OpenGTA/coldet/math3d.cpp

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/* ColDet - C++ 3D Collision Detection Library
* Copyright (C) 2000 Amir Geva
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Any comments, questions and bug reports send to:
* photon@photoneffect.com
*
* Or visit the home page: http://photoneffect.com/coldet/
*/
#include "sysdep.h"
#include "math3d.h"
const Vector3D Vector3D::Zero(0.0f,0.0f,0.0f);
const Matrix3D Matrix3D::Identity(1.0f,0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,0.0f,
0.0f,0.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,1.0f);
inline float
MINOR(const Matrix3D& m, const int r0, const int r1, const int r2, const int c0, const int c1, const int c2)
{
return m(r0,c0) * (m(r1,c1) * m(r2,c2) - m(r2,c1) * m(r1,c2)) -
m(r0,c1) * (m(r1,c0) * m(r2,c2) - m(r2,c0) * m(r1,c2)) +
m(r0,c2) * (m(r1,c0) * m(r2,c1) - m(r2,c0) * m(r1,c1));
}
Matrix3D
Matrix3D::Adjoint() const
{
return Matrix3D( MINOR(*this, 1, 2, 3, 1, 2, 3),
-MINOR(*this, 0, 2, 3, 1, 2, 3),
MINOR(*this, 0, 1, 3, 1, 2, 3),
-MINOR(*this, 0, 1, 2, 1, 2, 3),
-MINOR(*this, 1, 2, 3, 0, 2, 3),
MINOR(*this, 0, 2, 3, 0, 2, 3),
-MINOR(*this, 0, 1, 3, 0, 2, 3),
MINOR(*this, 0, 1, 2, 0, 2, 3),
MINOR(*this, 1, 2, 3, 0, 1, 3),
-MINOR(*this, 0, 2, 3, 0, 1, 3),
MINOR(*this, 0, 1, 3, 0, 1, 3),
-MINOR(*this, 0, 1, 2, 0, 1, 3),
-MINOR(*this, 1, 2, 3, 0, 1, 2),
MINOR(*this, 0, 2, 3, 0, 1, 2),
-MINOR(*this, 0, 1, 3, 0, 1, 2),
MINOR(*this, 0, 1, 2, 0, 1, 2));
}
float
Matrix3D::Determinant() const
{
return m[0][0] * MINOR(*this, 1, 2, 3, 1, 2, 3) -
m[0][1] * MINOR(*this, 1, 2, 3, 0, 2, 3) +
m[0][2] * MINOR(*this, 1, 2, 3, 0, 1, 3) -
m[0][3] * MINOR(*this, 1, 2, 3, 0, 1, 2);
}
Matrix3D
Matrix3D::Inverse() const
{
return (1.0f / Determinant()) * Adjoint();
}
Vector3D Matrix3D::GetTranslate() const
{
return Vector3D(m[3][0], m[3][1], m[3][2]);
}
void Matrix3D::Translate(const Vector3D & v)
{
m[3][0] += v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0];
m[3][1] += v.x * m[0][1] + v.y * m[1][1] + v.z * m[2][1];
m[3][2] += v.x * m[0][2] + v.y * m[1][2] + v.z * m[2][2];
}
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void Matrix3D::RotZ(float angle) {
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const float c = cosf(angle * M_PI / 180.0f);
const float s = sinf(angle * M_PI / 180.0f);
/*
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m[0][0] = cosf(angle*TO_RAD);
m[1][0] = sinf(angle*TO_RAD);
m[0][1] = -sinf(angle*TO_RAD);
m[1][1] = cosf(angle*TO_RAD);
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*/
m[0][0] = c;
m[2][2] = c;
m[0][2] = s;
m[2][0] = -s;
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}