comparison Renderer/test_render/sys.cpp @ 283:55ea4465b1a2

fix test_render
author e065746@localhost.localdomain
date Fri, 05 Jun 2009 16:49:12 +0900
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282:ef061be0baff 283:55ea4465b1a2
1 #include <stdlib.h>
2 #include <iostream>
3 #include <string.h>
4 #include <math.h>
5 #include "sys.h"
6 using namespace std;
7
8 void noMoreMemory()
9 {
10 cout << "can't allocate memory\n";
11 exit(1);
12 }
13
14 void
15 transMatrix(float *m0, float *m1, float *v)
16 {
17 memcpy(m0, m1, sizeof(float)*16);
18
19 m0[12] = m1[12] + v[0];
20 m0[13] = m1[13] + v[1];
21 m0[14] = m1[14] + v[2];
22 m0[15] = m1[15] + v[3];
23 }
24
25 void
26 unitMatrix(float *m)
27 {
28 bzero(m, sizeof(float)*16);
29
30 m[0] = 1.0f;
31 m[5] = 1.0f;
32 m[10] = 1.0f;
33 m[15] = 1.0f;
34 }
35
36 void
37 inversMatrix(float *m0, float *m1)
38 {
39 float m[16];
40
41 for (int i = 0; i < 4; i++) {
42 for (int j = 0; j < 4; j++) {
43 m[i*4+j] = m1[j*4+i];
44 }
45 }
46
47 m[12] = -(m1[12]*m[0] + m1[13]*m[1] + m1[14]*m[2]);
48 m[13] = -(m1[12]*m[4] + m1[13]*m[5] + m1[14]*m[6]);
49 m[14] = -(m1[12]*m[8] + m1[13]*m[9] + m1[14]*m[10]);
50 m[3] = m[7] = m[11] = 0.0f;
51 m[15] = 1.0f;
52
53 memcpy(m0, m, sizeof(float)*16);
54 }
55
56 /**
57 * マトリックス m にベクトル v1 を右から乗算して、v0に与える
58 * @param[out] v0 output vector (float[4])
59 * @param[in] v1 input vector (float[4])
60 * @param[in] m matrix (float[16])
61 */
62 void
63 applyMatrix(float *v0, float *m, float *v1)
64 {
65 for (int i = 0; i < 4; i++) {
66 v0[i] = v1[0]*m[i] + v1[1]*m[i+4] + v1[2]*m[i+8] + v1[3]*m[i+12];
67 }
68 }
69
70 /**
71 * ベクトルの正規化
72 *
73 * @param[out] v0 output vector
74 * @param[in] v1 input vector
75 */
76 void
77 normalize(float *v0, float *v1)
78 {
79 float norm, dnorm;
80
81 norm = sqrt(v1[0]*v1[0] + v1[1]*v1[1] + v1[2]*v1[2]);
82 if (norm > 0) {
83 dnorm = 1.0/norm;
84 v0[0] = v1[0]*dnorm;
85 v0[1] = v1[1]*dnorm;
86 v0[2] = v1[2]*dnorm;
87 v0[3] = v1[3]*dnorm;
88 }
89 }
90
91 /**
92 * ベクトルの減算 v0 = v1 - v2
93 */
94 void
95 subVector(float *v0, float *v1, float *v2)
96 {
97 v0[0] = v1[0] - v2[0];
98 v0[1] = v1[1] - v2[1];
99 v0[2] = v1[2] - v2[2];
100 v0[3] = v1[3] - v2[3];
101 }
102
103 /**
104 * ベクトルの外積 v0 = v1 x v2
105 */
106 void
107 outerProduct(float *v0, float *v1, float *v2)
108 {
109 v0[0] = v1[1] * v2[2] - v1[2] * v2[1];
110 v0[1] = v1[2] * v2[0] - v1[0] * v2[2];
111 v0[2] = v1[0] * v2[1] - v1[1] * v2[0];
112 v0[3] = 0;
113 }
114
115 void
116 transposeMatrix(float *m0, float *m1)
117 {
118 float t[16];
119
120 for (int i = 0; i < 4; i++) {
121 for (int j = 0; j < 4; j++) {
122 t[i*4+j] = m1[j*4+i];
