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1995-06-20
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/**************************************************************************
dumb3d.cpp - A simple linear algebra library for 3D.
**************************************************************************/
/**************************************************************************
(C) Copyright 1994 Microsoft Corp. All rights reserved.
You have a royalty-free right to use, modify, reproduce and
distribute the Sample Files (and/or any modified version) in
any way you find useful, provided that you agree that
Microsoft has no warranty obligations or liability for any
Sample Application Files which are modified.
**************************************************************************/
//*** We're intentionally converting doubles to floats all over...
#pragma warning ( 4 : 4136 )
#include"dumb3d.hpp"
#include<math.h>
/*--------------------------------------------------------------------------
matrix multiplication.
*/
matrix_4x4 operator*( matrix_4x4 const &Multiplicand,
matrix_4x4 const &Multiplier )
{
matrix_4x4 ReturnMatrix;
for(int i = 0;i < 4;i++)
{
for(int j = 0;j < 4;j++)
{
real Value = 0;
for(int k = 0;k < 4;k++)
{
Value += Multiplicand.GetElement(i,k) *
Multiplier.GetElement(k,j);
}
ReturnMatrix.SetElement(i,j,Value);
}
}
return ReturnMatrix;
}
vector_4 operator*( matrix_4x4 const &Multiplicand,
vector_4 const &Multiplier )
{
vector_4 ReturnPoint;
for(int i = 0;i < 4;i++)
{
real Value = 0;
for(int k = 0;k < 4;k++)
{
Value += Multiplicand.GetElement(i,k) *
Multiplier.GetElement(k);
}
ReturnPoint.SetElement(i,Value);
}
return ReturnPoint;
}
point_4 operator*( matrix_4x4 const &Multiplicand,
point_4 const &Multiplier )
{
point_4 ReturnPoint;
for(int i = 0;i < 4;i++)
{
real Value = 0;
for(int k = 0;k < 4;k++)
{
Value += Multiplicand.GetElement(i,k) *
Multiplier.GetElement(k);
}
ReturnPoint.SetElement(i,Value);
}
return ReturnPoint;
}
/*--------------------------------------------------------------------------
constructor.
*/
matrix_4x4::matrix_4x4( void )
{
for(int Counter = 0;Counter < 16;Counter++)
{
aElements[0][Counter] = 0;
}
aElements[0][0] = aElements[1][1] = aElements[2][2] = aElements[3][3] = 1;
}
/*--------------------------------------------------------------------------
Rotations.
*/
matrix_4x4 &matrix_4x4::ConcatenateXRotation( real Degrees )
{
real Temp01, Temp11, Temp21, Temp31;
real Temp02, Temp12, Temp22, Temp32;
real Radians = (Degrees/360) * M_PI * 2;
real Sin = sin(Radians), Cos = cos(Radians);
Temp01 = aElements[0][1] * Cos + aElements[0][2] * Sin;
Temp11 = aElements[1][1] * Cos + aElements[1][2] * Sin;
Temp21 = aElements[2][1] * Cos + aElements[2][2] * Sin;
Temp31 = aElements[3][1] * Cos + aElements[3][2] * Sin;
Temp02 = aElements[0][1] * -Sin + aElements[0][2] * Cos;
Temp12 = aElements[1][1] * -Sin + aElements[1][2] * Cos;
Temp22 = aElements[2][1] * -Sin + aElements[2][2] * Cos;
Temp32 = aElements[3][1] * -Sin + aElements[3][2] * Cos;
aElements[0][1] = Temp01;
aElements[1][1] = Temp11;
aElements[2][1] = Temp21;
aElements[3][1] = Temp31;
aElements[0][2] = Temp02;
aElements[1][2] = Temp12;
aElements[2][2] = Temp22;
aElements[3][2] = Temp32;
return *this;
}
matrix_4x4 &matrix_4x4::ConcatenateYRotation( real Degrees )
{
real Temp00, Temp10, Temp20, Temp30;
real Temp02, Temp12, Temp22, Temp32;
real Radians = (Degrees/360) * M_PI * 2;
real Sin = sin(Radians), Cos = cos(Radians);
Temp00 = aElements[0][0] * Cos + aElements[0][2] * -Sin;
Temp10 = aElements[1][0] * Cos + aElements[1][2] * -Sin;
Temp20 = aElements[2][0] * Cos + aElements[2][2] * -Sin;
Temp30 = aElements[3][0] * Cos + aElements[3][2] * -Sin;
Temp02 = aElements[0][0] * Sin + aElements[0][2] * Cos;
Temp12 = aElements[1][0] * Sin + aElements[1][2] * Cos;
Temp22 = aElements[2][0] * Sin + aElements[2][2] * Cos;
Temp32 = aElements[3][0] * Sin + aElements[3][2] * Cos;
aElements[0][0] = Temp00;
aElements[1][0] = Temp10;
aElements[2][0] = Temp20;
aElements[3][0] = Temp30;
aElements[0][2] = Temp02;
aElements[1][2] = Temp12;
aElements[2][2] = Temp22;
aElements[3][2] = Temp32;
return *this;
}
matrix_4x4 &matrix_4x4::ConcatenateZRotation( real Degrees )
{
real Temp00, Temp10, Temp20, Temp30;
real Temp01, Temp11, Temp21, Temp31;
real Radians = (Degrees/360) * M_PI * 2;
real Sin = sin(Radians), Cos = cos(Radians);
Temp00 = aElements[0][0] * Cos + aElements[0][1] * Sin;
Temp10 = aElements[1][0] * Cos + aElements[1][1] * Sin;
Temp20 = aElements[2][0] * Cos + aElements[2][1] * Sin;
Temp30 = aElements[3][0] * Cos + aElements[3][1] * Sin;
Temp01 = aElements[0][0] * -Sin + aElements[0][1] * Cos;
Temp11 = aElements[1][0] * -Sin + aElements[1][1] * Cos;
Temp21 = aElements[2][0] * -Sin + aElements[2][1] * Cos;
Temp31 = aElements[3][0] * -Sin + aElements[3][1] * Cos;
aElements[0][0] = Temp00;
aElements[1][0] = Temp10;
aElements[2][0] = Temp20;
aElements[3][0] = Temp30;
aElements[0][1] = Temp01;
aElements[1][1] = Temp11;
aElements[2][1] = Temp21;
aElements[3][1] = Temp31;
return *this;
}
/*--------------------------------------------------------------------------
Translations.
*/
matrix_4x4 &matrix_4x4::ConcatenateXTranslation( real Distance )
{
aElements[0][3] = aElements[0][0] * Distance + aElements[0][3];
aElements[1][3] = aElements[1][0] * Distance + aElements[1][3];
aElements[2][3] = aElements[2][0] * Distance + aElements[2][3];
aElements[3][3] = aElements[3][0] * Distance + aElements[3][3];
return *this;
}
matrix_4x4 &matrix_4x4::ConcatenateYTranslation( real Distance )
{
aElements[0][3] = aElements[0][1] * Distance + aElements[0][3];
aElements[1][3] = aElements[1][1] * Distance + aElements[1][3];
aElements[2][3] = aElements[2][1] * Distance + aElements[2][3];
aElements[3][3] = aElements[3][1] * Distance + aElements[3][3];
return *this;
}
matrix_4x4 &matrix_4x4::ConcatenateZTranslation( real Distance )
{
aElements[0][3] = aElements[0][2] * Distance + aElements[0][3];
aElements[1][3] = aElements[1][2] * Distance + aElements[1][3];
aElements[2][3] = aElements[2][2] * Distance + aElements[2][3];
aElements[3][3] = aElements[3][2] * Distance + aElements[3][3];
return *this;
}
/*--------------------------------------------------------------------------
vector normalize.
*/
vector_4 &vector_4::Normalize( void )
{
real Length = sqrt(GetX()*GetX() + GetY()*GetY() + GetZ()*GetZ());
SetX(GetX() / Length);
SetY(GetY() / Length);
SetZ(GetZ() / Length);
return *this;
}
/*--------------------------------------------------------------------------
view transform ctor.
*/
view_transform::view_transform( point_4 const &Viewpoint,
vector_4 const &ViewDirection, vector_4 const &Up )
{
// translate the viewpoint to the origin
this->ConcatenateXTranslation(-Viewpoint.GetX());
this->ConcatenateYTranslation(-Viewpoint.GetY());
this->ConcatenateZTranslation(-Viewpoint.GetZ());
// get view vectors set up
vector_4 Right = -CrossProduct(ViewDirection,Up);
vector_4 ReallyUp = CrossProduct(Right,ViewDirection);
matrix_4x4 LookDownZ;
for(int Counter = 0;Counter < 3;Counter++)
{
LookDownZ.SetElement(0,Counter,Right.GetElement(Counter));
}
for(Counter = 0;Counter < 3;Counter++)
{
LookDownZ.SetElement(1,Counter,ReallyUp.GetElement(Counter));
}
for(Counter = 0;Counter < 3;Counter++)
{
LookDownZ.SetElement(2,Counter,ViewDirection.GetElement(Counter));
}
this->matrix_4x4::operator=(LookDownZ * *this);
}
//*** Turn on float conversion warning
#pragma warning ( default : 4136 )