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636 lines
19 KiB
C
636 lines
19 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <math.h>
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#include <glib/gi18n-lib.h>
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-interval.h"
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#include "clutter-private.h"
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/*< private >
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* _clutter_gettext:
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* @str: a string to localize
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*
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* Retrieves the localized version of @str, using the Clutter domain
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*
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* Return value: the translated string
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*/
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const gchar *
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_clutter_gettext (const gchar *str)
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{
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return g_dgettext (GETTEXT_PACKAGE, str);
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}
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/* Help macros to scale from OpenGL <-1,1> coordinates system to
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* window coordinates ranging [0,window-size]
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*/
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#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
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void
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_clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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const CoglMatrix *projection,
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const float *viewport,
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const ClutterVertex *vertices_in,
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ClutterVertex *vertices_out,
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int n_vertices)
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{
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CoglMatrix modelview_projection;
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ClutterVertex4 *vertices_tmp;
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int i;
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vertices_tmp = g_alloca (sizeof (ClutterVertex4) * n_vertices);
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if (n_vertices >= 4)
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{
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/* XXX: we should find a way to cache this per actor */
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cogl_matrix_multiply (&modelview_projection,
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projection,
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modelview);
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cogl_matrix_project_points (&modelview_projection,
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3,
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sizeof (ClutterVertex),
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vertices_in,
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sizeof (ClutterVertex4),
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vertices_tmp,
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n_vertices);
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}
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else
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{
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cogl_matrix_transform_points (modelview,
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3,
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sizeof (ClutterVertex),
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vertices_in,
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sizeof (ClutterVertex4),
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vertices_tmp,
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n_vertices);
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cogl_matrix_project_points (projection,
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3,
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sizeof (ClutterVertex4),
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vertices_tmp,
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sizeof (ClutterVertex4),
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vertices_tmp,
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n_vertices);
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}
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for (i = 0; i < n_vertices; i++)
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{
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ClutterVertex4 vertex_tmp = vertices_tmp[i];
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ClutterVertex *vertex_out = &vertices_out[i];
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/* Finally translate from OpenGL coords to window coords */
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vertex_out->x = MTX_GL_SCALE_X (vertex_tmp.x, vertex_tmp.w,
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viewport[2], viewport[0]);
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vertex_out->y = MTX_GL_SCALE_Y (vertex_tmp.y, vertex_tmp.w,
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viewport[3], viewport[1]);
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}
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}
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/*< private >
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* _clutter_util_rectangle_union:
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* @src1: first rectangle to union
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* @src2: second rectangle to union
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* @dest: (out): return location for the unioned rectangle
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*
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* Calculates the union of two rectangles.
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*
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* The union of rectangles @src1 and @src2 is the smallest rectangle which
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* includes both @src1 and @src2 within it.
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*
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* It is allowed for @dest to be the same as either @src1 or @src2.
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*
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* This function should really be in Cairo.
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*/
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void
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_clutter_util_rectangle_union (const cairo_rectangle_int_t *src1,
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const cairo_rectangle_int_t *src2,
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cairo_rectangle_int_t *dest)
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{
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int dest_x, dest_y;
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dest_x = MIN (src1->x, src2->x);
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dest_y = MIN (src1->y, src2->y);
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dest->width = MAX (src1->x + src1->width, src2->x + src2->width) - dest_x;
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dest->height = MAX (src1->y + src1->height, src2->y + src2->height) - dest_y;
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dest->x = dest_x;
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dest->y = dest_y;
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}
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float
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_clutter_util_matrix_determinant (const ClutterMatrix *matrix)
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{
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return matrix->xw * matrix->yz * matrix->zy * matrix->wz
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- matrix->xz * matrix->yw * matrix->zy * matrix->wz
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- matrix->xw * matrix->yy * matrix->zz * matrix->wz
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+ matrix->xy * matrix->yw * matrix->zz * matrix->wz
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+ matrix->xz * matrix->yy * matrix->zw * matrix->wz
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- matrix->xy * matrix->yz * matrix->zw * matrix->wz
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- matrix->xw * matrix->yz * matrix->zx * matrix->wy
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+ matrix->xz * matrix->yw * matrix->zx * matrix->wy
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+ matrix->xw * matrix->yx * matrix->zz * matrix->wy
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- matrix->xx * matrix->yw * matrix->zz * matrix->wy
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- matrix->xz * matrix->yx * matrix->zw * matrix->wy
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+ matrix->xx * matrix->yz * matrix->zw * matrix->wy
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+ matrix->xw * matrix->yy * matrix->zx * matrix->wz
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- matrix->xy * matrix->yw * matrix->zx * matrix->wz
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- matrix->xw * matrix->yx * matrix->zy * matrix->wz
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+ matrix->xx * matrix->yw * matrix->zy * matrix->wz
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+ matrix->xy * matrix->yx * matrix->zw * matrix->wz
