/[cvs]/api/Classes/Engine3d/Rotations.cpp
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Contents of /api/Classes/Engine3d/Rotations.cpp

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Revision 1.1.1.1 - (show annotations) (vendor branch)
Sun Jul 1 20:47:58 2001 UTC (22 years, 10 months ago) by bearsoft
Branch: lazy, MAIN
CVS Tags: start, HEAD
Changes since 1.1: +0 -0 lines
First import

1 #include "Rotations.h"
2 #include "math.h"
3
4
5 Rotations::Rotations()
6 {
7 xangle=0;
8 yangle=0;
9 zangle=0;
10 }
11
12 Rotations::~Rotations(){}
13
14 void Rotations::copy_matrix( float rotate[4][4], float dest[4][4] )
15 {
16 dest[0][0]=rotate[0][0];
17 dest[0][1]=rotate[0][1];
18 dest[0][2]=rotate[0][2];
19 dest[0][3]=rotate[0][3];
20
21 dest[1][0]=rotate[1][0];
22 dest[1][1]=rotate[1][1];
23 dest[1][2]=rotate[1][2];
24 dest[1][3]=rotate[1][3];
25
26 dest[2][0]=rotate[2][0];
27 dest[2][1]=rotate[2][1];
28 dest[2][2]=rotate[2][2];
29 dest[2][3]=rotate[2][3];
30
31 dest[3][0]=rotate[3][0];
32 dest[3][1]=rotate[3][1];
33 dest[3][2]=rotate[3][2];
34 dest[3][3]=rotate[3][3];
35 }
36
37
38 void Rotations::inverse_matrix( float rotate[4][4] )
39 {
40 float d00,d01,d02,d03;
41 float d10,d11,d12,d13;
42 float d20,d21,d22,d23;
43 float d30,d31,d32,d33;
44 float m00,m01,m02,m03;
45 float m10,m11,m12,m13;
46 float m20,m21,m22,m23;
47 float m30,m31,m32,m33;
48 float d;
49
50 /////////////////////////////////////////////////////////////////////////
51
52 m00=rotate[0][0];
53 m01=rotate[0][1];
54 m02=rotate[0][2];
55 m03=rotate[0][3];
56
57 m10=rotate[1][0];
58 m11=rotate[1][1];
59 m12=rotate[1][2];
60 m13=rotate[1][3];
61
62 m20=rotate[2][0];
63 m21=rotate[2][1];
64 m22=rotate[2][2];
65 m23=rotate[2][3];
66
67 m30=rotate[3][0];
68 m31=rotate[3][1];
69 m32=rotate[3][2];
70 m33=rotate[3][3];
71
72 /////////////////////////////////////////////////////////////////////////
73
74 d00 = m11*m22*m33 + m12*m23*m31 + m13*m21*m32 - m31*m22*m13 - m32*m23*m11 - m33*m21*m12;
75 d01 = m10*m22*m33 + m12*m23*m30 + m13*m20*m32 - m30*m22*m13 - m32*m23*m10 - m33*m20*m12;
76 d02 = m10*m21*m33 + m11*m23*m30 + m13*m20*m31 - m30*m21*m13 - m31*m23*m10 - m33*m20*m11;
77 d03 = m10*m21*m32 + m11*m22*m30 + m12*m20*m31 - m30*m21*m12 - m31*m22*m10 - m32*m20*m11;
78
79 d10 = m01*m22*m33 + m02*m23*m31 + m03*m21*m32 - m31*m22*m03 - m32*m23*m01 - m33*m21*m02;
80 d11 = m00*m22*m33 + m02*m23*m30 + m03*m20*m32 - m30*m22*m03 - m32*m23*m00 - m33*m20*m02;
81 d12 = m00*m21*m33 + m01*m23*m30 + m03*m20*m31 - m30*m21*m03 - m31*m23*m00 - m33*m20*m01;
82 d13 = m00*m21*m32 + m01*m22*m30 + m02*m20*m31 - m30*m21*m02 - m31*m22*m00 - m32*m20*m01;
83
84 d20 = m01*m12*m33 + m02*m13*m31 + m03*m11*m32 - m31*m12*m03 - m32*m13*m01 - m33*m11*m02;
85 d21 = m00*m12*m33 + m02*m13*m30 + m03*m10*m32 - m30*m12*m03 - m32*m13*m00 - m33*m10*m02;
86 d22 = m00*m11*m33 + m01*m13*m30 + m03*m10*m31 - m30*m11*m03 - m31*m13*m00 - m33*m10*m01;
87 d23 = m00*m11*m32 + m01*m12*m30 + m02*m10*m31 - m30*m11*m02 - m31*m12*m00 - m32*m10*m01;
88
