1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/matrix.h"
24
25 #include "common/scummsys.h"
26
27 namespace BladeRunner {
28
Matrix3x2()29 Matrix3x2::Matrix3x2() {
30 for (int r = 0; r != 2; ++r)
31 for (int c = 0; c != 3; ++c)
32 _m[r][c] = (r == c) ? 1.0f : 0.0f;
33 }
34
Matrix3x2(float d[6])35 Matrix3x2::Matrix3x2(float d[6]) {
36 for (int r = 0; r != 2; ++r)
37 for (int c = 0; c != 3; ++c)
38 _m[r][c] = d[r*3+c];
39 }
40
Matrix3x2(float m00,float m01,float m02,float m10,float m11,float m12)41 Matrix3x2::Matrix3x2(
42 float m00, float m01, float m02,
43 float m10, float m11, float m12) {
44 _m[0][0] = m00;
45 _m[0][1] = m01;
46 _m[0][2] = m02;
47 _m[1][0] = m10;
48 _m[1][1] = m11;
49 _m[1][2] = m12;
50 }
51
Matrix4x3()52 Matrix4x3::Matrix4x3() {
53 for (int r = 0; r != 3; ++r)
54 for (int c = 0; c != 4; ++c)
55 _m[r][c] = (r == c) ? 1.0f : 0.0f;
56 }
57
Matrix4x3(float d[12])58 Matrix4x3::Matrix4x3(float d[12]) {
59 for (int r = 0; r != 3; ++r)
60 for (int c = 0; c != 4; ++c)
61 _m[r][c] = d[r*4+c];
62 }
63
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)64 Matrix4x3::Matrix4x3(
65 float m00, float m01, float m02, float m03,
66 float m10, float m11, float m12, float m13,
67 float m20, float m21, float m22, float m23) {
68 _m[0][0] = m00;
69 _m[0][1] = m01;
70 _m[0][2] = m02;
71 _m[0][3] = m03;
72 _m[1][0] = m10;
73 _m[1][1] = m11;
74 _m[1][2] = m12;
75 _m[1][3] = m13;
76 _m[2][0] = m20;
77 _m[2][1] = m21;
78 _m[2][2] = m22;
79 _m[2][3] = m23;
80 }
81
rotationMatrixX(float angle)82 Matrix4x3 rotationMatrixX(float angle) {
83 float ca = cos(angle);
84 float sa = sin(angle);
85
86 return Matrix4x3( 1.0f, 0.0f, 0.0f, 0.0f,
87 0.0f, ca, sa, 0.0f,
88 0.0f, -sa, ca, 0.0f );
89 }
90
swapRows(double * r1,double * r2)91 static inline void swapRows(double *r1, double *r2) {
92 for (int c = 0; c != 8; ++c) {
93 double t = r1[c];
94 r1[c] = r2[c];
95 r2[c] = t;
96 }
97 }
98
subtractRow(double * r1,double factor,double * r2)99 static inline void subtractRow(double *r1, double factor, double *r2) {
100 for (int c = 0; c != 8; ++c)
101 r1[c] -= factor * r2[c];
102 }
103
divideRow(double * r1,double d)104 static inline void divideRow(double *r1, double d) {
105 for (int c = 0; c != 8; ++c)
106 r1[c] /= d;
107 }
108
invertMatrix(const Matrix4x3 & m)109 Matrix4x3 invertMatrix(const Matrix4x3 &m) {
110 double w[3][8];
111
112 for (int r = 0; r != 3; ++r) {
113 for (int c = 0; c != 4; ++c) {
114 w[r][c] = m(r, c);
115 w[r][c+4] = (r == c) ? 1.0 : 0.0;
116 }
117 }
118
119 if (w[0][0] == 0.0) {
120 if (w[1][0] != 0.0)
121 swapRows(w[0], w[1]);
122 else
123 swapRows(w[0], w[2]);
124 }
125 divideRow(w[0], w[0][0]);
126 subtractRow(w[1], w[1][0], w[0]);
127 subtractRow(w[2], w[2][0], w[0]);
128
129 if (w[1][1] == 0.0)
130 swapRows(w[1], w[2]);
131
132 divideRow(w[1], w[1][1]);
133 subtractRow(w[0], w[0][1], w[1]);
134 subtractRow(w[2], w[2][1], w[1]);
135
136 divideRow(w[2], w[2][2]);
137 subtractRow(w[0], w[0][2], w[2]);
138 subtractRow(w[1], w[1][2], w[2]);
139
140 for (int r = 0; r != 3; ++r) {
141 w[r][7] = -w[r][3];
142 w[r][3] = 0.0;
143 }
144
145 Matrix4x3 result;
146
147 for (int r = 0; r != 3; ++r)
148 for (int c = 0; c != 4; ++c)
149 result(r, c) = float(w[r][c+4]);
150
151 return result;
152 }
153
unknown()154 void Matrix4x3::unknown() {
155 Matrix4x3 t;
156
157 // Transpose the 3x3 top left submatrix
158 for (int r = 0; r != 3; ++r)
159 for (int c = 0; c != 3; ++c)
160 t(r, c) = _m[c][r];
161
162 t(0,3) = -(_m[0][3] * _m[0][0] + _m[1][3] * _m[1][0] + _m[2][3] * _m[2][0]);
163 t(1,3) = -(_m[0][3] * _m[0][1] + _m[1][3] * _m[1][1] + _m[2][3] * _m[2][1]);
164 t(2,3) = -(_m[0][3] * _m[0][2] + _m[1][3] * _m[1][2] + _m[2][3] * _m[2][2]);
165
166 *this = t;
167 }
168
169 } // End of namespace BladeRunner
170