Mercurial > hg > Members > kono > Cerium
view Renderer/Engine/sys.cc @ 1048:40cde8c1a6cd default tip
add ScaleXY (not for allExecute...)
author | Shinji KONO <kono@ie.u-ryukyu.ac.jp> |
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date | Wed, 08 Dec 2010 06:22:15 +0900 |
parents | 6a80ca9a65d9 |
children |
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#include <stdlib.h> #include <iostream> #include <string.h> #include <math.h> #include "sys.h" using namespace std; void noMoreMemory() { cout << "can't allocate memory\n"; exit(1); } 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; } void inversMatrix(float *m0, float *m1) { float m[16]; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { m[i*4+j] = m1[j*4+i]; } } m[12] = -(m1[12]*m[0] + m1[13]*m[1] + m1[14]*m[2]); m[13] = -(m1[12]*m[4] + m1[13]*m[5] + m1[14]*m[6]); m[14] = -(m1[12]*m[8] + m1[13]*m[9] + m1[14]*m[10]); m[3] = m[7] = m[11] = 0.0f; m[15] = 1.0f; memcpy(m0, m, sizeof(float)*16); } /** * 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]; } } /** * 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]; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { t[i*4+j] = m1[j*4+i]; } } memcpy(m0, t, sizeof(float)*16); } /** * 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]); } 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]; } } } /** stack 上の変換行列に、相対的に、rxyz の回転、txyz の平行移動を 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]*3.14/180; rady = rxyz[1]*3.14/180; radz = rxyz[2]*3.14/180; 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 */ matrix[0] = cosz*cosy+sinz*sinx*siny; matrix[1] = sinz*cosx; matrix[2] = -cosz*siny+sinz*sinx*cosy; matrix[3] = 0; matrix[4] = -sinz*cosy+cosz*sinx*siny; matrix[5] = cosz*cosx; matrix[6] = sinz*siny+cosz*sinx*cosy; matrix[7] = 0; matrix[8] = cosx*siny; matrix[9] = -sinx; matrix[10] = cosx*cosy; matrix[11] = 0; matrix[12] = txyz[0]; matrix[13] = txyz[1]; matrix[14] = txyz[2]; matrix[15] = 1; float m[16]; for(int i=0; i<16; i++) { m[i] = matrix[i]; } if(stack) { matrix4x4(matrix, m, stack); } } void rotate_x(float *xyz, float r) { float rad = r*3.14/180; 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*3.14/180; 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*3.14/180; 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 ScaleMatrix(float *m, float v) { for(int i=0;i<16;i++) m[i] *= v; } void ScaleMatrixXY(float *m, float x, float y) { for(int i=0;i<3;i++) { m[i] *= x; m[i+4] *= y; } }