some matrix stuff for quiret (untested)

This commit is contained in:
aap 2016-02-17 14:26:49 +01:00
parent 37ec9e041a
commit abe10e7623
2 changed files with 109 additions and 6 deletions

View File

@ -31,6 +31,8 @@ int32 build = 0xFFFF;
#endif #endif
char *debugFile = NULL; char *debugFile = NULL;
// TODO: comparison tolerances
static Matrix identMat = { static Matrix identMat = {
{ 1.0f, 0.0f, 0.0f}, 0.0f, { 1.0f, 0.0f, 0.0f}, 0.0f,
{ 0.0f, 1.0f, 0.0f}, 0.0f, { 0.0f, 1.0f, 0.0f}, 0.0f,
@ -38,6 +40,12 @@ static Matrix identMat = {
{ 0.0f, 0.0f, 0.0f}, 1.0f { 0.0f, 0.0f, 0.0f}, 1.0f
}; };
static Matrix3 identMat3 = {
{ 1.0f, 0.0f, 0.0f},
{ 0.0f, 1.0f, 0.0f},
{ 0.0f, 0.0f, 1.0f}
};
void void
initialize(void) initialize(void)
{ {
@ -114,10 +122,10 @@ Matrix::mult(Matrix *m1, Matrix *m2, Matrix *m3)
matrixMult((float32*)m1, (float32*)m2, (float32*)m3); matrixMult((float32*)m1, (float32*)m2, (float32*)m3);
} }
void bool32
Matrix::invert(Matrix *m1, Matrix *m2) Matrix::invert(Matrix *m1, Matrix *m2)
{ {
matrixInvert((float32*)m1, (float32*)m2); return matrixInvert((float32*)m1, (float32*)m2);
} }
void void
@ -126,6 +134,86 @@ Matrix::transpose(Matrix *m1, Matrix *m2)
matrixTranspose((float32*)m1, (float32*)m2); matrixTranspose((float32*)m1, (float32*)m2);
} }
void
Matrix3::setIdentity(void)
{
*this = identMat3;
}
V3d
Matrix3::transVec(const V3d &v)
{
V3d res;
res = scale(this->right, v.x);
res = add(res, scale(this->up, v.y));
res = add(res, scale(this->at, v.z));
return res;
}
bool32
Matrix3::isIdentity(void)
{
return right.x == 1.0f && right.y == 0.0f && right.z == 0.0f &&
up.x == 0.0f && up.y == 1.0f && up.z == 0.0f &&
at.x == 0.0f && at.y == 0.0f && at.z == 1.0f;
}
float32
Matrix3::determinant(void)
{
return right.x*(up.y*at.z - up.z*at.y)
+ up.x*(at.y*right.z - at.z*right.y)
+ at.x*(right.y*up.z - right.z*up.y);
}
void
mult(Matrix3 *m1, Matrix3 *m2, Matrix3 *m3)
{
m1->right.x = m2->right.x*m3->right.x + m2->up.x*m3->right.y + m2->at.x*m3->right.z;
m1->right.y = m2->right.x*m3->up.x + m2->up.x*m3->up.y + m2->at.x*m3->up.z;
m1->right.z = m2->right.x*m3->at.x + m2->up.x*m3->at.y + m2->at.x*m3->at.z;
m1->up.x = m2->right.y*m3->right.x + m2->up.y*m3->right.y + m2->at.y*m3->right.z;
m1->up.y = m2->right.y*m3->up.x + m2->up.y*m3->up.y + m2->at.y*m3->up.z;
m1->up.z = m2->right.y*m3->at.x + m2->up.y*m3->at.y + m2->at.y*m3->at.z;
m1->at.x = m2->right.z*m3->right.x + m2->up.z*m3->right.y + m2->at.z*m3->right.z;
m1->at.y = m2->right.z*m3->up.x + m2->up.z*m3->up.y + m2->at.z*m3->up.z;
m1->at.z = m2->right.z*m3->at.x + m2->up.z*m3->at.y + m2->at.z*m3->at.z;
}
bool32
invert(Matrix3 *m1, Matrix3 *m2)
{
float32 invdet = m2->determinant();
if(invdet == 0.0f)
return 0;
invdet = 1.0f/invdet;
m1->right.x = invdet*(m2->up.y * m2->at.z - m2->up.z * m2->at.y);
m1->right.y = invdet*(m2->at.y * m2->right.z - m2->at.z * m2->right.y);
m1->right.z = invdet*(m2->right.y * m2->up.z - m2->right.z * m2->up.y);
m1->up.x = invdet*(m2->up.z * m2->at.x - m1->up.x * m2->at.z);
m1->up.y = invdet*(m2->at.z * m2->right.x - m2->at.x * m2->right.z);
m1->up.z = invdet*(m2->right.z * m1->up.x - m2->right.x * m2->up.z);
m1->at.x = invdet*(m2->up.x * m2->at.y - m2->up.y * m2->at.x);
m1->at.y = invdet*(m2->at.x * m2->right.y - m2->at.y * m2->right.x);
m1->at.z = invdet*(m2->right.x * m2->up.y - m2->right.y * m2->up.x);
return 1;
}
void
transpose(Matrix3 *m1, Matrix3 *m2)
{
m1->right.x = m2->right.x;
m1->right.y = m2->up.x;
m1->right.z = m2->at.x;
m1->up.x = m2->right.y;
m1->up.y = m2->up.y;
m1->up.z = m2->at.y;
m1->at.x = m2->right.z;
m1->at.y = m2->up.z;
m1->at.z = m2->at.z;
}
bool32 bool32
equal(const Matrix &m1, const Matrix &m2) equal(const Matrix &m1, const Matrix &m2)
{ {
@ -203,7 +291,7 @@ matrixTranspose(float32 *out, float32 *in)
#undef OUT #undef OUT
} }
void bool32
matrixInvert(float32 *out, float32 *m) matrixInvert(float32 *out, float32 *m)
{ {
float32 inv[16], det; float32 inv[16], det;
@ -307,10 +395,11 @@ matrixInvert(float32 *out, float32 *m)
m[8] * m[2] * m[5]; m[8] * m[2] * m[5];
det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]; det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
if(det == 0) if(det == 0)
return; return 0;
det = 1.0f / det; det = 1.0f / det;
for(i = 0; i < 16; i++) for(i = 0; i < 16; i++)
out[i] = inv[i] * det; out[i] = inv[i] * det;
return 1;
} }
void void

