2023-03-14 08:02:43 +03:00
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/*
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recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using DotRecast.Core;
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namespace DotRecast.Recast.Demo.Draw;
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2023-03-16 19:48:49 +03:00
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public class GLU
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{
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public static float[] gluPerspective(float fovy, float aspect, float near, float far)
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{
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float[] projectionMatrix = new float[16];
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glhPerspectivef2(projectionMatrix, fovy, aspect, near, far);
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//glLoadMatrixf(projectionMatrix);
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return projectionMatrix;
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}
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public static void glhPerspectivef2(float[] matrix, float fovyInDegrees, float aspectRatio, float znear,
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float zfar)
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{
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float ymax, xmax;
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ymax = (float)(znear * Math.Tan(fovyInDegrees * Math.PI / 360.0));
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xmax = ymax * aspectRatio;
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glhFrustumf2(matrix, -xmax, xmax, -ymax, ymax, znear, zfar);
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}
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private static void glhFrustumf2(float[] matrix, float left, float right, float bottom, float top, float znear,
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float zfar)
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{
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float temp, temp2, temp3, temp4;
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temp = 2.0f * znear;
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temp2 = right - left;
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temp3 = top - bottom;
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temp4 = zfar - znear;
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matrix[0] = temp / temp2;
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matrix[1] = 0.0f;
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matrix[2] = 0.0f;
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matrix[3] = 0.0f;
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matrix[4] = 0.0f;
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matrix[5] = temp / temp3;
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matrix[6] = 0.0f;
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matrix[7] = 0.0f;
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matrix[8] = (right + left) / temp2;
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matrix[9] = (top + bottom) / temp3;
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matrix[10] = (-zfar - znear) / temp4;
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matrix[11] = -1.0f;
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matrix[12] = 0.0f;
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matrix[13] = 0.0f;
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matrix[14] = (-temp * zfar) / temp4;
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matrix[15] = 0.0f;
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}
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public static int glhUnProjectf(float winx, float winy, float winz, float[] modelview, float[] projection,
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int[] viewport, float[] objectCoordinate)
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{
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// Transformation matrices
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float[] m = new float[16], A = new float[16];
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float[] @in = new float[4], @out = new float[4];
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// Calculation for inverting a matrix, compute projection x modelview
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// and store in A[16]
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MultiplyMatrices4by4OpenGL_FLOAT(A, projection, modelview);
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// Now compute the inverse of matrix A
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if (glhInvertMatrixf2(A, m) == 0)
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return 0;
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// Transformation of normalized coordinates between -1 and 1
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@in[0] = (winx - viewport[0]) / viewport[2] * 2.0f - 1.0f;
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@in[1] = (winy - viewport[1]) / viewport[3] * 2.0f - 1.0f;
