Cc3dMatrix4 orthogonalization3x3(const Cc3dMatrix4&mat)
//??mat??3*3??????�ۜZ??????
//*****?????????????????????????????????��?????*****
{
	//????<,>???????
	//
	//b1=a1                      u1=b1/|b1|
	//b2=a2-<a2,u1>u1            u2=b2/|b2|
	//b3=a3-<a3,u1>u1-<a3,u2>u2  u3=b3/|b3|
	//??b1,b2,b3?????????u1,u2,u3??????????
	//
    float x=mat.getAt(12);
    float y=mat.getAt(13);
    float z=mat.getAt(14);
	//???�ۜZ??????
    Cc3dVector4 a1(mat.getAt(0),mat.getAt(1),mat.getAt(2),0);
    Cc3dVector4 a2(mat.getAt(4),mat.getAt(5),mat.getAt(6),0);
    Cc3dVector4 a3(mat.getAt(8),mat.getAt(9),mat.getAt(10),0);
    
	Cc3dVector4 u1,u2,u3;
	{
		Cc3dVector4 b1,b2,b3;
		//????b1,u1
		{
            b1=a1;
            u1=b1;
            u1=normalize(u1);
		}
		//????b2,u2
		{
			float k=dot(a2,u1);
			Cc3dVector4 ku1=u1*k;
            b2=a2-ku1;
            u2=b2;
            u2=normalize(u2);
		}
		//????b3,u3
		{
			float k=dot(a3,u1);
			float _k=dot(a3,u2);
			Cc3dVector4 ku1,_ku2;
            ku1=u1*k;
            _ku2=u2*_k;
			Cc3dVector4 temp;//ku1+_ku2
            temp=ku1+_ku2;
            b3=a3-temp;
            u3=b3;
            u3=normalize(u3);
		}
	}
	//???u1,u2,u3
	//??u1~3??????rsmat
    Cc3dMatrix4 rsmat;
    rsmat.init(u1.x(),u1.y(),u1.z(),0,//col 1
               u2.x(),u2.y(),u2.z(),0,
               u3.x(),u3.y(),u3.z(),0,
               x,y,z,1);
    return rsmat;
	
}
bool isEqual(const Cc3dMatrix4&mat1,const Cc3dMatrix4&mat2,float eps){
    for(int i=0;i<16;i++){
        float d=fabsf(mat1.getAt(i)-mat2.getAt(i));
        if(d>eps)return false;
    }
    return true;
}
void Cc3dTransform::setRmat(const Cc3dMatrix4&Rmat){
    assert(Rmat.getAt(3)==0);
    assert(Rmat.getAt(7)==0);
    assert(Rmat.getAt(11)==0);
    assert(Rmat.getAt(15)==1);
    float x=m_RTmat.getAt(12);
    float y=m_RTmat.getAt(13);
    float z=m_RTmat.getAt(14);
    m_RTmat=Rmat;
    m_RTmat.setAt(12, x);
    m_RTmat.setAt(13, y);
    m_RTmat.setAt(14, z);
}
Example #4
0
Cc3dMatrix4 Cc3dMatrix4::operator*(const Cc3dMatrix4&mat)const{
    const float *a=this->getArray();
    const float *b=mat.getArray();
    float r[16];//result
    r[0]=b[0]*a[0]+b[1]*a[4]+b[2]*a[8]+b[3]*a[12];
    r[1]=b[0]*a[1]+b[1]*a[5]+b[2]*a[9]+b[3]*a[13];
    r[2]=b[0]*a[2]+b[1]*a[6]+b[2]*a[10]+b[3]*a[14];
    r[3]=b[0]*a[3]+b[1]*a[7]+b[2]*a[11]+b[3]*a[15];
    
    r[4]=b[4]*a[0]+b[5]*a[4]+b[6]*a[8]+b[7]*a[12];
    r[5]=b[4]*a[1]+b[5]*a[5]+b[6]*a[9]+b[7]*a[13];
    r[6]=b[4]*a[2]+b[5]*a[6]+b[6]*a[10]+b[7]*a[14];
    r[7]=b[4]*a[3]+b[5]*a[7]+b[6]*a[11]+b[7]*a[15];
    
