From 695965a636bddfbafa0e8b8c66bfd3e7efa5d440 Mon Sep 17 00:00:00 2001 From: "(no author)" <(no author)@0f7e0d06-a6f9-0310-a55f-d5f984f55e4c> Date: Thu, 10 Feb 2005 23:10:52 +0000 Subject: This commit was manufactured by cvs2svn to create tag 'START'. git-svn-id: file:///usr/local/opt/svn/repos/glagen@6 0f7e0d06-a6f9-0310-a55f-d5f984f55e4c --- tags/START/glagen/3d/matrix3d.cc | 216 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 216 insertions(+) create mode 100644 tags/START/glagen/3d/matrix3d.cc (limited to 'tags/START/glagen/3d/matrix3d.cc') diff --git a/tags/START/glagen/3d/matrix3d.cc b/tags/START/glagen/3d/matrix3d.cc new file mode 100644 index 0000000..c02ac39 --- /dev/null +++ b/tags/START/glagen/3d/matrix3d.cc @@ -0,0 +1,216 @@ +//============================================================================= +// +// 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 +#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); +} -- cgit v1.2.3