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- matrix->xx * matrix->yy * matrix->zw * matrix->wz
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- matrix->xz * matrix->yy * matrix->zx * matrix->ww
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+ matrix->xy * matrix->yz * matrix->zx * matrix->ww
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+ matrix->xz * matrix->yx * matrix->zy * matrix->ww
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- matrix->xx * matrix->yz * matrix->zy * matrix->ww
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- matrix->xy * matrix->yx * matrix->zz * matrix->ww
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+ matrix->xx * matrix->yy * matrix->zz * matrix->ww;
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}
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static void
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_clutter_util_matrix_transpose_vector4_transform (const ClutterMatrix *matrix,
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const ClutterVertex4 *point,
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ClutterVertex4 *res)
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{
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res->x = matrix->xx * point->x
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+ matrix->xy * point->y
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+ matrix->xz * point->z
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+ matrix->xw * point->w;
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res->y = matrix->yx * point->x
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+ matrix->yy * point->y
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+ matrix->yz * point->z
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+ matrix->yw * point->w;
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res->z = matrix->zx * point->x
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+ matrix->zy * point->y
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+ matrix->zz * point->z
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+ matrix->zw * point->w;
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res->w = matrix->wz * point->x
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+ matrix->wy * point->w
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+ matrix->wz * point->z
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+ matrix->ww * point->w;
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}
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void
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_clutter_util_matrix_skew_xy (ClutterMatrix *matrix,
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float factor)
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{
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matrix->yx += matrix->xx * factor;
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matrix->yy += matrix->xy * factor;
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matrix->yz += matrix->xz * factor;
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matrix->yw += matrix->xw * factor;
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}
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void
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_clutter_util_matrix_skew_xz (ClutterMatrix *matrix,
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float factor)
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{
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matrix->zx += matrix->xx * factor;
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matrix->zy += matrix->xy * factor;
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matrix->zz += matrix->xz * factor;
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matrix->zw += matrix->xw * factor;
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}
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void
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_clutter_util_matrix_skew_yz (ClutterMatrix *matrix,
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float factor)
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{
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matrix->zx += matrix->yx * factor;
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matrix->zy += matrix->yy * factor;
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matrix->zz += matrix->yz * factor;
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matrix->zw += matrix->yw * factor;
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}
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static float
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_clutter_util_vertex_length (const ClutterVertex *vertex)
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{
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return sqrtf (vertex->x * vertex->x + vertex->y * vertex->y + vertex->z * vertex->z);
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}
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static void
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_clutter_util_vertex_normalize (ClutterVertex *vertex)
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{
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float factor = _clutter_util_vertex_length (vertex);
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if (factor == 0.f)
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return;
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vertex->x /= factor;
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vertex->y /= factor;
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vertex->z /= factor;
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}
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static float
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_clutter_util_vertex_dot (const ClutterVertex *v1,
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const ClutterVertex *v2)
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{
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return v1->x * v2->x + v1->y * v2->y + v1->z * v2->z;
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}
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static void
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_clutter_util_vertex_cross (const ClutterVertex *v1,
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const ClutterVertex *v2,
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ClutterVertex *res)
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{
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res->x = v1->y * v2->z - v2->y * v1->z;
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res->y = v1->z * v2->x - v2->z * v1->x;
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res->z = v1->x * v2->y - v2->x * v1->y;
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}
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static void
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_clutter_util_vertex_combine (const ClutterVertex *a,
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const ClutterVertex *b,
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double ascl,
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double bscl,
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ClutterVertex *res)
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{
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res->x = (ascl * a->x) + (bscl * b->x);
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res->y = (ascl * a->y) + (bscl * b->y);
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res->z = (ascl * a->z) + (bscl * b->z);
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}
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void
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_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
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const ClutterVertex4 *b,
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double progress,
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ClutterVertex4 *res)
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{
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res->x = a->x + (b->x - a->x) * progress;
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res->y = a->y + (b->y - a->y) * progress;
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res->z = a->z + (b->z - a->z) * progress;
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res->w = a->w + (b->w - a->w) * progress;
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}
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/*< private >
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* clutter_util_matrix_decompose:
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* @src: the matrix to decompose
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* @scale_p: (out caller-allocates): return location for a vertex containing
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* the scaling factors
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* @shear_p: (out) (array length=3): return location for an array of 3
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* elements containing the skew factors (XY, XZ, and YZ respectively)
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* @rotate_p: (out caller-allocates): return location for a vertex containing
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* the Euler angles
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* @translate_p: (out caller-allocates): return location for a vertex
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* containing the translation vector
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* @perspective_p: (out caller-allocates: return location for a 4D vertex
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* containing the perspective
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*
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* Decomposes a #ClutterMatrix into the transformations that compose it.
