DUMB3D.CPP
资源名称:MSDN_VC98.zip [点击查看]
上传用户:bangxh
上传日期:2007-01-31
资源大小:42235k
文件大小:8k
源码类别:
Windows编程
开发平台:
Visual C++
- /**************************************************************************
- dumb3d.cpp - A simple linear algebra library for 3D.
- **************************************************************************/
- /**************************************************************************
- (C) Copyright 1995-1996 Microsoft Corp. All rights reserved.
- You have a royalty-free right to use, modify, reproduce and
- distribute the Sample Files (and/or any modified version) in
- any way you find useful, provided that you agree that
- Microsoft has no warranty obligations or liability for any
- Sample Application Files which are modified.
- **************************************************************************/
- #include<memory.h>
- #include<math.h>
- #include"dumb3d.h"
- /*--------------------------------------------------------------------------
- matrix multiplication.
- */
- matrix_4x4 operator*( matrix_4x4 const &Multiplicand,
- matrix_4x4 const &Multiplier )
- {
- matrix_4x4 ReturnMatrix;
- for(int i = 0;i < 4;i++)
- {
- for(int j = 0;j < 4;j++)
- {
- real Value = 0;
- for(int k = 0;k < 4;k++)
- {
- Value += Multiplicand.GetElement(i,k) *
- Multiplier.GetElement(k,j);
- }
- ReturnMatrix.SetElement(i,j,Value);
- }
- }
- return ReturnMatrix;
- }
- vector_4 operator*( matrix_4x4 const &Multiplicand,
- vector_4 const &Multiplier )
- {
- vector_4 ReturnPoint;
- for(int i = 0;i < 4;i++)
- {
- real Value = 0;
- for(int k = 0;k < 4;k++)
- {
- Value += Multiplicand.GetElement(i,k) *
- Multiplier.GetElement(k);
- }
- ReturnPoint.SetElement(i,Value);
- }
- return ReturnPoint;
- }
- point_4 operator*( matrix_4x4 const &Multiplicand,
- point_4 const &Multiplier )
- {
- point_4 ReturnPoint;
- for(int i = 0;i < 4;i++)
- {
- real Value = 0;
- for(int k = 0;k < 4;k++)
- {
- Value += Multiplicand.GetElement(i,k) *
- Multiplier.GetElement(k);
- }
- ReturnPoint.SetElement(i,Value);
- }
- return ReturnPoint;
- }
- /*--------------------------------------------------------------------------
- constructor.
- */
- matrix_4x4::matrix_4x4( void )
- {
- for(int Counter = 0;Counter < 16;Counter++)
- {
- aElements[0][Counter] = 0;
- }
- aElements[0][0] = aElements[1][1] = aElements[2][2] = aElements[3][3] = 1;
- }
- /*--------------------------------------------------------------------------
- Rotations.
- */
- matrix_4x4 &matrix_4x4::ConcatenateXRotation( real Degrees )
- {
- real Temp01, Temp11, Temp21, Temp31;
- real Temp02, Temp12, Temp22, Temp32;
- real Radians = (Degrees/360) * M_PI * 2;
- real Sin = sin(Radians), Cos = cos(Radians);
- Temp01 = aElements[0][1] * Cos + aElements[0][2] * Sin;
- Temp11 = aElements[1][1] * Cos + aElements[1][2] * Sin;
- Temp21 = aElements[2][1] * Cos + aElements[2][2] * Sin;
- Temp31 = aElements[3][1] * Cos + aElements[3][2] * Sin;
- Temp02 = aElements[0][1] * -Sin + aElements[0][2] * Cos;
- Temp12 = aElements[1][1] * -Sin + aElements[1][2] * Cos;
- Temp22 = aElements[2][1] * -Sin + aElements[2][2] * Cos;
- Temp32 = aElements[3][1] * -Sin + aElements[3][2] * Cos;
- aElements[0][1] = Temp01;
- aElements[1][1] = Temp11;
- aElements[2][1] = Temp21;
- aElements[3][1] = Temp31;
- aElements[0][2] = Temp02;
- aElements[1][2] = Temp12;
- aElements[2][2] = Temp22;
- aElements[3][2] = Temp32;
- return *this;
- }
- matrix_4x4 &matrix_4x4::ConcatenateYRotation( real Degrees )
- {
- real Temp00, Temp10, Temp20, Temp30;
- real Temp02, Temp12, Temp22, Temp32;
- real Radians = (Degrees/360) * M_PI * 2;
- real Sin = sin(Radians), Cos = cos(Radians);
- Temp00 = aElements[0][0] * Cos + aElements[0][2] * -Sin;
- Temp10 = aElements[1][0] * Cos + aElements[1][2] * -Sin;
- Temp20 = aElements[2][0] * Cos + aElements[2][2] * -Sin;
- Temp30 = aElements[3][0] * Cos + aElements[3][2] * -Sin;
