Files
OpenSceneGraph/src/osgPlugins/lib3ds/matrix.cpp
Robert Osfield f9ee0fe44a A small bug fix to the matrix dump function (it was primtiing out 5 columns
instead of four).

Added support for multiplying mesh geometry by the matrix attached to the
Lib3dsMesh structure, however this produces disjointed models so have
to the default mode to bypass this multiplication code.  Will need to revisit
this in the future.
2002-01-02 11:03:26 +00:00

644 lines
12 KiB
C++

/*
* The 3D Studio File Format Library
* Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
* All rights reserved.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 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 Lesser General Public
* License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* $Id$
*/
#define LIB3DS_EXPORT
#include <matrix.h>
#include <quat.h>
#include <vector.h>
#include <string.h>
#include <math.h>
/*!
* \defgroup matrix Matrix Mathematics
*
* \author J.E. Hoffmann <je-h@gmx.net>
*/
/*!
* \typedef Lib3dsMatrix
* \ingroup matrix
*/
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_zero(Lib3dsMatrix m)
{
int i,j;
for (i=0; i<4; i++) {
for (j=0; j<4; j++) m[i][j]=0.0f;
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_identity(Lib3dsMatrix m)
{
int i,j;
for (i=0; i<4; i++) {
for (j=0; j<4; j++) m[i][j]=0.0;
}
for (i=0; i<4; i++) m[i][i]=1.0;
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_copy(Lib3dsMatrix dest, Lib3dsMatrix src)
{
memcpy(dest, src, sizeof(Lib3dsMatrix));
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_neg(Lib3dsMatrix m)
{
int i,j;
for (j=0; j<4; j++) {
for (i=0; i<4; i++) {
m[j][i]=-m[j][i];
}
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_abs(Lib3dsMatrix m)
{
int i,j;
for (j=0; j<4; j++) {
for (i=0; i<4; i++) {
m[j][i]=(Lib3dsFloat)fabs(m[j][i]);
}
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_transpose(Lib3dsMatrix m)
{
int i,j;
Lib3dsFloat swp;
for (j=0; j<4; j++) {
for (i=j+1; i<4; i++) {
swp=m[j][i];
m[j][i]=m[i][j];
m[i][j]=swp;
}
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_add(Lib3dsMatrix m, Lib3dsMatrix a, Lib3dsMatrix b)
{
int i,j;
for (j=0; j<4; j++) {
for (i=0; i<4; i++) {
m[j][i]=a[j][i]+b[j][i];
}
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_sub(Lib3dsMatrix m, Lib3dsMatrix a, Lib3dsMatrix b)
{
int i,j;
for (j=0; j<4; j++) {
for (i=0; i<4; i++) {
m[j][i]=a[j][i]-b[j][i];
}
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_mul(Lib3dsMatrix m, Lib3dsMatrix a, Lib3dsMatrix b)
{
int i,j,k;
Lib3dsFloat ab;
for (j=0; j<4; j++) {
for (i=0; i<4; i++) {
ab=0.0f;
for (k=0; k<4; k++) ab+=a[k][i]*b[j][k];
m[j][i]=ab;
}
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_scalar(Lib3dsMatrix m, Lib3dsFloat k)
{
int i,j;
for (j=0; j<4; j++) {
for (i=0; i<4; i++) {
m[j][i]*=k;
}
}
}
static Lib3dsFloat
det2x2(
Lib3dsFloat a, Lib3dsFloat b,
Lib3dsFloat c, Lib3dsFloat d)
{
return((a)*(d)-(b)*(c));
}
static Lib3dsFloat
det3x3(
Lib3dsFloat a1, Lib3dsFloat a2, Lib3dsFloat a3,
Lib3dsFloat b1, Lib3dsFloat b2, Lib3dsFloat b3,
Lib3dsFloat c1, Lib3dsFloat c2, Lib3dsFloat c3)
{
return(
a1*det2x2(b2,b3,c2,c3)-
b1*det2x2(a2,a3,c2,c3)+
c1*det2x2(a2,a3,b2,b3)
);
}
/*!
