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-//=============================================================================
-//
-// Glagen : a planet sized landscape generator
-// Copyright (C) 2002 Julien Guertault, Hugues Hiegel, Meng-Tih Lam
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-//
-//=============================================================================
-//
-// Glagen : GPL LAndscape GENerator
-//
-// matrix.cc for Glagen : made by Zavie (Julien Guertault)
-//
-// www.glagen.org
-//
-//=============================================================================
-
-#include <cmath>
-#include "data_glagen.hh"
-#include "matrix3d.hh"
-#include "vector.hh"
-
-// =============================================== Constructors and destructors
-
-Matrix33 :: Matrix33 ()
-{
- for (int y = 0; y < 3; y++)
- for (int x = 0; x < 3; x++)
- mat[x][y] = (x == y ? 1 : 0);
-}
-
-Matrix33 :: Matrix33 (const class Matrix33 &source)
-{
- for (int y = 0; y < 3; y++)
- for (int x = 0; x < 3; x++)
- mat[x][y] = source.A(x, y);
-}
-
-Matrix33 :: Matrix33 (const float m[3][3])
-{
- for (int y = 0; y < 3; y++)
- {
- for (int x = 0; x < 3; x++)
- mat[x][y] = m[x][y];
- mat[3][y] = 0;
- }
- mat[0][3] = 0;
- mat[1][3] = 0;
- mat[2][3] = 0;
- mat[3][3] = 1;
-}
-
-Matrix33 :: Matrix33 (const float angle, const Vector &v)
-{
- float c = cosf (angle);
- float s = sinf (angle);
- float t = 1 - c;
- float val[] = {t * v.X () * v.X () + c,
- t * v.X () * v.Y () - s * v.Z (),
- t * v.X () * v.Z () + s * v.Y (),
-
- t * v.X () * v.Y () + s * v.Z (),
- t * v.Y () * v.Y () + c,
- t * v.Y () * v.Z () - s * v.X (),
-
- t * v.X () * v.Z () - s * v.Y (),
- t * v.Y () * v.Z () + s * v.X (),
- t * v.Z () * v.Z () + c};
- for (int j = 0; j < 3; j++)
- for (int i = 0; i < 3; i++)
- mat[i][j] = val[3 * j + i];
-}
-
-Matrix33 :: ~Matrix33 () {}
-
-Matrix44 :: Matrix44 ()
-{
- for (int y = 0; y < 4; y++)
- for (int x = 0; x < 4; x++)
- mat[x][y] = (x == y ? 1 : 0);
-}
-
-Matrix44 :: Matrix44 (const class Matrix44 &source)
-{
- for (int y = 0; y < 4; y++)
- for (int x = 0; x < 4; x++)
- mat[x][y] = source.A(x, y);
-}
-
-Matrix44 :: Matrix44 (const class Matrix33 &source)
-{
- for (int y = 0; y < 3; y++)
- for (int x = 0; x < 3; x++)
- mat[x][y] = source.A(x, y);
- mat[3][3] = 1;
-}
-
-Matrix44 :: Matrix44 (const float m[4][4])
-{
- for (int y = 0; y < 4; y++)
- for (int x = 0; x < 4; x++)
- mat[x][y] = m[x][y];
-}
-
-Matrix44 :: Matrix44 (const float m[3][3])
-{
- for (int y = 0; y < 3; y++)
- {
- for (int x = 0; x < 3; x++)
- mat[x][y] = m[x][y];
- mat[3][y] = 0;
- }
- mat[0][3] = 0;
- mat[1][3] = 0;
- mat[2][3] = 0;
- mat[3][3] = 1;
-}
-
-// Create a translation matrix from a vector
-Matrix44 :: Matrix44(const float colon[3])
-{
- for (int y = 0; y < 4; y++)
- for (int x = 0; x < 4; x++)
- if (x == y)
- mat[x][y] = 1;
- else
- mat[x][y] = 0;
- mat[3][0] = colon[0];
- mat[3][1] = colon[1];
- mat[3][2] = colon[2];
-}
-
-Matrix44 :: ~Matrix44() {}
-
-
-// ====================================================== The matrix's elements
-
-float Matrix33 :: A(const int x, const int y) const
-{
- if (x >= 0 && x < 3 &&
- y >= 0 && y < 3)
- return mat[x][y];
- else
- return 0;
-}
-
-float Matrix44 :: A(const int x, const int y) const
-{
- if (x >= 0 && x < 4 &&
- y >= 0 && y < 4)
- return mat[x][y];
- else
- return 0;
-}
-
-// Orthonormalize
-void Matrix33 :: OrthonormalizeOrientation ()
-{
- Vector X (mat[0][0], mat[1][0], mat[2][0]);
- Vector Y (mat[0][1], mat[1][1], mat[2][1]);
- Vector Z;
-
- X.Normalize();
- Z = (X ^ Y);
- Z.Normalize();
- Y = (Z ^ X);
- Y.Normalize();
-
- mat[0][0] = X.X (); mat[0][1] = Y.X (); mat[0][2] = Z.X ();
- mat[1][0] = X.Y (); mat[1][1] = Y.Y (); mat[1][2] = Z.Y ();
- mat[2][0] = X.Z (); mat[2][1] = Y.Z (); mat[2][2] = Z.Z ();
-}
-
-
-// ================================================================== Operators
-
-Vector Matrix33 :: operator * (const Vector &v) const
-{
- float out[3];
-
- out[0] = (A (0, 0) * v.X () +
- A (1, 0) * v.Y () +
- A (2, 0) * v.Z ());
- out[1] = (A (0, 1) * v.X () +
- A (1, 1) * v.Y () +
- A (2, 1) * v.Z ());
- out[2] = (A (0, 2) * v.X () +
- A (1, 2) * v.Y () +
- A (2, 2) * v.Z ());
- return Vector (out[0], out[1], out[2]);
-}
-
-Matrix44 Matrix44 :: operator * (const Matrix44 &source) const
-{
- float out[4][4];
-
- for (int y = 0; y < 4; y++)
- for (int x = 0; x < 4; x++)
- out[x][y] = (A(0, y) * source.A(x, 0) +
- A(1, y) * source.A(x, 1) +
- A(2, y) * source.A(x, 2) +
- A(3, y) * source.A(x, 3));
- return Matrix44(out);
-}