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@in[2] = 2.0f * winz - 1.0f;
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@in[3] = 1.0f;
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// Objects coordinates
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MultiplyMatrixByVector4by4OpenGL_FLOAT(@out, m, @in);
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if (@out[3] == 0.0)
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return 0;
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@out[3] = 1.0f / @out[3];
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objectCoordinate[0] = @out[0] * @out[3];
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objectCoordinate[1] = @out[1] * @out[3];
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objectCoordinate[2] = @out[2] * @out[3];
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return 1;
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}
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static void MultiplyMatrices4by4OpenGL_FLOAT(float[] result, float[] matrix1, float[] matrix2)
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{
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result[0] = matrix1[0] * matrix2[0] + matrix1[4] * matrix2[1] + matrix1[8] * matrix2[2]
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+ matrix1[12] * matrix2[3];
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result[4] = matrix1[0] * matrix2[4] + matrix1[4] * matrix2[5] + matrix1[8] * matrix2[6]
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+ matrix1[12] * matrix2[7];
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result[8] = matrix1[0] * matrix2[8] + matrix1[4] * matrix2[9] + matrix1[8] * matrix2[10]
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+ matrix1[12] * matrix2[11];
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result[12] = matrix1[0] * matrix2[12] + matrix1[4] * matrix2[13] + matrix1[8] * matrix2[14]
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+ matrix1[12] * matrix2[15];
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result[1] = matrix1[1] * matrix2[0] + matrix1[5] * matrix2[1] + matrix1[9] * matrix2[2]
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+ matrix1[13] * matrix2[3];
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result[5] = matrix1[1] * matrix2[4] + matrix1[5] * matrix2[5] + matrix1[9] * matrix2[6]
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+ matrix1[13] * matrix2[7];
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result[9] = matrix1[1] * matrix2[8] + matrix1[5] * matrix2[9] + matrix1[9] * matrix2[10]
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+ matrix1[13] * matrix2[11];
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result[13] = matrix1[1] * matrix2[12] + matrix1[5] * matrix2[13] + matrix1[9] * matrix2[14]
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+ matrix1[13] * matrix2[15];
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result[2] = matrix1[2] * matrix2[0] + matrix1[6] * matrix2[1] + matrix1[10] * matrix2[2]
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+ matrix1[14] * matrix2[3];
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result[6] = matrix1[2] * matrix2[4] + matrix1[6] * matrix2[5] + matrix1[10] * matrix2[6]
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+ matrix1[14] * matrix2[7];
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result[10] = matrix1[2] * matrix2[8] + matrix1[6] * matrix2[9] + matrix1[10] * matrix2[10]
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+ matrix1[14] * matrix2[11];
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result[14] = matrix1[2] * matrix2[12] + matrix1[6] * matrix2[13] + matrix1[10] * matrix2[14]
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+ matrix1[14] * matrix2[15];
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result[3] = matrix1[3] * matrix2[0] + matrix1[7] * matrix2[1] + matrix1[11] * matrix2[2]
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+ matrix1[15] * matrix2[3];
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result[7] = matrix1[3] * matrix2[4] + matrix1[7] * matrix2[5] + matrix1[11] * matrix2[6]
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+ matrix1[15] * matrix2[7];
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result[11] = matrix1[3] * matrix2[8] + matrix1[7] * matrix2[9] + matrix1[11] * matrix2[10]
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+ matrix1[15] * matrix2[11];
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result[15] = matrix1[3] * matrix2[12] + matrix1[7] * matrix2[13] + matrix1[11] * matrix2[14]
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+ matrix1[15] * matrix2[15];
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}
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static void MultiplyMatrixByVector4by4OpenGL_FLOAT(float[] resultvector, float[] matrix, float[] pvector)
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{
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resultvector[0] = matrix[0] * pvector[0] + matrix[4] * pvector[1] + matrix[8] * pvector[2]
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+ matrix[12] * pvector[3];
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resultvector[1] = matrix[1] * pvector[0] + matrix[5] * pvector[1] + matrix[9] * pvector[2]