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*
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* This code is based on the matrix decomposition algorithm as published in
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* the CSS Transforms specification by the W3C CSS working group, available
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* at http://www.w3.org/TR/css3-transforms/.
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*
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* The algorithm, in turn, is based on the "unmatrix" method published in
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* "Graphics Gems II, edited by Jim Arvo", which is available at:
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* http://tog.acm.org/resources/GraphicsGems/gemsii/unmatrix.c
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*
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* Return value: %TRUE if the decomposition was successful, and %FALSE
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* if the matrix is singular
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*/
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gboolean
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_clutter_util_matrix_decompose (const ClutterMatrix *src,
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ClutterVertex *scale_p,
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float shear_p[3],
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ClutterVertex *rotate_p,
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ClutterVertex *translate_p,
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ClutterVertex4 *perspective_p)
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{
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CoglMatrix matrix = *src;
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CoglMatrix perspective;
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ClutterVertex4 vertex_tmp;
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ClutterVertex row[3], pdum;
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int i, j;
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#define XY_SHEAR 0
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#define XZ_SHEAR 1
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#define YZ_SHEAR 2
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#define MAT(m,r,c) ((float *)(m))[(c) * 4 + (r)]
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/* normalize the matrix */
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if (matrix.ww == 0.f)
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return FALSE;
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for (i = 0; i < 4; i++)
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{
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for (j = 0; j < 4; j++)
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{
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MAT (&matrix, j, i) /= MAT (&matrix, 3, 3);
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}
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}
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/* perspective is used to solve for perspective, but it also provides
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* an easy way to test for singularity of the upper 3x3 component
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*/
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perspective = matrix;
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/* transpose */
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MAT (&perspective, 3, 0) = 0.f;
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MAT (&perspective, 3, 1) = 0.f;
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MAT (&perspective, 3, 2) = 0.f;
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MAT (&perspective, 3, 3) = 1.f;
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if (_clutter_util_matrix_determinant (&perspective) == 0.f)
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return FALSE;
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if (MAT (&matrix, 3, 0) != 0.f ||
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MAT (&matrix, 3, 1) != 0.f ||
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MAT (&matrix, 3, 2) != 0.f)
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{
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CoglMatrix perspective_inv;
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ClutterVertex4 p;
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vertex_tmp.x = MAT (&matrix, 3, 0);
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vertex_tmp.y = MAT (&matrix, 3, 1);
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vertex_tmp.z = MAT (&matrix, 3, 2);
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vertex_tmp.w = MAT (&matrix, 3, 3);
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/* solve the equation by inverting perspective... */
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cogl_matrix_get_inverse (&perspective, &perspective_inv);
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/* ... and multiplying vertex_tmp by the inverse */
