Mercurial > hg > Game > Cerium
view Renderer/Engine/matrix_calc.cc @ 1379:13065ad17328 draft
collada moved but only my mac.
author | e095732 <e095732@ie.u-ryukyu.ac.jp> |
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date | Thu, 26 Jan 2012 21:56:32 +0900 |
parents | e51127dbd63c |
children |
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#include <stdlib.h> #include <iostream> #include <string.h> #include <math.h> #include "matrix_calc.h" using namespace std; void transMatrix(float *m0, float *m1, float *v) { memcpy(m0, m1, sizeof(float)*16); m0[12] = m1[12] + v[0]; m0[13] = m1[13] + v[1]; m0[14] = m1[14] + v[2]; m0[15] = m1[15] + v[3]; } void unitMatrix(float *m) { bzero(m, sizeof(float)*16); m[0] = 1.0f; m[5] = 1.0f; m[10] = 1.0f; m[15] = 1.0f; } float determinant(float *m) { float det = 1.0f; float buf; int n = 4; // 4次 float det_m[16]; for (int i = 0; i < 16; i++) det_m[i] = m[i]; // 三角行列を作成 for (int i = 0; i < n; i++) { for (int j = 0; j < n; j++) { if ( i < j ) { buf = det_m[j*n+i] / det_m[i*n+i]; for (int k = 0; k < n; k++) { det_m[j*n+k] -= det_m[i*n+k] * buf; } } } } // 対角部分の積 for (int i = 0; i < n; i++) { det *= det_m[i*n+i]; } return det; } void inverseMatrix(float *m0, float *m1) { float m[16]; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { m0[i*4+j] = m[i*4+j] = m1[j*4+i]; } } m0[12] = -(m1[12]*m[0] + m1[13]*m[1] + m1[14]*m[2]); m0[13] = -(m1[12]*m[4] + m1[13]*m[5] + m1[14]*m[6]); m0[14] = -(m1[12]*m[8] + m1[13]*m[9] + m1[14]*m[10]); m0[3] = m0[7] = m0[11] = 0.0f; m0[15] = 1.0f; } /** * マトリックス m にベクトル v1 を右から乗算して、v0に与える * @param[out] v0 output vector (float[4]) * @param[in] v1 input vector (float[4]) * @param[in] m matrix (float[16]) */ void applyMatrix(float *v0, float *m, float *v1) { for (int i = 0; i < 4; i++) { v0[i] = v1[0]*m[i] + v1[1]*m[i+4] + v1[2]*m[i+8] + v1[3]*m[i+12]; } } void copyMatrix(float *m0, float *m1) { for (int i = 0; i < 16; i++) { m0[i] = m1[i]; } } /** * ベクトルの正規化 * * @param[out] v0 output vector * @param[in] v1 input vector */ void normalize(float *v0, float *v1) { float norm, dnorm; norm = sqrt(v1[0]*v1[0] + v1[1]*v1[1] + v1[2]*v1[2]); if (norm > 0) { dnorm = 1.0/norm; v0[0] = v1[0]*dnorm; v0[1] = v1[1]*dnorm; v0[2] = v1[2]*dnorm; v0[3] = v1[3]*dnorm; } } /** * ベクトルの減算 v0 = v1 - v2 */ void subVector(float *v0, float *v1, float *v2) { v0[0] = v1[0] - v2[0]; v0[1] = v1[1] - v2[1]; v0[2] = v1[2] - v2[2]; v0[3] = v1[3] - v2[3]; } /** * ベクトルの外積 v0 = v1 x v2 */ void outerProduct(float *v0, float *v1, float *v2) { v0[0] = v1[1] * v2[2] - v1[2] * v2[1]; v0[1] = v1[2] * v2[0] - v1[0] * v2[2]; v0[2] = v1[0] * v2[1] - v1[1] * v2[0]; v0[3] = 