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3 changed files with 6 additions and 178 deletions

View file

@ -61,23 +61,6 @@ class CMath {
STORM_ASSERT(x >= 0.0f);
return ::sqrt(x);
}
static void normalize(float& x, float& y) {
float m = x * x + y * y;
STORM_ASSERT(m >= 0.0f);
m = 1.0f / CMath::sqrt(m);
x *= m;
y *= m;
}
static void normalize(float& x, float& y, float& z) {
float m = x * x + y * y + z * z;
STORM_ASSERT(m >= 0.0f);
m = 1.0f / CMath::sqrt(m);
x *= m;
y *= m;
z *= m;
}
};
#endif

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@ -12,49 +12,7 @@ float C33Matrix::Det(float a, float b, float c, float d) {
return (a * d) - (b * c);
}
C33Matrix C33Matrix::RotationAroundX(float angle) {
float cosa = CMath::cos(angle);
float sina = CMath::sin(angle);
C33Matrix result;
result.a0 = 1.0f;
result.a1 = 0.0f;
result.a2 = 0.0f;
result.b0 = 0.0f;
result.b1 = cosa;
result.b2 = sina;
result.c0 = 0.0f;
result.c1 = -sina;
result.c2 = cosa;
return result;
}
C33Matrix C33Matrix::RotationAroundY(float angle) {
float cosa = CMath::cos(angle);
float sina = CMath::sin(angle);
C33Matrix result;
result.a0 = cosa;
result.a1 = 0.0f;
result.a2 = -sina;
result.b0 = 0.0f;
result.b1 = 1.0f;
result.b2 = 0.0f;
result.c0 = sina;
result.c1 = 0.0f;
result.c2 = cosa;
return result;
}
C33Matrix C33Matrix::RotationAroundZ(float angle) {
C33Matrix C33Matrix::Rotation(float angle) {
float cosa = CMath::cos(angle);
float sina = CMath::sin(angle);
@ -62,23 +20,19 @@ C33Matrix C33Matrix::RotationAroundZ(float angle) {
result.a0 = cosa;
result.a1 = sina;
result.a2 = 0.0f;
result.a2 = 0.0;
result.b0 = -sina;
result.b1 = cosa;
result.b2 = 0.0f;
result.b2 = 0.0;
result.c0 = 0.0f;
result.c1 = 0.0f;
result.c2 = 1.0f;
result.c0 = 0.0;
result.c1 = 0.0;
result.c2 = 1.0;
return result;
}
C33Matrix C33Matrix::Rotation(float angle) {
return C33Matrix::RotationAroundZ(angle);
}
C33Matrix C33Matrix::Rotation(float angle, const C3Vector& axis, bool unit) {
C3Vector axis_ = axis;
if (!unit) {
@ -418,98 +372,6 @@ C33Matrix C33Matrix::AffineInverse(float a) const {
return matrix;
}
bool C33Matrix::ToEulerAnglesXYZ(float& xa_, float& ya_, float& za_) {
// TODO
throw;
return false;
}
bool C33Matrix::ToEulerAnglesXZY(float& xa_, float& za_, float& ya_) {
// TODO
throw;
return false;
}
bool C33Matrix::ToEulerAnglesYXZ(float& ya_, float& xa_, float& za_) {
// TODO
throw;
return false;
}
bool C33Matrix::ToEulerAnglesYZX(float& ya_, float& za_, float& xa_) {
// TODO
throw;
return false;
}
bool C33Matrix::ToEulerAnglesZXY(float& za_, float& xa_, float& ya_) {
// TODO
throw;
return false;
}
bool C33Matrix::ToEulerAnglesZYX(float& za_, float& ya_, float& xa_) {
// TODO
throw;
return false;
}
void C33Matrix::FromEulerAnglesXYZ(float yaw, float pitch, float roll) {
// TODO
throw;
}
void C33Matrix::FromEulerAnglesXZY(float yaw, float pitch, float roll) {
// TODO
throw;
}
void C33Matrix::FromEulerAnglesYXZ(float yaw, float pitch, float roll) {
// TODO
throw;
}
void C33Matrix::FromEulerAnglesYZX(float yaw, float pitch, float roll) {
// TODO
throw;
}
void C33Matrix::FromEulerAnglesZXY(float yaw, float pitch, float roll) {
// TODO
throw;
}
void C33Matrix::FromEulerAnglesZYX(float yaw, float pitch, float roll) {
float siny = CMath::sin(yaw);
float cosy = CMath::cos(yaw);
float sinp = CMath::sin(pitch);
float cosp = CMath::cos(pitch);
float sinr = CMath::sin(roll);
float cosr = CMath::cos(roll);
C33Matrix x_ = {
1.0f, 0.0f, 0.0f,
0.0f, cosr, -sinr,
0.0f, sinr, cosr
};
C33Matrix y_ = {
cosp, 0.0f, sinp,
0.0f, 1.0f, 0.0f,
-sinp, 0.0f, cosp
};
C33Matrix z_ = {
cosy, -siny, 0.0f,
siny, cosy, 0.0f,
0.0f, 0.0f, 1.0f
};
*this = (z_ * y_ * x_).Transpose();
}
C33Matrix operator*(const C33Matrix& l, const C33Matrix& r) {
float a0 = l.a0 * r.a0 + l.a1 * r.b0 + l.a2 * r.c0;
float a1 = l.a0 * r.a1 + l.a1 * r.b1 + l.a2 * r.c1;

View file

@ -16,10 +16,6 @@ class C33Matrix {
// Static functions
static float Det(float a, float b, float c, float d);
static C33Matrix RotationAroundX(float angle);
static C33Matrix RotationAroundY(float angle);
static C33Matrix RotationAroundZ(float angle);
static C33Matrix Rotation(float angle);
static C33Matrix Rotation(float angle, const C3Vector& axis, bool unit);
@ -68,19 +64,6 @@ class C33Matrix {
C33Matrix Inverse(float det) const;
C33Matrix AffineInverse(const C3Vector& v) const;
C33Matrix AffineInverse(float a) const;
bool ToEulerAnglesXYZ(float& xa_, float& ya_, float& za_);
bool ToEulerAnglesXZY(float& xa_, float& za_, float& ya_);
bool ToEulerAnglesYXZ(float& ya_, float& xa_, float& za_);
bool ToEulerAnglesYZX(float& ya_, float& za_, float& xa_);
bool ToEulerAnglesZXY(float& za_, float& xa_, float& ya_);
bool ToEulerAnglesZYX(float& za_, float& ya_, float& xa_);
void FromEulerAnglesXYZ(float yaw, float pitch, float roll);
void FromEulerAnglesXZY(float yaw, float pitch, float roll);
void FromEulerAnglesYXZ(float yaw, float pitch, float roll);
void FromEulerAnglesYZX(float yaw, float pitch, float roll);
void FromEulerAnglesZXY(float yaw, float pitch, float roll);
void FromEulerAnglesZYX(float yaw, float pitch, float roll);
};
C33Matrix operator*(const C33Matrix& l, const C33Matrix& r);