mutter/clutter/cogl/common/cogl-matrix.c
Robert Bragg af0726480c [cogl-matrix] Documents that CoglMatrix members should be considered read only
In the future if we want to annotate matrices with internal flags, and add
caching of the inverse matrix then we need to ensure that all matrix
modifications are done by cogl_matrix API so we'd know when to dirty the
cache or update the flags.

This just adds documentation to that effect, and assuming the most likley
case where someone would try and directly write to matrix members would
probably be to load a constant matrix other than the identity matrix; I
renamed cogl_matrix_init_from_gl_matrix to cogl_matrix_init_from_array to
make it seem more general purpose.
2009-02-26 16:42:32 +00:00

155 lines
4.6 KiB
C

#include <cogl-matrix.h>
#include <glib.h>
#include <math.h>
#include <string.h>
void
cogl_matrix_init_identity (CoglMatrix *matrix)
{
matrix->xx = 1; matrix->xy = 0; matrix->xz = 0; matrix->xw = 0;
matrix->yx = 0; matrix->yy = 1; matrix->yz = 0; matrix->yw = 0;
matrix->zx = 0; matrix->zy = 0; matrix->zz = 1; matrix->zw = 0;
matrix->wx = 0; matrix->wy = 0; matrix->wz = 0; matrix->ww = 1;
}
void
cogl_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
const CoglMatrix *b)
{
CoglMatrix r;
/* row 0 */
r.xx = a->xx * b->xx + a->xy * b->yx + a->xz * b->zx + a->xw * b->wx;
r.xy = a->xx * b->xy + a->xy * b->yy + a->xz * b->zy + a->xw * b->wy;
r.xz = a->xx * b->xz + a->xy * b->yz + a->xz * b->zz + a->xw * b->wz;
r.xw = a->xx * b->xw + a->xy * b->yw + a->xz * b->zw + a->xw * b->ww;
/* row 1 */
r.yx = a->yx * b->xx + a->yy * b->yx + a->yz * b->zx + a->yw * b->wx;
r.yy = a->yx * b->xy + a->yy * b->yy + a->yz * b->zy + a->yw * b->wy;
r.yz = a->yx * b->xz + a->yy * b->yz + a->yz * b->zz + a->yw * b->wz;
r.yw = a->yx * b->xw + a->yy * b->yw + a->yz * b->zw + a->yw * b->ww;
/* row 2 */
r.zx = a->zx * b->xx + a->zy * b->yx + a->zz * b->zx + a->zw * b->wx;
r.zy = a->zx * b->xy + a->zy * b->yy + a->zz * b->zy + a->zw * b->wy;
r.zz = a->zx * b->xz + a->zy * b->yz + a->zz * b->zz + a->zw * b->wz;
r.zw = a->zx * b->xw + a->zy * b->yw + a->zz * b->zw + a->zw * b->ww;
/* row 3 */
r.wx = a->wx * b->xx + a->wy * b->yx + a->wz * b->zx + a->ww * b->wx;
r.wy = a->wx * b->xy + a->wy * b->yy + a->wz * b->zy + a->ww * b->wy;
r.wz = a->wx * b->xz + a->wy * b->yz + a->wz * b->zz + a->ww * b->wz;
r.ww = a->wx * b->xw + a->wy * b->yw + a->wz * b->zw + a->ww * b->ww;
/* The idea was that having this unrolled; it might be easier for the
* compiler to vectorize, but that's probably not true. Mesa does it
* using a single for (i=0; i<4; i++) approach, may that's better...
*/
*result = r;
}
void
cogl_matrix_rotate (CoglMatrix *matrix,
float angle,
float x,
float y,
float z)
{
CoglMatrix rotation;
CoglMatrix result;
angle *= G_PI / 180.0f;
float c = cosf (angle);
float s = sinf (angle);
rotation.xx = x * x * (1.0f - c) + c;
rotation.yx = y * x * (1.0f - c) + z * s;
rotation.zx = x * z * (1.0f - c) - y * s;
rotation.wx = 0.0f;
rotation.xy = x * y * (1.0f - c) - z * s;
rotation.yy = y * y * (1.0f - c) + c;
rotation.zy = y * z * (1.0f - c) + x * s;
rotation.wy = 0.0f;
rotation.xz = x * z * (1.0f - c) + y * s;
rotation.yz = y * z * (1.0f - c) - x * s;
rotation.zz = z * z * (1.0f - c) + c;
rotation.wz = 0.0f;
rotation.xw = 0.0f;
rotation.yw = 0.0f;
rotation.zw = 0.0f;
rotation.ww = 1.0f;
cogl_matrix_multiply (&result, matrix, &rotation);
*matrix = result;
}
void
cogl_matrix_translate (CoglMatrix *matrix,
float x,
float y,
float z)
{
matrix->xw = matrix->xx * x + matrix->xy * y + matrix->xz * z + matrix->xw;
matrix->yw = matrix->yx * x + matrix->yy * y + matrix->yz * z + matrix->yw;
matrix->zw = matrix->zx * x + matrix->zy * y + matrix->zz * z + matrix->zw;
matrix->ww = matrix->wx * x + matrix->wy * y + matrix->wz * z + matrix->ww;
}
void
cogl_matrix_scale (CoglMatrix *matrix,
float sx,
float sy,
float sz)
{
matrix->xx *= sx; matrix->xy *= sy; matrix->xz *= sz;
matrix->yx *= sx; matrix->yy *= sy; matrix->yz *= sz;
matrix->zx *= sx; matrix->zy *= sy; matrix->zz *= sz;
matrix->wx *= sx; matrix->wy *= sy; matrix->wz *= sz;
}
#if 0
gboolean
cogl_matrix_invert (CoglMatrix *matrix)
{
/* TODO */
/* Note: It might be nice to also use the flag based tricks that mesa does
* to alow it to track the type of transformations a matrix represents
* so it can use various assumptions to optimise the inversion.
*/
}
#endif
void
cogl_matrix_transform_point (const CoglMatrix *matrix,
float *x,
float *y,
float *z,
float *w)
{
float _x = *x, _y = *y, _z = *z, _w = *w;
*x = matrix->xx * _x + matrix->xy * _y + matrix->xz * _z + matrix->xw * _w;
*y = matrix->yx * _x + matrix->yy * _y + matrix->yz * _z + matrix->yw * _w;
*z = matrix->zx * _x + matrix->zy * _y + matrix->zz * _z + matrix->zw * _w;
*w = matrix->wx * _x + matrix->wy * _y + matrix->wz * _z + matrix->ww * _w;
}
void
cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array)
{
memcpy (matrix, array, sizeof (float) * 16);
}
const float *
cogl_matrix_get_array (const CoglMatrix *matrix)
{
return (float *)matrix;
}