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_clutter_util_matrix_transpose_vector4_transform (&perspective_inv,
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&vertex_tmp,
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&p);
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*perspective_p = p;
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/* clear the perspective part */
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MAT (&matrix, 3, 0) = 0.0f;
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MAT (&matrix, 3, 1) = 0.0f;
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MAT (&matrix, 3, 2) = 0.0f;
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MAT (&matrix, 3, 3) = 1.0f;
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}
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else
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{
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/* no perspective */
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perspective_p->x = 0.0f;
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perspective_p->y = 0.0f;
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perspective_p->z = 0.0f;
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perspective_p->w = 1.0f;
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}
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/* translation */
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translate_p->x = MAT (&matrix, 0, 3);
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MAT (&matrix, 0, 3) = 0.f;
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translate_p->y = MAT (&matrix, 1, 3);
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MAT (&matrix, 1, 3) = 0.f;
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translate_p->z = MAT (&matrix, 2, 3);
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MAT (&matrix, 2, 3) = 0.f;
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/* scale and shear; we split the upper 3x3 matrix into rows */
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for (i = 0; i < 3; i++)
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{
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row[i].x = MAT (&matrix, i, 0);
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row[i].y = MAT (&matrix, i, 1);
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row[i].z = MAT (&matrix, i, 2);
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}
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/* compute scale.x and normalize the first row */
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scale_p->x = _clutter_util_vertex_length (&row[0]);
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_clutter_util_vertex_normalize (&row[0]);
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/* compute XY shear and make the second row orthogonal to the first */
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shear_p[XY_SHEAR] = _clutter_util_vertex_dot (&row[0], &row[1]);
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_clutter_util_vertex_combine (&row[1], &row[0],
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1.0, -shear_p[XY_SHEAR],
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&row[1]);
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/* compute the Y scale and normalize the second row */
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scale_p->y = _clutter_util_vertex_length (&row[1]);
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_clutter_util_vertex_normalize (&row[1]);
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shear_p[XY_SHEAR] /= scale_p->y;
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/* compute XZ and YZ shears, orthogonalize the third row */
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shear_p[XZ_SHEAR] = _clutter_util_vertex_dot (&row[0], &row[2]);
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_clutter_util_vertex_combine (&row[2], &row[0],
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1.0, -shear_p[XZ_SHEAR],
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&row[2]);
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shear_p[YZ_SHEAR] = _clutter_util_vertex_dot (&row[1], &row[2]);
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_clutter_util_vertex_combine (&row[2], &row[1],
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1.0, -shear_p[YZ_SHEAR],
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&row[2]);
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/* get the Z scale and normalize the third row*/
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scale_p->z = _clutter_util_vertex_length (&row[2]);
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_clutter_util_vertex_normalize (&row[2]);
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shear_p[XZ_SHEAR] /= scale_p->z;
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shear_p[YZ_SHEAR] /= scale_p->z;
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/* at this point, the matrix (inside row[]) is orthonormal.
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* check for a coordinate system flip; if the determinant
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* is -1, then negate the matrix and scaling factors