123 }
124 }
125
126 memcpy(m0, t, sizeof(float)*16);
127 }
128
129 /**
130 * ベクトルの内積 f = v0 * v1
131 */
132 float
133 innerProduct(float *v0, float *v1)
134 {
135 return (v0[0]*v1[0] + v0[1]*v1[1] + v0[2]*v1[2]);
136 }
137
138 void matrix4x4(float *xyz, float *xyz1, float *xyz2) //xyz[16]
139 {
140 for(int t=0; t<16; t+=4)
141 {
142 for(int i=0; i<4; i++)
143 {
144 xyz[t+i] = xyz1[t]*xyz2[i] + xyz1[t+1]*xyz2[4+i] + xyz1[t+2]*xyz2[8+i] + xyz1[t+3]*xyz2[12+i];
145 }
146 }
147 }
148
149 void get_matrix( float *matrix, float *rxyz, float *txyz, float *stack)
150 {
151 float radx,rady,radz;
152 radx = rxyz[0]*3.14/180;
153 rady = rxyz[1]*3.14/180;
154 radz = rxyz[2]*3.14/180;
155
156 float sinx = sin(radx);
157 float cosx = cos(radx);
158 float siny = sin(rady);
159 float cosy = cos(rady);
160 float sinz = sin(radz);
161 float cosz = cos(radz);
162
163 /* View Transform */
164 matrix[0] = cosz*cosy+sinz*sinx*siny;
165 matrix[1] = sinz*cosx;
166 matrix[2] = -cosz*siny+sinz*sinx*cosy;
167 matrix[3] = 0;
168 matrix[4] = -sinz*cosy+cosz*sinx*siny;
169 matrix[5] = cosz*cosx;
170 matrix[6] = sinz*siny+cosz*sinx*cosy;
171 matrix[7] = 0;
172 matrix[8] = cosx*siny;
173 matrix[9] = -sinx;
174 matrix[10] = cosx*cosy;
175 matrix[11] = 0;
176 matrix[12] = txyz[0];
177 matrix[13] = txyz[1];
178 matrix[14] = txyz[2];
179 matrix[15] = 1;
180
181 float m[16];
182
183 for(int i=0; i<16; i++)
184 {
185 m[i] = matrix[i];
186 }
187
188 if(stack)
189 {
190 matrix4x4(matrix, m, stack);
191 }
192
193 }
194
195 void rotate_x(float *xyz, float r)
196 {
197 float rad = r*3.14/180;
198
199 xyz[0] = xyz[0];
200 xyz[1] = xyz[1]*cos(rad) - xyz[2]*sin(rad);
201 xyz[2] = xyz[1]*sin(rad) + xyz[2]*cos(rad);
202 }
203
204 void rotate_y(float *xyz, float r)
205 {
206 float rad = r*3.14/180;
207
208 xyz[0] = xyz[0]*cos(rad) + xyz[2]*sin(rad);
209 xyz[1] = xyz[1];
210 xyz[2] = -xyz[0]*sin(rad) + xyz[2]*cos(rad);
211 }
212
213 void rotate_z(float *xyz, float r)
214 {
215 float rad = r*3.14/180;
216
217 xyz[0] = xyz[0]*cos(rad) - xyz[1]*sin(rad);
218 xyz[1] = xyz[0]*sin(rad) + xyz[1]*cos(rad);
219 xyz[2] = xyz[2];
220 }
221
222 void rotate(float *xyz, float *matrix)
223 {
224 float abc[4];
225 abc[0] = xyz[0];
226 abc[1] = xyz[1];
227 abc[2] = xyz[2];
228 abc[3] = xyz[3];
229
230 for(int i=0; i<4; i++)
231 {
232 //xyz[i] = abc[0]*rot[i] + abc[1]*rot[i+4] + abc[2]*rot[i+8] + abc[3]*rot[i+12];
233 xyz[i] = abc[0]*matrix[i] + abc[1]*matrix[i+4] + abc[2]*matrix[i+8] + abc[3]*matrix[i+12];
234 }
235 }
236
237
238 void translate(float *xyz, float x, float y, float z)
239 {
240 xyz[0] += x;
241 xyz[1] += y;
242 xyz[2] += z;
243 }