X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=source%2Fmupen64plus-video-arachnoid%2Fsrc%2Fmath%2FMatrix4.cpp;fp=source%2Fmupen64plus-video-arachnoid%2Fsrc%2Fmath%2FMatrix4.cpp;h=d3a73baf4d71a84f4e3da8058bb3507c2007a4cd;hb=22726e4d55be26faa48b57b22689cbedde27ae44;hp=0000000000000000000000000000000000000000;hpb=fc5d46b49a19d41f9f2da5a9336daec452900475;p=mupen64plus-pandora.git diff --git a/source/mupen64plus-video-arachnoid/src/math/Matrix4.cpp b/source/mupen64plus-video-arachnoid/src/math/Matrix4.cpp new file mode 100755 index 0000000..d3a73ba --- /dev/null +++ b/source/mupen64plus-video-arachnoid/src/math/Matrix4.cpp @@ -0,0 +1,111 @@ +/****************************************************************************** + * Arachnoid Graphics Plugin for Mupen64Plus + * http://bitbucket.org/wahrhaft/mupen64plus-video-arachnoid/ + * + * Copyright (C) 2007 Kristofer Karlsson, Rickard Niklasson + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * 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 General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + *****************************************************************************/ + +#include "Matrix4.h" + +const Matrix4 Matrix4::ZERO( 0, 0, 0, 0, + 0, 0, 0, 0, + 0, 0, 0, 0, + 0, 0, 0, 0 ); + +const Matrix4 Matrix4::IDENTITY( 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 ); + +const Matrix4 Matrix4::CLIPSPACE2DTOIMAGESPACE( 0.5, 0, 0, 0.5, + 0, -0.5, 0, 0.5, + 0, 0, 1, 0, + 0, 0, 0, 1); + + +//----------------------------------------------------------------------- +//! Calclate and returns the deteminant of the matrix +//----------------------------------------------------------------------- +float Matrix4::determinant() const +{ + return (_m[0]*(_m[4]*_m[8] - _m[7]*_m[5])) - (_m[1]*(_m[3]*_m[8] - _m[6]*_m[5])) + (_m[2]*(_m[3]*_m[7] - _m[6]*_m[4])); +} + +//----------------------------------------------------------------------- +//! Inverse Matrix +//----------------------------------------------------------------------- +Matrix4 Matrix4::inverse() const +{ + float m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3]; + float m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3]; + float m20 = m[2][0], m21 = m[2][1], m22 = m[2][2], m23 = m[2][3]; + float m30 = m[3][0], m31 = m[3][1], m32 = m[3][2], m33 = m[3][3]; + + float v0 = m20 * m31 - m21 * m30; + float v1 = m20 * m32 - m22 * m30; + float v2 = m20 * m33 - m23 * m30; + float v3 = m21 * m32 - m22 * m31; + float v4 = m21 * m33 - m23 * m31; + float v5 = m22 * m33 - m23 * m32; + + float t00 = + (v5 * m11 - v4 * m12 + v3 * m13); + float t10 = - (v5 * m10 - v2 * m12 + v1 * m13); + float t20 = + (v4 * m10 - v2 * m11 + v0 * m13); + float t30 = - (v3 * m10 - v1 * m11 + v0 * m12); + + float invDet = 1 / (t00 * m00 + t10 * m01 + t20 * m02 + t30 * m03); + + float d00 = t00 * invDet; + float d10 = t10 * invDet; + float d20 = t20 * invDet; + float d30 = t30 * invDet; + + float d01 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet; + float d11 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet; + float d21 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet; + float d31 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet; + + v0 = m10 * m31 - m11 * m30; + v1 = m10 * m32 - m12 * m30; + v2 = m10 * m33 - m13 * m30; + v3 = m11 * m32 - m12 * m31; + v4 = m11 * m33 - m13 * m31; + v5 = m12 * m33 - m13 * m32; + + float d02 = + (v5 * m01 - v4 * m02 + v3 * m03) * invDet; + float d12 = - (v5 * m00 - v2 * m02 + v1 * m03) * invDet; + float d22 = + (v4 * m00 - v2 * m01 + v0 * m03) * invDet; + float d32 = - (v3 * m00 - v1 * m01 + v0 * m02) * invDet; + + v0 = m21 * m10 - m20 * m11; + v1 = m22 * m10 - m20 * m12; + v2 = m23 * m10 - m20 * m13; + v3 = m22 * m11 - m21 * m12; + v4 = m23 * m11 - m21 * m13; + v5 = m23 * m12 - m22 * m13; + + float d03 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet; + float d13 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet; + float d23 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet; + float d33 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet; + + return Matrix4( + d00, d01, d02, d03, + d10, d11, d12, d13, + d20, d21, d22, d23, + d30, d31, d32, d33); +}