] * _m[1][0] + _m[2][3] * _m[2][0]);
+ t(1,3) = -(_m[0][3] * _m[0][1] + _m[1][3] * _m[1][1] + _m[2][3] * _m[2][1]);
+ t(2,3) = -(_m[0][3] * _m[0][2] + _m[1][3] * _m[1][2] + _m[2][3] * _m[2][2]);
+
+ *this = t;
+}
+
+} // End of namespace BladeRunner