89 d30 = m01*m12*m23 + m02*m13*m21 + m03*m11*m22 - m21*m12*m03 - m22*m13*m01 - m23*m11*m02;
90 d31 = m00*m12*m23 + m02*m13*m20 + m03*m10*m22 - m20*m12*m03 - m22*m13*m00 - m23*m10*m02;
91 d32 = m00*m11*m23 + m01*m13*m20 + m03*m10*m21 - m20*m11*m03 - m21*m13*m00 - m23*m10*m01;
92 d33 = m00*m11*m22 + m01*m12*m20 + m02*m10*m21 - m20*m11*m02 - m21*m12*m00 - m22*m10*m01;
93
94 /////////////////////////////////////////////////////////////////////////
95
96 d = m00*d00 - m01*d01 + m02*d02 - m03*d03;
97
98 if(0.0 != d)
99 {
100 d = 1.0f/d;
101
102 rotate[0][0] = d00*d;
103 rotate[0][1] = -d10*d;
104 rotate[0][2] = d20*d;
105 rotate[0][3] = -d30*d;
106
107 rotate[1][0] = -d01*d;
108 rotate[1][1] = d11*d;
109 rotate[1][2] = -d21*d;
110 rotate[1][3] = d31*d;
111
112 rotate[2][0] = d02*d;
113 rotate[2][1] = -d12*d;
114 rotate[2][2] = d22*d;
115 rotate[2][3] = -d32*d;
116
117 rotate[3][0] = -d03*d;
118 rotate[3][1] = d13*d;
119 rotate[3][2] = -d23*d;
120 rotate[3][3] = d33*d;
121 }
122
123 }
124
125
126 void Rotations::makenormtab()
127 {
128 for ( int step=0 ; step<numberofpolys ; step++ )
129 {
130 // calc normal for the polygon
131
132 int pos1=step*3+0;
133 int pos2=step*3+1;
134 int pos3=step*3+2;
135
136 float uxt=vx[points[pos2]]-vx[points[pos1]];
137 float uyt=vy[points[pos2]]-vy[points[pos1]];
138 float uzt=vz[points[pos2]]-vz[points[pos1]];
139
140 float vxt=vx[points[pos3]]-vx[points[pos2]];
141 float vyt=vy[points[pos3]]-vy[points[pos2]];
142 float vzt=vz[points[pos3]]-vz[points[pos2]];
143
144 float x = uyt*vzt - uzt*vyt; // x normal
145 float y = uzt*vxt - uxt*vzt; // y normal
146 float z = uxt*vyt - uyt*vxt; // z normal
147
148 float dist=(float)sqrt(x*x+y*y+z*z); // distans till normal
149
150 vnx[step]=x;
151 vny[step]=y;
152 vnz[step]=z;
153
154 }
155
156 }
157
158 void Rotations::matmulmatrix44(float a[4][4] ,float b[4][4], float result[4][4])
159 {
160 int i,j,k;
161
162 float sum;
163
164 for ( i=0; i<4; i++ )
165 {
166
167 for ( j=0; j<4 ; j++ )
168 {
169 sum=0;
170
171 for ( k=0; k<4; k++ )
172 {
173 sum+=a[i][k]*b[k][j];
174 }
175
176 result[i][j]=sum;
177 }
178
179 }
180
181 }
182
183
184 void Rotations::clearmatric(float a[4][4])
185 {
186 a[0][0]=0;
187 a[1][0]=0;
188 a[2][0]=0;
189 a[3][0]=0;
190
191 a[0][1]=0;
192 a[1][1]=0;
193 a[2][1]=0;
194 a[3][1]=0;
195
196 a[0][2]=0;
197 a[1][2]=0;
198 a[2][2]=0;
199 a[3][2]=0;
200
201 a[0][3]=0;
202 a[1][3]=0;
203 a[2][3]=0;
204 a[3][3]=0;
205
206 a[0][0]=1;
207 a[1][1]=1;
208 a[2][2]=1;
209 a[3][3]=1;
210 }
211
212 void Rotations::objectspline(float x, float y, float z)
213 {
214 clearmatric( rotate );
215 clearmatric( rotate_x2 );
216 clearmatric( rotate_y2 );
217 clearmatric( rotate_z2 );
218 clearmatric( translate2 );
219
220 translate2[3][0]=(x/30);
221 translate2[3][1]=-(y/30);
222 translate2[3][2]=-10.0f;
223
224 xangle++;
225 yangle++;
226 zangle++;
227
228 // yangle=180.0f;
229
230 float tempxangle=xangle;
231 float tempyangle=yangle;
232 float tempzangle=zangle;
233
234 tempxangle=(float)3.14*tempxangle/180;
235 tempyangle=(float)3.14*tempyangle/180;