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+ matrix[13] * pvector[3];
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resultvector[2] = matrix[2] * pvector[0] + matrix[6] * pvector[1] + matrix[10] * pvector[2]
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+ matrix[14] * pvector[3];
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resultvector[3] = matrix[3] * pvector[0] + matrix[7] * pvector[1] + matrix[11] * pvector[2]
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+ matrix[15] * pvector[3];
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}
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// This code comes directly from GLU except that it is for float
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static int glhInvertMatrixf2(float[] m, float[] @out)
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{
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float[][] wtmp = ArrayUtils.Of<float>(4, 8);
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float m0, m1, m2, m3, s;
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float[] r0, r1, r2, r3;
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r0 = wtmp[0];
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r1 = wtmp[1];
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r2 = wtmp[2];
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r3 = wtmp[3];
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r0[0] = MAT(m, 0, 0);
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r0[1] = MAT(m, 0, 1);
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r0[2] = MAT(m, 0, 2);
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r0[3] = MAT(m, 0, 3);
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r0[4] = 1.0f;
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r0[5] = r0[6] = r0[7] = 0.0f;
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r1[0] = MAT(m, 1, 0);
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r1[1] = MAT(m, 1, 1);
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r1[2] = MAT(m, 1, 2);
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r1[3] = MAT(m, 1, 3);
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r1[5] = 1.0f;
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r1[4] = r1[6] = r1[7] = 0.0f;
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r2[0] = MAT(m, 2, 0);
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r2[1] = MAT(m, 2, 1);
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r2[2] = MAT(m, 2, 2);
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r2[3] = MAT(m, 2, 3);
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r2[6] = 1.0f;
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r2[4] = r2[5] = r2[7] = 0.0f;
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r3[0] = MAT(m, 3, 0);
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r3[1] = MAT(m, 3, 1);
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r3[2] = MAT(m, 3, 2);
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r3[3] = MAT(m, 3, 3);
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r3[7] = 1.0f;
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r3[4] = r3[5] = r3[6] = 0.0f;
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/* choose pivot - or die */
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if (Math.Abs(r3[0]) > Math.Abs(r2[0]))
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{
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float[] r = r2;
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r2 = r3;
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r3 = r;
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}
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if (Math.Abs(r2[0]) > Math.Abs(r1[0]))
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{
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float[] r = r2;
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r2 = r1;
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r1 = r;
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}
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if (Math.Abs(r1[0]) > Math.Abs(r0[0]))
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{
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float[] r = r1;
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r1 = r0;
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r0 = r;
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}
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if (0.0 == r0[0])
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return 0;
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/* eliminate first variable */
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m1 = r1[0] / r0[0];
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m2 = r2[0] / r0[0];
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m3 = r3[0] / r0[0];
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s = r0[1];
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r1[1] -= m1 * s;
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r2[1] -= m2 * s;
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r3[1] -= m3 * s;
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s = r0[2];
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r1[2] -= m1 * s;
