⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 matrix.cpp

📁 最新osg包
💻 CPP
字号:
/* * 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: matrix.cpp 1563 2003-01-24 15:12:54Z robert $ */#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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 Lib3dsFloatdet2x2(  Lib3dsFloat a, Lib3dsFloat b,  Lib3dsFloat c, Lib3dsFloat d) {  return((a)*(d)-(b)*(c));}static Lib3dsFloatdet3x3(  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 */Lib3dsFloatlib3ds_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 */voidlib3ds_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  */Lib3dsBoollib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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 */voidlib3ds_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]);  }}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -