From 3b21507274aa4f98644382903ae529c1fc2c7bd4 Mon Sep 17 00:00:00 2001 From: inmarket Date: Wed, 20 Aug 2014 01:36:33 +1000 Subject: GL3D GWIN window + demo --- 3rdparty/tinygl-0.4-ugfx/src/zmath.c | 275 +++++++++++++++++++++++++++++++++++ 1 file changed, 275 insertions(+) create mode 100644 3rdparty/tinygl-0.4-ugfx/src/zmath.c (limited to '3rdparty/tinygl-0.4-ugfx/src/zmath.c') diff --git a/3rdparty/tinygl-0.4-ugfx/src/zmath.c b/3rdparty/tinygl-0.4-ugfx/src/zmath.c new file mode 100644 index 00000000..8ef48d48 --- /dev/null +++ b/3rdparty/tinygl-0.4-ugfx/src/zmath.c @@ -0,0 +1,275 @@ +/* Some simple mathematical functions. Don't look for some logic in + the function names :-) */ + +#include +#include +#include +#include "zmath.h" + + +/* ******* Gestion des matrices 4x4 ****** */ + +void gl_M4_Id(M4 *a) +{ + int i,j; + for(i=0;i<4;i++) + for(j=0;j<4;j++) + if (i==j) a->m[i][j]=1.0; else a->m[i][j]=0.0; +} + +int gl_M4_IsId(M4 *a) +{ + int i,j; + for(i=0;i<4;i++) + for(j=0;j<4;j++) { + if (i==j) { + if (a->m[i][j] != 1.0) return 0; + } else if (a->m[i][j] != 0.0) return 0; + } + return 1; +} + +void gl_M4_Mul(M4 *c,M4 *a,M4 *b) +{ + int i,j,k; + float s; + for(i=0;i<4;i++) + for(j=0;j<4;j++) { + s=0.0; + for(k=0;k<4;k++) s+=a->m[i][k]*b->m[k][j]; + c->m[i][j]=s; + } +} + +/* c=c*a */ +void gl_M4_MulLeft(M4 *c,M4 *b) +{ + int i,j,k; + float s; + M4 a; + + /*memcpy(&a, c, 16*sizeof(float)); + */ + a=*c; + + for(i=0;i<4;i++) + for(j=0;j<4;j++) { + s=0.0; + for(k=0;k<4;k++) s+=a.m[i][k]*b->m[k][j]; + c->m[i][j]=s; + } +} + +void gl_M4_Move(M4 *a,M4 *b) +{ + memcpy(a,b,sizeof(M4)); +} + +void gl_MoveV3(V3 *a,V3 *b) +{ + memcpy(a,b,sizeof(V3)); +} + + +void gl_MulM4V3(V3 *a,M4 *b,V3 *c) +{ + a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z+b->m[0][3]; + a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z+b->m[1][3]; + a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z+b->m[2][3]; +} + +void gl_MulM3V3(V3 *a,M4 *b,V3 *c) +{ + a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z; + a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z; + a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z; +} + +void gl_M4_MulV4(V4 *a,M4 *b,V4 *c) +{ + a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z+b->m[0][3]*c->W; + a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z+b->m[1][3]*c->W; + a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z+b->m[2][3]*c->W; + a->W=b->m[3][0]*c->X+b->m[3][1]*c->Y+b->m[3][2]*c->Z+b->m[3][3]*c->W; +} + +/* transposition of a 4x4 matrix */ +void gl_M4_Transpose(M4 *a,M4 *b) +{ + a->m[0][0]=b->m[0][0]; + a->m[0][1]=b->m[1][0]; + a->m[0][2]=b->m[2][0]; + a->m[0][3]=b->m[3][0]; + + a->m[1][0]=b->m[0][1]; + a->m[1][1]=b->m[1][1]; + a->m[1][2]=b->m[2][1]; + a->m[1][3]=b->m[3][1]; + + a->m[2][0]=b->m[0][2]; + a->m[2][1]=b->m[1][2]; + a->m[2][2]=b->m[2][2]; + a->m[2][3]=b->m[3][2]; + + a->m[3][0]=b->m[0][3]; + a->m[3][1]=b->m[1][3]; + a->m[3][2]=b->m[2][3]; + a->m[3][3]=b->m[3][3]; +} + +/* inversion of an orthogonal matrix of type Y=M.X+P */ +void gl_M4_InvOrtho(M4 *a,M4 b) +{ + int i,j; + float s; + for(i=0;i<3;i++) + for(j=0;j<3;j++) a->m[i][j]=b.m[j][i]; + a->m[3][0]=0.0; a->m[3][1]=0.0; a->m[3][2]=0.0; a->m[3][3]=1.0; + for(i=0;i<3;i++) { + s=0; + for(j=0;j<3;j++) s-=b.m[j][i]*b.m[j][3]; + a->m[i][3]=s; + } +} + +/* Inversion of a general nxn matrix. + Note : m is destroyed */ + +int Matrix_Inv(float *r,float *m,int n) +{ + int i,j,k,l; + float max,tmp,t; + + /* identitée dans r */ + for(i=0;ifabs(max)) { + k=i; + max=m[i*n+j]; + } + + /* non intersible matrix */ + if (max==0) return 1; + + + /* permutation des lignes j et k */ + if (k!=j) { + for(i=0;im[0][0],&tmp.m[0][0],4); +} + +void gl_M4_Rotate(M4 *a,float t,int u) +{ + float s,c; + int v,w; + if ((v=u+1)>2) v=0; + if ((w=v+1)>2) w=0; + s=sin(t); + c=cos(t); + gl_M4_Id(a); + a->m[v][v]=c; a->m[v][w]=-s; + a->m[w][v]=s; a->m[w][w]=c; +} + + +/* inverse of a 3x3 matrix */ +void gl_M3_Inv(M3 *a,M3 *m) +{ + float det; + + det = m->m[0][0]*m->m[1][1]*m->m[2][2]-m->m[0][0]*m->m[1][2]*m->m[2][1]- + m->m[1][0]*m->m[0][1]*m->m[2][2]+m->m[1][0]*m->m[0][2]*m->m[2][1]+ + m->m[2][0]*m->m[0][1]*m->m[1][2]-m->m[2][0]*m->m[0][2]*m->m[1][1]; + + a->m[0][0] = (m->m[1][1]*m->m[2][2]-m->m[1][2]*m->m[2][1])/det; + a->m[0][1] = -(m->m[0][1]*m->m[2][2]-m->m[0][2]*m->m[2][1])/det; + a->m[0][2] = -(-m->m[0][1]*m->m[1][2]+m->m[0][2]*m->m[1][1])/det; + + a->m[1][0] = -(m->m[1][0]*m->m[2][2]-m->m[1][2]*m->m[2][0])/det; + a->m[1][1] = (m->m[0][0]*m->m[2][2]-m->m[0][2]*m->m[2][0])/det; + a->m[1][2] = -(m->m[0][0]*m->m[1][2]-m->m[0][2]*m->m[1][0])/det; + + a->m[2][0] = (m->m[1][0]*m->m[2][1]-m->m[1][1]*m->m[2][0])/det; + a->m[2][1] = -(m->m[0][0]*m->m[2][1]-m->m[0][1]*m->m[2][0])/det; + a->m[2][2] = (m->m[0][0]*m->m[1][1]-m->m[0][1]*m->m[1][0])/det; +} + + +/* vector arithmetic */ + +int gl_V3_Norm(V3 *a) +{ + float n; + n=sqrt(a->X*a->X+a->Y*a->Y+a->Z*a->Z); + if (n==0) return 1; + a->X/=n; + a->Y/=n; + a->Z/=n; + return 0; +} + +V3 gl_V3_New(float x,float y,float z) +{ + V3 a; + a.X=x; + a.Y=y; + a.Z=z; + return a; +} + +V4 gl_V4_New(float x,float y,float z,float w) +{ + V4 a; + a.X=x; + a.Y=y; + a.Z=z; + a.W=w; + return a; +} + + -- cgit v1.2.3