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r2[2] -= m2 * s;
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r3[2] -= m3 * s;
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s = r0[3];
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r1[3] -= m1 * s;
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r2[3] -= m2 * s;
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r3[3] -= m3 * s;
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s = r0[4];
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if (s != 0.0)
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{
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r1[4] -= m1 * s;
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r2[4] -= m2 * s;
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r3[4] -= m3 * s;
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}
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s = r0[5];
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if (s != 0.0)
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{
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r1[5] -= m1 * s;
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r2[5] -= m2 * s;
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r3[5] -= m3 * s;
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}
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s = r0[6];
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if (s != 0.0)
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{
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r1[6] -= m1 * s;
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r2[6] -= m2 * s;
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r3[6] -= m3 * s;
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}
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s = r0[7];
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if (s != 0.0)
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{
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r1[7] -= m1 * s;
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r2[7] -= m2 * s;
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r3[7] -= m3 * s;
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}
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2023-03-14 08:02:43 +03:00
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/* choose pivot - or die */
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if (Math.Abs(r3[1]) > Math.Abs(r2[1]))
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{
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float[] r = r2;
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r2 = r3;
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r3 = r;
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}
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if (Math.Abs(r2[1]) > Math.Abs(r1[1]))
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{
|
2023-03-14 08:02:43 +03:00
|
|
|
float[] r = r2;
|
|
|
|
r2 = r1;
|
|
|
|
r1 = r;
|
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
|
2023-03-14 08:02:43 +03:00
|
|
|
if (0.0 == r1[1])
|
|
|
|
return 0;
|
|
|
|
/* eliminate second variable */
|
|
|
|
m2 = r2[1] / r1[1];
|
|
|
|
m3 = r3[1] / r1[1];
|
|
|
|
r2[2] -= m2 * r1[2];
|
|
|
|
r3[2] -= m3 * r1[2];
|
|
|
|
r2[3] -= m2 * r1[3];
|
|
|
|
r3[3] -= m3 * r1[3];
|
|
|
|
s = r1[4];
|
2023-03-16 19:48:49 +03:00
|
|
|
if (0.0 != s)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
r2[4] -= m2 * s;
|
|
|
|
r3[4] -= m3 * s;
|
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
|
2023-03-14 08:02:43 +03:00
|
|
|
s = r1[5];
|
2023-03-16 19:48:49 +03:00
|
|
|
if (0.0 != s)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
r2[5] -= m2 * s;
|
|
|
|
r3[5] -= m3 * s;
|
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
|
2023-03-14 08:02:43 +03:00
|
|
|
s = r1[6];
|
2023-03-16 19:48:49 +03:00
|
|
|
if (0.0 != s)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
r2[6] -= m2 * s;
|
|
|
|
r3[6] -= m3 * s;
|
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
|
2023-03-14 08:02:43 +03:00
|
|
|
s = r1[7];
|
2023-03-16 19:48:49 +03:00
|
|
|
if (0.0 != s)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
r2[7] -= m2 * s;
|
|
|
|
r3[7] -= m3 * s;
|
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
|
2023-03-14 08:02:43 +03:00
|
|
|
/* choose pivot - or die */
|
2023-03-16 19:48:49 +03:00
|
|
|
if (Math.Abs(r3[2]) > Math.Abs(r2[2]))
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
float[] r = r2;
|
|
|
|
r2 = r3;
|
|
|
|
r3 = r;
|
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
|
2023-03-14 08:02:43 +03:00
|
|
|
if (0.0 == r2[2])
|
|
|
|
return 0;
|
|
|
|
/* eliminate third variable */
|
|
|
|
m3 = r3[2] / r2[2];
|
|
|
|
r3[3] -= m3 * r2[3];
|
|
|
|
r3[4] -= m3 * r2[4];
|
|
|
|
r3[5] -= m3 * r2[5];
|
|
|
|
r3[6] -= m3 * r2[6];
|
|
|
|
r3[7] -= m3 * r2[7];
|
|
|
|
/* last check */
|
|
|
|
if (0.0 == r3[3])
|
|
|
|
return 0;
|
|
|
|
s = 1.0f / r3[3]; /* now back substitute row 3 */
|
|
|
|
r3[4] *= s;
|
|
|
|
r3[5] *= s;
|
|
|
|
r3[6] *= s;
|
|
|
|
r3[7] *= s;
|
|
|
|
m2 = r2[3]; /* now back substitute row 2 */
|
|
|
|
s = 1.0f / r2[2];
|
|
|
|
r2[4] = s * (r2[4] - r3[4] * m2);
|
|
|
|
r2[5] = s * (r2[5] - r3[5] * m2);
|
|
|
|
r2[6] = s * (r2[6] - r3[6] * m2);
|
|
|
|
