//============================================================================= // // 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); }