View File

@ -124,17 +124,31 @@ struct Matrix
bool32 isIdentity(void); bool32 isIdentity(void);
// not very pretty :/ // not very pretty :/
static void mult(Matrix *m1, Matrix *m2, Matrix *m3); static void mult(Matrix *m1, Matrix *m2, Matrix *m3);
static void invert(Matrix *m1, Matrix *m2); static bool32 invert(Matrix *m1, Matrix *m2);
static void transpose(Matrix *m1, Matrix *m2); static void transpose(Matrix *m1, Matrix *m2);
}; };
struct Matrix3
{
V3d right, up, at;
void setIdentity(void);
V3d transVec(const V3d &v);
bool32 isIdentity(void);
float32 determinant(void);
// not very pretty :/
static void mult(Matrix3 *m1, Matrix3 *m2, Matrix3 *m3);
static bool32 invert(Matrix3 *m1, Matrix3 *m2);
static void transpose(Matrix3 *m1, Matrix3 *m2);
};
void matrixIdentity(float32 *mat); void matrixIdentity(float32 *mat);
int matrixEqual(float32 *m1, float32 *m2); int matrixEqual(float32 *m1, float32 *m2);
int matrixIsIdentity(float32 *mat); int matrixIsIdentity(float32 *mat);
void matrixMult(float32 *out, float32 *a, float32 *b); void matrixMult(float32 *out, float32 *a, float32 *b);
void vecTrans(float32 *out, float32 *mat, float32 *vec); void vecTrans(float32 *out, float32 *mat, float32 *vec);
void matrixTranspose(float32 *out, float32 *in); void matrixTranspose(float32 *out, float32 *in);
void matrixInvert(float32 *out, float32 *in); bool32 matrixInvert(float32 *out, float32 *in);
void matrixPrint(float32 *mat); void matrixPrint(float32 *mat);
bool32 equal(const Matrix &m1, const Matrix &m2); bool32 equal(const Matrix &m1, const Matrix &m2);