    r[8]=b[8]*a[0]+b[9]*a[4]+b[10]*a[8]+b[11]*a[12];
    r[9]=b[8]*a[1]+b[9]*a[5]+b[10]*a[9]+b[11]*a[13];
    r[10]=b[8]*a[2]+b[9]*a[6]+b[10]*a[10]+b[11]*a[14];
    r[11]=b[8]*a[3]+b[9]*a[7]+b[10]*a[11]+b[11]*a[15];
    
    r[12]=b[12]*a[0]+b[13]*a[4]+b[14]*a[8]+b[15]*a[12];
    r[13]=b[12]*a[1]+b[13]*a[5]+b[14]*a[9]+b[15]*a[13];
    r[14]=b[12]*a[2]+b[13]*a[6]+b[14]*a[10]+b[15]*a[14];
    r[15]=b[12]*a[3]+b[13]*a[7]+b[14]*a[11]+b[15]*a[15];
    return Cc3dMatrix4(r);
}
Example #5
0
Cc3dMatrix4 Cc3dMatrix4::operator+(const Cc3dMatrix4&mat)const{
	const float *a=this->getArray();
    const float *b=mat.getArray();
    float r[16];//result
	for(int i=0;i<16;i++){
		r[i]=a[i]+b[i];
	}
	return Cc3dMatrix4(r);
}
Cc3dMatrix4 transpose(const Cc3dMatrix4&mat){
    
    const float* m=mat.getArray();
    float rs[16]={
        m[0],m[4],m[8],m[12],//col 1
        m[1],m[5],m[9],m[13],//col 2
        m[2],m[6],m[10],m[14],//col 3
        m[3],m[7],m[11],m[15]//col 4
    };
    return Cc3dMatrix4(rs);
}
Cc3dMatrix4 inverse(const Cc3dMatrix4&mat){
    //this code is copy from: http://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix
    float m[16];
    for(int i=0;i<16;i++)m[i]=mat.getAt(i);
    
    float invOut[16];
    
    float inv[16], det;
    int i;
    
    inv[0] = m[5]  * m[10] * m[15] -
    m[5]  * m[11] * m[14] -
    m[9]  * m[6]  * m[15] +
    m[9]  * m[7]  * m[14] +
    m[13] * m[6]  * m[11] -
    m[13] * m[7]  * m[10];
    
    inv[4] = -m[4]  * m[10] * m[15] +
    m[4]  * m[11] * m[14] +
    m[8]  * m[6]  * m[15] -
    m[8]  * m[7]  * m[14] -
    m[12] * m[6]  * m[11] +
    m[12] * m[7]  * m[10];
    
    inv[8] = m[4]  * m[9] * m[15] -
    m[4]  * m[11] * m[13] -
    m[8]  * m[5] * m[15] +
    m[8]  * m[7] * m[13] +
    m[12] * m[5] * m[11] -
    m[12] * m[7] * m[9];
    
    inv[12] = -m[4]  * m[9] * m[14] +
    m[4]  * m[10] * m[13] +
    m[8]  * m[5] * m[14] -
    m[8]  * m[6] * m[13] -
    m[12] * m[5] * m[10] +
    m[12] * m[6] * m[9];
    
    inv[1] = -m[1]  * m[10] * m[15] +
    m[1]  * m[11] * m[14] +
    m[9]  * m[2] * m[15] -
    m[9]  * m[3] * m[14] -
    m[13] * m[2] * m[11] +
    m[13] * m[3] * m[10];
    
    inv[5] = m[0]  * m[10] * m[15] -
    m[0]  * m[11] * m[14] -
    m[8]  * m[2] * m[15] +
    m[8]  * m[3] * m[14] +
    m[12] * m[2] * m[11] -
    m[12] * m[3] * m[10];
    
    inv[9] = -m[0]  * m[9] * m[15] +
    m[0]  * m[11] * m[13] +
    m[8]  * m[1] * m[15] -
    m[8]  * m[3] * m[13] -
    m[12] * m[1] * m[11] +
    m[12] * m[3] * m[9];
    
    inv[13] = m[0]  * m[9] * m[14] -
    m[0]  * m[10] * m[13] -
    m[8]  * m[1] * m[14] +
    m[8]  * m[2] * m[13] +
    m[12] * m[1] * m[10] -
    m[12] * m[2] * m[9];
    
    inv[2] = m[1]  * m[6] * m[15] -
    m[1]  * m[7] * m[14] -
    m[5]  * m[2] * m[15] +
    m[5]  * m[3] * m[14] +
    m[13] * m[2] * m[7] -
    m[13] * m[3] * m[6];
    
    inv[6] = -m[0]  * m[6] * m[15] +
    m[0]  * m[7] * m[14] +
    m[4]  * m[2] * m[15] -
    m[4]  * m[3] * m[14] -
    m[12] * m[2] * m[7] +
    m[12] * m[3] * m[6];
    
    inv[10] = m[0]  * m[5] * m[15] -
    m[0]  * m[7] * m[13] -
    m[4]  * m[1] * m[15] +
    m[4]  * m[3] * m[13] +
    m[12] * m[1] * m[7] -
    m[12] * m[3] * m[5];
    
    inv[14] = -m[0]  * m[5] * m[14] +
    m[0]  * m[6] * m[13] +
    m[4]  * m[1] * m[14] -
    m[4]  * m[2] * m[13] -
    m[12] * m[1] * m[6] +
    m[12] * m[2] * m[5];
    
    inv[3] = -m[1] * m[6] * m[11] +
    m[1] * m[7] * m[10] +
    m[5] * m[2] * m[11] -
    m[5] * m[3] * m[10] -
    m[9] * m[2] * m[7] +
    m[9] * m[3] * m[6];
    
    inv[7] = m[0] * m[6] * m[11] -
    m[0] * m[7] * m[10] -
    m[4] * m[2] * m[11] +
    m[4] * m[3] * m[10] +
    m[8] * m[2] * m[7] -
    m[8] * m[3] * m[6];
    
    inv[11] = -m[0] * m[5] * m[11] +
    m[0] * m[7] * m[9] +
    m[4] * m[1] * m[11] -
    m[4] * m[3] * m[9] -
    m[8] * m[1] * m[7] +
    m[8] * m[3] * m[5];
    
    inv[15] = m[0] * m[5] * m[10] -
    m[0] * m[6] * m[9] -
    m[4] * m[1] * m[10] +
    m[4] * m[2] * m[9] +
    m[8] * m[1] * m[6] -
    m[8] * m[2] * m[5];
    
    det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
    
    if (det == 0)
        //return false;
        assert(false);
    
    det = 1.0 / det;
    
    for (i = 0; i < 16; i++)
        invOut[i] = inv[i] * det;
    
   // return true;
    return Cc3dMatrix4(invOut);
}
Cc3dMatrix4 Cc3dTransform::getRTSmat()const{
    //apply scale to RTmat
    Cc3dMatrix4 RTSmat;
    RTSmat=m_RTmat;
    RTSmat.setAt(0, RTSmat.getAt(0)*m_scaleX);
    RTSmat.setAt(1, RTSmat.getAt(1)*m_scaleX);
    RTSmat.setAt(2, RTSmat.getAt(2)*m_scaleX);
    
    RTSmat.setAt(4, RTSmat.getAt(4)*m_scaleY);
    RTSmat.setAt(5, RTSmat.getAt(5)*m_scaleY);
    RTSmat.setAt(6, RTSmat.getAt(6)*m_scaleY);
    
    RTSmat.setAt(8, RTSmat.getAt(8)*m_scaleZ);
    RTSmat.setAt(9, RTSmat.getAt(9)*m_scaleZ);
    RTSmat.setAt(10, RTSmat.getAt(10)*m_scaleZ);
    
    return RTSmat;
}
void Cc3dSubMesh::drawC3D(Renderer *renderer, const Cc3dMatrix4& modelMat){
    _customCommand.init(_globalZOrder);
    _customCommand.func = CC_CALLBACK_0(Cc3dSubMesh::onDraw,this, Mat4(modelMat.getArray()), 0);
    renderer->addCommand(&_customCommand);

}