* \ingroup matrix
*/
Lib3dsFloat
lib3ds_matrix_det(Lib3dsMatrix m)
{
Lib3dsFloat a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
a1 = m[0][0];
b1 = m[1][0];
c1 = m[2][0];
d1 = m[3][0];
a2 = m[0][1];
b2 = m[1][1];
c2 = m[2][1];
d2 = m[3][1];
a3 = m[0][2];
b3 = m[1][2];
c3 = m[2][2];
d3 = m[3][2];
a4 = m[0][3];
b4 = m[1][3];
c4 = m[2][3];
d4 = m[3][3];
return(
a1 * det3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4)-
b1 * det3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4)+
c1 * det3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4)-
d1 * det3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4)
);
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_adjoint(Lib3dsMatrix m)
{
Lib3dsFloat a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
a1 = m[0][0];
b1 = m[1][0];
c1 = m[2][0];
d1 = m[3][0];
a2 = m[0][1];
b2 = m[1][1];
c2 = m[2][1];
d2 = m[3][1];
a3 = m[0][2];
b3 = m[1][2];
c3 = m[2][2];
d3 = m[3][2];
a4 = m[0][3];
b4 = m[1][3];
c4 = m[2][3];
d4 = m[3][3];
m[0][0]= det3x3 (b2, b3, b4, c2, c3, c4, d2, d3, d4);
m[0][1]= -det3x3 (a2, a3, a4, c2, c3, c4, d2, d3, d4);
m[0][2]= det3x3 (a2, a3, a4, b2, b3, b4, d2, d3, d4);
m[0][3]= -det3x3 (a2, a3, a4, b2, b3, b4, c2, c3, c4);
m[1][0]= -det3x3 (b1, b3, b4, c1, c3, c4, d1, d3, d4);
m[1][1]= det3x3 (a1, a3, a4, c1, c3, c4, d1, d3, d4);
m[1][2]= -det3x3 (a1, a3, a4, b1, b3, b4, d1, d3, d4);
m[1][3]= det3x3 (a1, a3, a4, b1, b3, b4, c1, c3, c4);
m[2][0]= det3x3 (b1, b2, b4, c1, c2, c4, d1, d2, d4);
m[2][1]= -det3x3 (a1, a2, a4, c1, c2, c4, d1, d2, d4);
m[2][2]= det3x3 (a1, a2, a4, b1, b2, b4, d1, d2, d4);
m[2][3]= -det3x3 (a1, a2, a4, b1, b2, b4, c1, c2, c4);
m[3][0]= -det3x3 (b1, b2, b3, c1, c2, c3, d1, d2, d3);
m[3][1]= det3x3 (a1, a2, a3, c1, c2, c3, d1, d2, d3);
m[3][2]= -det3x3 (a1, a2, a3, b1, b2, b3, d1, d2, d3);
m[3][3]= det3x3 (a1, a2, a3, b1, b2, b3, c1, c2, c3);
}
/*!
* \ingroup matrix
*
* GGemsII, K.Wu, Fast Matrix Inversion
*/
Lib3dsBool
lib3ds_matrix_inv(Lib3dsMatrix m)
{
int i,j,k;
int pvt_i[4], pvt_j[4]; /* Locations of pivot elements */
Lib3dsFloat pvt_val; /* Value of current pivot element */
Lib3dsFloat hold; /* Temporary storage */
Lib3dsFloat determinat;
determinat = 1.0f;
for (k=0; k<4; k++) {
/* Locate k'th pivot element */
pvt_val=m[k][k]; /* Initialize for search */
pvt_i[k]=k;
pvt_j[k]=k;
for (i=k; i<4; i++) {
for (j=k; j<4; j++) {
if (fabs(m[i][j]) > fabs(pvt_val)) {
pvt_i[k]=i;
pvt_j[k]=j;
pvt_val=m[i][j];
}
}
}
/* Product of pivots, gives determinant when finished */
determinat*=pvt_val;
if (fabs(determinat)<LIB3DS_EPSILON) {
return(LIB3DS_FALSE); /* Matrix is singular (zero determinant) */
}
/* "Interchange" rows (with sign change stuff) */
i=pvt_i[k];
if (i!=k) { /* If rows are different */