r2[7] = s * (r2[7] - r3[7] * m2);
|
|
|
|
m1 = r1[3];
|
|
|
|
r1[4] -= r3[4] * m1;
|
|
|
|
r1[5] -= r3[5] * m1;
|
|
|
|
r1[6] -= r3[6] * m1;
|
|
|
|
r1[7] -= r3[7] * m1;
|
|
|
|
m0 = r0[3];
|
|
|
|
r0[4] -= r3[4] * m0;
|
|
|
|
r0[5] -= r3[5] * m0;
|
|
|
|
r0[6] -= r3[6] * m0;
|
|
|
|
r0[7] -= r3[7] * m0;
|
|
|
|
m1 = r1[2]; /* now back substitute row 1 */
|
|
|
|
s = 1.0f / r1[1];
|
|
|
|
r1[4] = s * (r1[4] - r2[4] * m1);
|
|
|
|
r1[5] = s * (r1[5] - r2[5] * m1);
|
|
|
|
r1[6] = s * (r1[6] - r2[6] * m1);
|
|
|
|
r1[7] = s * (r1[7] - r2[7] * m1);
|
|
|
|
m0 = r0[2];
|
|
|
|
r0[4] -= r2[4] * m0;
|
|
|
|
r0[5] -= r2[5] * m0;
|
|
|
|
r0[6] -= r2[6] * m0;
|
|
|
|
r0[7] -= r2[7] * m0;
|
|
|
|
m0 = r0[1]; /* now back substitute row 0 */
|
|
|
|
s = 1.0f / r0[0];
|
|
|
|
r0[4] = s * (r0[4] - r1[4] * m0);
|
|
|
|
r0[5] = s * (r0[5] - r1[5] * m0);
|
|
|
|
r0[6] = s * (r0[6] - r1[6] * m0);
|
|
|
|
r0[7] = s * (r0[7] - r1[7] * m0);
|
|
|
|
MAT(@out, 0, 0, r0[4]);
|
|
|
|
MAT(@out, 0, 1, r0[5]);
|
|
|
|
MAT(@out, 0, 2, r0[6]);
|
|
|
|
MAT(@out, 0, 3, r0[7]);
|
|
|
|
MAT(@out, 1, 0, r1[4]);
|
|
|
|
MAT(@out, 1, 1, r1[5]);
|
|
|
|
MAT(@out, 1, 2, r1[6]);
|
|
|
|
MAT(@out, 1, 3, r1[7]);
|
|
|
|
MAT(@out, 2, 0, r2[4]);
|
|
|
|
MAT(@out, 2, 1, r2[5]);
|
|
|
|
MAT(@out, 2, 2, r2[6]);
|
|
|
|
MAT(@out, 2, 3, r2[7]);
|
|
|
|
MAT(@out, 3, 0, r3[4]);
|
|
|
|
MAT(@out, 3, 1, r3[5]);
|
|
|
|
MAT(@out, 3, 2, r3[6]);
|
|
|
|
MAT(@out, 3, 3, r3[7]);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
static float MAT(float[] m, int r, int c)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
return m[(c) * 4 + (r)];
|
|
|
|
}
|
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
static void MAT(float[] m, int r, int c, float v)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
m[(c) * 4 + (r)] = v;
|
|
|
|
}
|
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
public static float[] build_4x4_rotation_matrix(float a, float x, float y, float z)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
float[] matrix = new float[16];
|
2023-03-16 19:48:49 +03:00
|
|
|
a = (float)(a * Math.PI / 180.0); // convert to radians
|
|
|
|
float s = (float)Math.Sin(a);
|
|
|
|
float c = (float)Math.Cos(a);
|
2023-03-14 08:02:43 +03:00
|
|
|
float t = 1.0f - c;
|
|
|
|
|
|
|
|
float tx = t * x;
|
|
|
|
float ty = t * y;
|
|
|
|
float tz = t * z;
|
|
|
|
|
|
|
|
float sz = s * z;
|
|
|
|
float sy = s * y;
|
|
|
|
float sx = s * x;
|
|
|
|
|
|
|
|
matrix[0] = tx * x + c;
|
|
|
|
matrix[1] = tx * y + sz;
|
|
|
|
matrix[2] = tx * z - sy;
|
|
|
|
matrix[3] = 0;
|
|
|
|
|
|
|
|
matrix[4] = tx * y - sz;
|
|
|
|
matrix[5] = ty * y + c;
|
|
|
|
matrix[6] = ty * z + sx;
|
|
|
|
matrix[7] = 0;
|
|
|
|
|
|
|
|
matrix[8] = tx * z + sy;
|
|
|
|
matrix[9] = ty * z - sx;
|
|
|
|
matrix[10] = tz * z + c;
|
|
|
|
matrix[11] = 0;
|
|
|
|
|
|
|
|
matrix[12] = 0;
|
|
|
|
matrix[13] = 0;
|
|
|
|
matrix[14] = 0;
|
|
|
|
matrix[15] = 1;
|
|
|
|
return matrix;
|
|
|
|
}
|
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
public static float[] mul(float[] left, float[] right)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
float m00 = left[0] * right[0] + left[4] * right[1] + left[8] * right[2] + left[12] * right[3];
|
|
|
|
float m01 = left[1] * right[0] + left[5] * right[1] + left[9] * right[2] + left[13] * right[3];
|
|
|
|
float m02 = left[2] * right[0] + left[6] * right[1] + left[10] * right[2] + left[14] * right[3];
|
|
|
|
float m03 = left[3] * right[0] + left[7] * right[1] + left[11] * right[2] + left[15] * right[3];
|
|
|
|
float m10 = left[0] * right[4] + left[4] * right[5] + left[8] * right[6] + left[12] * right[7];
|
|
|
|
float m11 = left[1] * right[4] + left[5] * right[5] + left[9] * right[6] + left[13] * right[7];
|
|
|
|
float m12 = left[2] * right[4] + left[6] * right[5] + left[10] * right[6] + left[14] * right[7];
|
|
|
|
float m13 = left[3] * right[4] + left[7] * right[5] + left[11] * right[6] + left[15] * right[7];
|
|
|
|
float m20 = left[0] * right[8] + left[4] * right[9] + left[8] * right[10] + left[12] * right[11];
|
|
|
|
float m21 = left[1] * right[8] + left[5] * right[9] + left[9] * right[10] + left[13] * right[11];
|
|
|
|
float m22 = left[2] * right[8] + left[6] * right[9] + left[10] * right[10] + left[14] * right[11];
|
|
|
|
float m23 = left[3] * right[8] + left[7] * right[9] + left[11] * right[10] + left[15] * right[11];
|
|
|
|
float m30 = left[0] * right[12] + left[4] * right[13] + left[8] * right[14] + left[12] * right[15];
|
|
|
|
float m31 = left[1] * right[12] + left[5] * right[13] + left[9] * right[14] + left[13] * right[15];
|
|
|
|
float m32 = left[2] * right[12] + left[6] * right[13] + left[10] * right[14] + left[14] * right[15];
|
|
|
|
float m33 = left[3] * right[12] + left[7] * right[13] + left[11] * right[14] + left[15] * right[15];
|
|
|
|
|
|
|
|
float[] dest = new float[16];
|
|
|
|
dest[0] = m00;
|
|
|
|
dest[1] = m01;
|
|
|
|
dest[2] = m02;
|
|
|
|
dest[3] = m03;
|
|
|
|
dest[4] = m10;
|
|
|
|
dest[5] = m11;
|
|
|
|
dest[6] = m12;
|
|
|
|
dest[7] = m13;
|
|
|
|
dest[8] = m20;
|
|
|
|
dest[9] = m21;
|
|
|
|
dest[10] = m22;
|
|
|
|
dest[11] = m23;
|
|
|
|
dest[12] = m30;
|
|
|
|
dest[13] = m31;
|
|
|
|
dest[14] = m32;
|
|
|
|
dest[15] = m33;
|
|
|
|
|
|
|
|
return dest;
|
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
}
|