236 tempzangle=(float)3.14*tempzangle/180;
237
238 rotate_x2[1][1]=(float)cos(tempxangle);
239 rotate_x2[0][1]=(float)(sin(tempxangle));
240 rotate_x2[1][0]=(float)(-sin(tempxangle));
241 rotate_x2[0][0]=(float)cos(tempxangle);
242
243 rotate_y2[0][0]=(float)cos(tempyangle);
244 rotate_y2[0][2]=(float)(-sin(tempyangle));
245 rotate_y2[2][0]=(float)(sin(tempyangle));
246 rotate_y2[2][2]=(float)cos(tempyangle);
247
248 rotate_z2[1][1]=(float)cos(tempzangle);
249 rotate_z2[1][2]=(float)(sin(tempzangle));
250 rotate_z2[2][1]=(float)(-sin(tempzangle));
251 rotate_z2[2][2]=(float)cos(tempzangle);
252 }
253
254 void Rotations::objectsmulmatrix()
255 {
256 float temp[4][4]={ {1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1} };
257 float temp2[4][4]={ {1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1} };
258
259 matmulmatrix44( rotate_x2, rotate_z2, temp);
260 matmulmatrix44( temp, rotate_y2, temp2);
261 matmulmatrix44( temp2, translate2, rotate);
262 }
263
264
265 void Rotations::calculaterotation()
266 {
267 for ( int v=0 ; v<numberofvertices ; v++ )
268 {
269 if ( visiblyvertices[v] != 0 )
270 {
271 x[v]=vx[v]*rotate[0][0]+vy[v]*rotate[1][0]+vz[v]*rotate[2][0]+rotate[3][0];
272 y[v]=vx[v]*rotate[0][1]+vy[v]*rotate[1][1]+vz[v]*rotate[2][1]+rotate[3][1];
273 z[v]=vx[v]*rotate[0][2]+vy[v]*rotate[1][2]+vz[v]*rotate[2][2]+rotate[3][2];
274 z[v]=-z[v];
275 }
276 }
277 }
278
279
280 void Rotations::calculate_inverse_rotation()
281 {
282 for ( int v=0 ; v<numberofvertices ; v++ )
283 {
284 ix[v]=-translate2[3][0]*inverse_rotate[0][0]+-translate2[3][1]*inverse_rotate[1][0]+-translate2[3][2]*inverse_rotate[2][0];
285 iy[v]=-translate2[3][0]*inverse_rotate[0][1]+-translate2[3][1]*inverse_rotate[1][1]+-translate2[3][2]*inverse_rotate[2][1];
286 iz[v]=-translate2[3][0]*inverse_rotate[0][2]+-translate2[3][1]*inverse_rotate[1][2]+-translate2[3][2]*inverse_rotate[2][2];
287 }
288 }
289
290 void Rotations::backfacecull()
291 {
292 for ( int v=0 ; v<numberofvertices ; v++ )
293 {
294 visiblyvertices[v]=0;
295 }
296
297 for ( int oo=0 ; oo<numberofpolys ; oo++ )
298 {
299 int p=0;
300
301 for ( int r=0; r<3 ; r++ )
302 {
303 if (check_vertices_is_visibly(oo, r))
304 {
305 p++;
306 }
307 }
308
309 if ( p == 3 )
310 {
311 visiblypolys[oo]=1;
312
313 for ( int step=0; step<3 ; step++ )
314 {
315 visiblyvertices[points[oo*3+step]]++;
316 }
317
318 }
319 else
320 {
321 visiblypolys[oo]=0;
322 }
323 }
324 }
325
326
327 bool Rotations::check_vertices_is_visibly( int oo, int step)
328 {
329 bool sant=false;
330
331 float gx=vnx[oo]*(ix[points[oo*3+step]]-vx[points[oo*3+step]]);
332 float gy=vny[oo]*(iy[points[oo*3+step]]-vy[points[oo*3+step]]);
333 float gz=vnz[oo]*(iz[points[oo*3+step]]-vz[points[oo*3+step]]);
334
335 float g=gx+gy+gz;
336
337 if ( g > 0 )
338 {
339 sant=true;
340 }
341
342 return sant;
343 }
344
345 void Rotations::initbackfacecull()
346 {
347 copy_matrix(rotate,inverse_rotate);
348 inverse_matrix(inverse_rotate);
349 calculate_inverse_rotation();
350 }

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