/* 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