0; } void transposeMatrix(float *m0, float *m1) { float t[16]; // こういう小細工よりベクタ使った方が良いんだが for (int i = 0; i < 4; i++) { for (int j = i+1; j < 4; j++) { float tmp = t[j*4+i]; t[i*4+j] = m1[j*4+i]; m1[j*4+i] = tmp; } } } /** * ベクトルの内積 f = v0 * v1 */ float innerProduct(float *v0, float *v1) { return (v0[0]*v1[0] + v0[1]*v1[1] + v0[2]*v1[2]); } /** * xyz = xyz1 * xyz2 */ void matrix4x4(float *xyz, float *xyz1, float *xyz2) //xyz[16] { for(int t=0; t<16; t+=4) { for(int i=0; i<4; i++) { xyz[t+i] = xyz1[t]*xyz2[i] + xyz1[t+1]*xyz2[4+i] + xyz1[t+2]*xyz2[8+i] + xyz1[t+3]*xyz2[12+i]; } } } /** * xyz = xyz * xyz1 */ void mulMatrix4x4(float *xyz, float *xyz1) //xyz[16] { float tmp[16]; for(int i = 0; i<16; i++) { tmp[i] = xyz[i]; } for(int t=0; t<16; t+=4) { for(int i=0; i<4; i++) { xyz[t+i] = tmp[t]*xyz1[i] + tmp[t+1]*xyz1[4+i] + tmp[t+2]*xyz1[8+i] + tmp[t+3]*xyz1[12+i]; } } } void matrix4x4R(float xyz[16], float xyz1[16], float xyz2[16]) { for(int t=0; t<16; t+=4) { for(int i=0; i<4; i++) { xyz[t+i] = xyz1[t]*xyz2[i] + xyz1[t+1]*xyz2[4+i] + xyz1[t+2]*xyz2[8+i] + xyz1[t+3]*xyz2[12+i]; } } } /** * c_xyz を中心に sacle 倍する */ void scale_matrix(float *xyz, float *scale, float *c_xyz) { float xyz2[16] = { scale[0], 0, 0, scale[0]*(-c_xyz[0]) + c_xyz[0], 0, scale[1], 0, scale[1]*(-c_xyz[1]) + c_xyz[1], 0, 0, scale[2], scale[2]*(-c_xyz[2]) + c_xyz[2], 0, 0, 0, 1 }; float xyz1[16] = { xyz[0], xyz[1], xyz[2], xyz[3], xyz[4], xyz[5], xyz[6], xyz[7], xyz[8], xyz[9], xyz[10], xyz[11], xyz[12], xyz[13], xyz[14], xyz[15]}; for(int t=0; t<16; t+=4) { for(int i=0; i<4; i++) { xyz[t+i] = xyz1[t]*xyz2[i] + xyz1[t+1]*xyz2[4+i] + xyz1[t+2]*xyz2[8+i] + xyz1[t+3]*xyz2[12+i]; } } } /** stack 上の変換行列に、相対的に、rxyz の回転、txyz の平行移動、scale の拡大を 行ったものを matrix に代入する */ void get_matrix( float *matrix, float *rxyz, float *txyz, float *stack) { float radx,rady,radz; radx = rxyz[0]*M_PI/180; rady = rxyz[1]*M_PI/180; radz = rxyz[2]*M_PI/180; float sinx = sin(radx); float cosx = cos(radx); float siny = sin(rady); float cosy = cos(rady); float sinz = sin(radz); float cosz = cos(radz); float m1[16]; float *m = stack? m1 : matrix; /* View Transform */ m[0] = cosz*cosy+sinz*sinx*siny; m[1] = sinz*cosx; m[2] = -cosz*siny+sinz*sinx*cosy; m[3] = 0; m[4] = -sinz*cosy+cosz*sinx*siny; m[5] = cosz*cosx; m[6] = sinz*siny+cosz*sinx*cosy; m[7] = 0; m[8] = cosx*siny; m[9] = -sinx; m[10] = cosx*cosy; m[11] = 0; m[12] = txyz[0]; m[13] = txyz[1]; m[14] = txyz[2]; m[15] = 1; if(stack) { matrix4x4(matrix, m, stack); } } void get_matrix_scale( float *matrix, float *rxyz, float *txyz, float *scale, float *stack) { float radx,rady,radz; radx = rxyz[0]*M_PI/180; rady = rxyz[1]*M_PI/180; radz = rxyz[2]*M_PI/180; float sinx = sin(radx)*scale[0]; float cosx = cos(radx)*scale[0]; float siny = sin(rady)*scale[1]; float cosy = cos(rady)*scale[1]; float sinz = sin(radz)*scale[2]; float cosz = cos(radz)*scale[2]; float m1[16]; float *m = stack? m1 : matrix; /* View Transform */ m[0] = cosz*cosy+sinz*sinx*siny; m[1] = sinz*cosx; m[2] = -cosz*siny+sinz*sinx*cosy; m[3] = 0; m[4] = -sinz*cosy+cosz*sinx*siny; m[5] = cosz*cosx; m[6] = sinz*siny+cosz*sinx*cosy; m[7] = 0; m[8] = cosx*siny; m[9] = -sinx; m[10] = cosx*cosy; m[11] = 0; m[12] = txyz[0]; m[13] = txyz[1]; m[14] = txyz[2]; m[15] = 1; if(stack) { matrix4x4(matrix, m, stack); } } void rotate_matrix( float m[16], float rxyz[4] ) { float radx,rady,radz; radx = rxyz[0]*M_PI/180; rady = rxyz[1]*M_PI/180; radz = rxyz[2]*M_PI/180; float sinx = sin(radx); float cosx = cos(radx); float siny = sin(rady); float cosy = cos(rady); float sinz = sin(radz); float cosz = cos(radz); /* View Transform */ m[0] = cosz*cosy+sinz*sinx*siny; m[1] = sinz*cosx; m[2] = -cosz*siny+sinz*sinx*cosy; m[3] = 0; m[4] = -sinz*cosy+cosz*sinx*siny; m[5] = cosz*cosx; m[6] = sinz*siny+cosz*sinx*cosy; m[7] = 0; m[8] = cosx*siny; m[9] = -sinx; m[10] = cosx*cosy; m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; } void rotate_x(float *xyz, float r) { float rad = r*M_PI/180; xyz[0] = xyz[0]; xyz[1] = xyz[1]*cos(rad) - xyz[2]*sin(rad); xyz[2] = xyz[1]*sin(rad) + xyz[2]*cos(rad); } void rotate_y(float *xyz, float r) { float rad = r*M_PI/180; xyz[0] = xyz[0]*cos(rad) + xyz[2]*sin(rad); xyz[1] = xyz[1]; xyz[2] = -xyz[0]*sin(rad) + xyz[2]*cos(rad); } void rotate_z(float *xyz, float r) { float rad = r*M_PI/180; xyz[0] = xyz[0]*cos(rad) - xyz[1]*sin(rad); xyz[1] = xyz[0]*sin(rad) + xyz[1]*cos(rad); xyz[2] = xyz[2]; } void rotate(float *xyz, float *matrix) { float abc[4]; abc[0] = xyz[0]; abc[1] = xyz[1]; abc[2] = xyz[2]; abc[3] = xyz[3]; for(int i=0; i<4; i++) { //xyz[i] = abc[0]*rot[i] + abc[1]*rot[i+4] + abc[2]*rot[i+8] + abc[3]*rot[i+12]; xyz[i] = abc[0]*matrix[i] + abc[1]*matrix[i+4] + abc[2]*matrix[i+8] + abc[3]*matrix[i+12]; } } void translate(float *xyz, float x, float y, float z) { xyz[0] += x; xyz[1] += y; xyz[2] += z; } /** * ベクトルに行列を乗算する * @param[out] v vector (float[4]) * @param[in] m matrix (float[16]) */ void ApplyMatrix(float *v, float *m) { float t[4]; t[0] = v[0]; t[1] = v[1]; t[2] = v[2]; t[3] = v[3]; for (int i = 0; i < 4; i++) { v[i] = t[0]*m[i] + t[1]*m[i+4] + t[2]*m[i+8] + t[3]*m[i+12]; } } void ScaleMatrixXYZ(float *m, float x, float y, float z) { for(int i=0;i<3;i++) { m[i] *= x; m[i+4] *= y; m[i+8] *= z; } }