- Temp02 = aElements[0][0] * Sin + aElements[0][2] * Cos;
- Temp12 = aElements[1][0] * Sin + aElements[1][2] * Cos;
- Temp22 = aElements[2][0] * Sin + aElements[2][2] * Cos;
- Temp32 = aElements[3][0] * Sin + aElements[3][2] * Cos;
- aElements[0][0] = Temp00;
- aElements[1][0] = Temp10;
- aElements[2][0] = Temp20;
- aElements[3][0] = Temp30;
- aElements[0][2] = Temp02;
- aElements[1][2] = Temp12;
- aElements[2][2] = Temp22;
- aElements[3][2] = Temp32;
- return *this;
- }
- matrix_4x4 &matrix_4x4::ConcatenateZRotation( real Degrees )
- {
- real Temp00, Temp10, Temp20, Temp30;
- real Temp01, Temp11, Temp21, Temp31;
- real Radians = (Degrees/360) * M_PI * 2;
- real Sin = sin(Radians), Cos = cos(Radians);
- Temp00 = aElements[0][0] * Cos + aElements[0][1] * Sin;
- Temp10 = aElements[1][0] * Cos + aElements[1][1] * Sin;
- Temp20 = aElements[2][0] * Cos + aElements[2][1] * Sin;
- Temp30 = aElements[3][0] * Cos + aElements[3][1] * Sin;
- Temp01 = aElements[0][0] * -Sin + aElements[0][1] * Cos;
- Temp11 = aElements[1][0] * -Sin + aElements[1][1] * Cos;
- Temp21 = aElements[2][0] * -Sin + aElements[2][1] * Cos;
- Temp31 = aElements[3][0] * -Sin + aElements[3][1] * Cos;
- aElements[0][0] = Temp00;
- aElements[1][0] = Temp10;
- aElements[2][0] = Temp20;
- aElements[3][0] = Temp30;
- aElements[0][1] = Temp01;
- aElements[1][1] = Temp11;
- aElements[2][1] = Temp21;
- aElements[3][1] = Temp31;
- return *this;
- }
- /*--------------------------------------------------------------------------
- Translations.
- */
- matrix_4x4 &matrix_4x4::ConcatenateXTranslation( real Distance )
- {
- aElements[0][3] = aElements[0][0] * Distance + aElements[0][3];
- aElements[1][3] = aElements[1][0] * Distance + aElements[1][3];
- aElements[2][3] = aElements[2][0] * Distance + aElements[2][3];
- aElements[3][3] = aElements[3][0] * Distance + aElements[3][3];
- return *this;
- }
- matrix_4x4 &matrix_4x4::ConcatenateYTranslation( real Distance )
- {
- aElements[0][3] = aElements[0][1] * Distance + aElements[0][3];
- aElements[1][3] = aElements[1][1] * Distance + aElements[1][3];
- aElements[2][3] = aElements[2][1] * Distance + aElements[2][3];
- aElements[3][3] = aElements[3][1] * Distance + aElements[3][3];
- return *this;
- }
- matrix_4x4 &matrix_4x4::ConcatenateZTranslation( real Distance )
- {
- aElements[0][3] = aElements[0][2] * Distance + aElements[0][3];
- aElements[1][3] = aElements[1][2] * Distance + aElements[1][3];
- aElements[2][3] = aElements[2][2] * Distance + aElements[2][3];
- aElements[3][3] = aElements[3][2] * Distance + aElements[3][3];
- return *this;
- }
- /*--------------------------------------------------------------------------
- vector normalize.
- */
- vector_4 &vector_4::Normalize( void )
- {
- real Length = sqrt(GetX()*GetX() + GetY()*GetY() + GetZ()*GetZ());
- SetX(GetX() / Length);
- SetY(GetY() / Length);
- SetZ(GetZ() / Length);
- return *this;
- }
- /*--------------------------------------------------------------------------
- view transform ctor.
- */
- view_transform::view_transform( point_4 const &Viewpoint,
- vector_4 const &ViewDirection, vector_4 const &Up )
- {
- // translate the viewpoint to the origin
- this->ConcatenateXTranslation(-Viewpoint.GetX());
- this->ConcatenateYTranslation(-Viewpoint.GetY());
- this->ConcatenateZTranslation(-Viewpoint.GetZ());
- // get view vectors set up
- vector_4 Right = -CrossProduct(ViewDirection,Up);
- vector_4 ReallyUp = CrossProduct(Right,ViewDirection);
- matrix_4x4 LookDownZ;
- for(int Counter = 0;Counter < 3;Counter++)
- {
- LookDownZ.SetElement(0,Counter,Right.GetElement(Counter));
- }
- for(Counter = 0;Counter < 3;Counter++)
- {
- LookDownZ.SetElement(1,Counter,ReallyUp.GetElement(Counter));
- }
- for(Counter = 0;Counter < 3;Counter++)
- {
- LookDownZ.SetElement(2,Counter,ViewDirection.GetElement(Counter));
- }
- this->matrix_4x4::operator=(LookDownZ * *this);
- }