Mercurial > hg > Members > kono > Cerium
view TaskManager/Test/test_render/sys.cpp @ 215:7ca6a2ef5be9
fix SceneGraph Constructor, Destructor
author | gongo@gendarme.local |
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date | Sun, 01 Feb 2009 22:14:44 +0900 |
parents | fe2cc32cd94d |
children | 0f1ff7b06157 |
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#include <stdlib.h> #include <iostream> #include <math.h> #include "sys.h" using namespace std; void noMoreMemory() { cout << "can't allocate memory\n"; exit(1); } /** * 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; } /** * 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]; } } } 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; }