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*/
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_clutter_util_vertex_cross (&row[1], &row[2], &pdum);
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if (_clutter_util_vertex_dot (&row[0], &pdum) < 0.f)
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{
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scale_p->x *= -1.f;
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for (i = 0; i < 3; i++)
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{
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row[i].x *= -1.f;
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row[i].y *= -1.f;
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row[i].z *= -1.f;
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}
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}
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/* now get the rotations out */
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rotate_p->y = asinf (-row[0].z);
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if (cosf (rotate_p->y) != 0.f)
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{
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rotate_p->x = atan2f (row[1].z, row[2].z);
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rotate_p->z = atan2f (row[0].y, row[0].x);
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}
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else
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{
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rotate_p->x = atan2f (-row[2].x, row[1].y);
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rotate_p->z = 0.f;
|
|
}
|
|
|
|
#undef XY_SHEAR
|
|
#undef XZ_SHEAR
|
|
#undef YZ_SHEAR
|
|
#undef MAT
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
typedef struct
|
|
{
|
|
GType value_type;
|
|
ClutterProgressFunc func;
|
|
} ProgressData;
|
|
|
|
G_LOCK_DEFINE_STATIC (progress_funcs);
|
|
static GHashTable *progress_funcs = NULL;
|
|
|
|
gboolean
|
|
_clutter_has_progress_function (GType gtype)
|
|
{
|
|
const char *type_name = g_type_name (gtype);
|
|
|
|
if (progress_funcs == NULL)
|
|
return FALSE;
|
|
|
|
return g_hash_table_lookup (progress_funcs, type_name) != NULL;
|
|
}
|
|
|
|
gboolean
|
|
_clutter_run_progress_function (GType gtype,
|
|
const GValue *initial,
|
|
const GValue *final,
|
|
gdouble progress,
|
|
GValue *retval)
|
|
{
|
|
ProgressData *pdata;
|
|
gboolean res;
|
|
|
|
G_LOCK (progress_funcs);
|
|
|
|
if (G_UNLIKELY (progress_funcs == NULL))
|
|
{
|
|
res = FALSE;
|
|
goto out;
|
|
}
|
|
|
|
pdata = g_hash_table_lookup (progress_funcs, g_type_name (gtype));
|
|
if (G_UNLIKELY (pdata == NULL))
|
|
{
|
|
res = FALSE;
|
|
goto out;
|
|
}
|
|
|
|
res = pdata->func (initial, final, progress, retval);
|
|
|
|
out:
|
|
G_UNLOCK (progress_funcs);
|
|
|
|
return res;
|
|
}
|
|
|
|
static void
|
|
progress_data_destroy (gpointer data_)
|
|
{
|
|
g_slice_free (ProgressData, data_);
|
|
}
|
|
|
|
/**
|
|
* clutter_interval_register_progress_func: (skip)
|
|
* @value_type: a #GType
|
|
* @func: a #ClutterProgressFunc, or %NULL to unset a previously
|
|
* set progress function
|
|
*
|
|
* Sets the progress function for a given @value_type, like:
|
|
*
|
|
* |[
|
|
* clutter_interval_register_progress_func (MY_TYPE_FOO,
|
|
* my_foo_progress);
|
|
* ]|
|
|
*
|
|
* Whenever a #ClutterInterval instance using the default
|
|
* #ClutterInterval::compute_value implementation is set as an
|
|
* interval between two #GValue of type @value_type, it will call
|
|
* @func to establish the value depending on the given progress,
|
|
* for instance:
|
|
*
|
|
* |[
|
|
* static gboolean
|
|
* my_int_progress (const GValue *a,
|
|
* const GValue *b,
|
|
* gdouble progress,
|
|
* GValue *retval)
|
|
* {
|
|
* gint ia = g_value_get_int (a);
|
|
* gint ib = g_value_get_int (b);
|
|
* gint res = factor * (ib - ia) + ia;
|
|
*
|
|
* g_value_set_int (retval, res);
|
|
*
|
|
* return TRUE;
|
|
* }
|
|
*
|
|
* clutter_interval_register_progress_func (G_TYPE_INT, my_int_progress);
|
|
* ]|
|
|
*
|
|
* To unset a previously set progress function of a #GType, pass %NULL
|
|
* for @func.
|
|
*
|
|
*
|
|
*/
|
|
void
|
|
clutter_interval_register_progress_func (GType value_type,
|
|
ClutterProgressFunc func)
|
|
{
|
|
ProgressData *progress_func;
|
|
const char *type_name;
|
|
|
|
g_return_if_fail (value_type != G_TYPE_INVALID);
|
|
|
|
type_name = g_type_name (value_type);
|
|
|
|
G_LOCK (progress_funcs);
|
|
|
|
if (G_UNLIKELY (progress_funcs == NULL))
|
|
progress_funcs = g_hash_table_new_full (NULL, NULL,
|
|
NULL,
|
|
progress_data_destroy);
|
|
|
|
progress_func =
|
|
g_hash_table_lookup (progress_funcs, type_name);
|
|
|
|
if (G_UNLIKELY (progress_func))
|
|
{
|
|
if (func == NULL)
|
|
{
|
|
g_hash_table_remove (progress_funcs, type_name);
|
|
g_slice_free (ProgressData, progress_func);
|
|
}
|
|
else
|
|
progress_func->func = func;
|
|
}
|
|
else
|
|
{
|
|
progress_func = g_slice_new (ProgressData);
|
|
progress_func->value_type = value_type;
|
|
progress_func->func = func;
|
|
|
|
g_hash_table_replace (progress_funcs,
|
|
(gpointer) type_name,
|
|
progress_func);
|
|
}
|
|
|
|
G_UNLOCK (progress_funcs);
|
|
}
|