for (j=0; j<4; j++) {
hold=-m[k][j];
m[k][j]=m[i][j];
m[i][j]=hold;
}
}
/* "Interchange" columns */
j=pvt_j[k];
if (j!=k) { /* If columns are different */
for (i=0; i<4; i++) {
hold=-m[i][k];
m[i][k]=m[i][j];
m[i][j]=hold;
}
}
/* Divide column by minus pivot value */
for (i=0; i<4; i++) {
if (i!=k) m[i][k]/=( -pvt_val) ;
}
/* Reduce the matrix */
for (i=0; i<4; i++) {
hold = m[i][k];
for (j=0; j<4; j++) {
if (i!=k && j!=k) m[i][j]+=hold*m[k][j];
}
}
/* Divide row by pivot */
for (j=0; j<4; j++) {
if (j!=k) m[k][j]/=pvt_val;
}
/* Replace pivot by reciprocal (at last we can touch it). */
m[k][k] = 1.0f/pvt_val;
}
/* That was most of the work, one final pass of row/column interchange */
/* to finish */
for (k=4-2; k>=0; k--) { /* Don't need to work with 1 by 1 corner*/
i=pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
if (i!=k) { /* If rows are different */
for(j=0; j<4; j++) {
hold = m[k][j];
m[k][j]=-m[i][j];
m[i][j]=hold;
}
}
j=pvt_i[k]; /* Columns to swap correspond to pivot ROW */
if (j!=k) /* If columns are different */
for (i=0; i<4; i++) {
hold=m[i][k];
m[i][k]=-m[i][j];
m[i][j]=hold;
}
}
return(LIB3DS_TRUE);
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_translate_xyz(Lib3dsMatrix m, Lib3dsFloat x, Lib3dsFloat y, Lib3dsFloat z)
{
int i;
for (i=0; i<3; i++) {
m[3][i]+= m[0][i]*x + m[1][i]*y + m[2][i]*z;
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_translate(Lib3dsMatrix m, Lib3dsVector t)
{
int i;
for (i=0; i<3; i++) {
m[3][i]+= m[0][i]*t[0] + m[1][i]*t[1] + m[2][i]*t[2];
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_scale_xyz(Lib3dsMatrix m, Lib3dsFloat x, Lib3dsFloat y, Lib3dsFloat z)
{
int i;
for (i=0; i<4; i++) {
m[0][i]*=x;
m[1][i]*=y;
m[2][i]*=z;
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_scale(Lib3dsMatrix m, Lib3dsVector s)
{
int i;
for (i=0; i<4; i++) {
m[0][i]*=s[0];
m[1][i]*=s[1];
m[2][i]*=s[2];
}
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_rotate_x(Lib3dsMatrix m, Lib3dsFloat phi)
{
Lib3dsFloat SinPhi,CosPhi;
Lib3dsFloat a1[4],a2[4];
SinPhi=(Lib3dsFloat)sin(phi);
CosPhi=(Lib3dsFloat)cos(phi);
memcpy(a1,m[1],4*sizeof(Lib3dsFloat));
memcpy(a2,m[2],4*sizeof(Lib3dsFloat));
m[1][0]=CosPhi*a1[0]+SinPhi*a2[0];
m[1][1]=CosPhi*a1[1]+SinPhi*a2[1];
m[1][2]=CosPhi*a1[2]+SinPhi*a2[2];
m[1][3]=CosPhi*a1[3]+SinPhi*a2[3];
m[2][0]=-SinPhi*a1[0]+CosPhi*a2[0];
m[2][1]=-SinPhi*a1[1]+CosPhi*a2[1];
m[2][2]=-SinPhi*a1[2]+CosPhi*a2[2];
m[2][3]=-SinPhi*a1[3]+CosPhi*a2[3];
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_rotate_y(Lib3dsMatrix m, Lib3dsFloat phi)
{
Lib3dsFloat SinPhi,CosPhi;
Lib3dsFloat a0[4],a2[4];
SinPhi=(Lib3dsFloat)sin(phi);
CosPhi=(Lib3dsFloat)cos(phi);
memcpy(a0,m[0],4*sizeof(Lib3dsFloat));
memcpy(a2,m[2],4*sizeof(Lib3dsFloat));
m[0][0]=CosPhi*a0[0]-SinPhi*a2[0];
m[0][1]=CosPhi*a0[1]-SinPhi*a2[1];
m[0][2]=CosPhi*a0[2]-SinPhi*a2[2];
m[0][3]=CosPhi*a0[3]-SinPhi*a2[3];
m[2][0]=SinPhi*a0[0]+CosPhi*a2[0];
m[2][1]=SinPhi*a0[1]+CosPhi*a2[1];
m[2][2]=SinPhi*a0[2]+CosPhi*a2[2];
m[2][3]=SinPhi*a0[3]+CosPhi*a2[3];
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_rotate_z(Lib3dsMatrix m, Lib3dsFloat phi)
{
Lib3dsFloat SinPhi,CosPhi;
Lib3dsFloat a0[4],a1[4];
SinPhi=(Lib3dsFloat)sin(phi);
CosPhi=(Lib3dsFloat)cos(phi);
memcpy(a0,m[0],4*sizeof(Lib3dsFloat));
memcpy(a1,m[1],4*sizeof(Lib3dsFloat));
m[0][0]=CosPhi*a0[0]+SinPhi*a1[0];
m[0][1]=CosPhi*a0[1]+SinPhi*a1[1];
m[0][2]=CosPhi*a0[2]+SinPhi*a1[2];
m[0][3]=CosPhi*a0[3]+SinPhi*a1[3];
m[1][0]=-SinPhi*a0[0]+CosPhi*a1[0];
m[1][1]=-SinPhi*a0[1]+CosPhi*a1[1];
m[1][2]=-SinPhi*a0[2]+CosPhi*a1[2];
m[1][3]=-SinPhi*a0[3]+CosPhi*a1[3];
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_rotate(Lib3dsMatrix m, Lib3dsQuat q)
{
Lib3dsFloat s,xs,ys,zs,wx,wy,wz,xx,xy,xz,yy,yz,zz,l;
Lib3dsMatrix a,b;
lib3ds_matrix_copy(a, m);
l=q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3];
if (fabs(l)<LIB3DS_EPSILON) {
s=1.0f;
}
else {
s=2.0f/l;
}
xs = q[0] * s; ys = q[1] * s; zs = q[2] * s;
wx = q[3] * xs; wy = q[3] * ys; wz = q[3] * zs;
xx = q[0] * xs; xy = q[0] * ys; xz = q[0] * zs;
yy = q[1] * ys; yz = q[1] * zs; zz = q[2] * zs;
b[0][0]=1.0f - (yy +zz);
b[1][0]=xy - wz;
b[2][0]=xz + wy;
b[0][1]=xy + wz;
b[1][1]=1.0f - (xx +zz);
b[2][1]=yz - wx;
b[0][2]=xz - wy;
b[1][2]=yz + wx;
b[2][2]=1.0f - (xx + yy);
b[3][0]=b[3][1]=b[3][2]=b[0][3]=b[1][3]=b[2][3]=0.0f;
b[3][3]=1.0f;
lib3ds_matrix_mul(m,a,b);
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_rotate_axis(Lib3dsMatrix m, Lib3dsVector axis, Lib3dsFloat angle)
{
Lib3dsQuat q;
lib3ds_quat_axis_angle(q,axis,angle);
lib3ds_matrix_rotate(m,q);
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_camera(Lib3dsMatrix matrix, Lib3dsVector pos,
Lib3dsVector tgt, Lib3dsFloat roll)
{
Lib3dsMatrix M,R;
Lib3dsVector x, y, z;
lib3ds_vector_sub(y, tgt, pos);
lib3ds_vector_normalize(y);
z[0] = 0;
z[1] = 0;
z[2] = 1.0;
lib3ds_vector_cross(x, y, z);
lib3ds_vector_cross(z, x, y);
lib3ds_vector_normalize(x);
lib3ds_vector_normalize(y);
lib3ds_matrix_identity(M);
M[0][0] = x[0];
M[1][0] = x[1];
M[2][0] = x[2];
M[0][1] = y[0];
M[1][1] = y[1];
M[2][1] = y[2];
M[0][2] = z[0];
M[1][2] = z[1];
M[2][2] = z[2];
lib3ds_matrix_identity(R);
lib3ds_matrix_rotate_y(R, roll);
lib3ds_matrix_mul(matrix, R,M);
lib3ds_matrix_translate_xyz(matrix, -pos[0],-pos[1],-pos[2]);
}
/*!
* \ingroup matrix
*/
void
lib3ds_matrix_dump(Lib3dsMatrix matrix)
{
int i,j;
for (i=0; i<4; ++i) {
for (j=0; j<3; ++j) {
printf("%f ", matrix[j][i]);
}
printf("%f\n", matrix[j][i]);
}
}