2017-10-28 02:10:06 +03:00
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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2012-05-21 15:12:37 +04:00
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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2011-05-26 23:41:33 +04:00
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2011-06-24 21:41:16 +04:00
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#include "Matrix.h"
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2015-04-01 23:02:20 +03:00
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#include "Quaternion.h"
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2012-09-12 09:24:09 +04:00
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#include "Tools.h"
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2014-08-22 17:40:02 +04:00
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#include <algorithm>
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2015-01-19 19:29:16 +03:00
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#include <ostream>
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2011-06-24 21:41:16 +04:00
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#include <math.h>
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2015-07-10 02:27:38 +03:00
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#include <float.h> // for FLT_EPSILON
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2011-05-26 23:41:33 +04:00
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2014-06-24 22:15:00 +04:00
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#include "mozilla/FloatingPoint.h" // for UnspecifiedNaN
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2014-08-22 17:40:02 +04:00
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using namespace std;
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2015-12-03 02:52:00 +03:00
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namespace mozilla {
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namespace gfx {
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2015-07-10 02:27:38 +03:00
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/* Force small values to zero. We do this to avoid having sin(360deg)
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* evaluate to a tiny but nonzero value.
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*/
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double
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FlushToZero(double aVal)
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{
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// XXX Is double precision really necessary here
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if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON) {
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return 0.0f;
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} else {
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return aVal;
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}
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}
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/* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is
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* undefined or very large, SafeTangent returns a manageably large value
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* of the correct sign.
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*/
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double
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SafeTangent(double aTheta)
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{
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// XXX Is double precision really necessary here
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const double kEpsilon = 0.0001;
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/* tan(theta) = sin(theta)/cos(theta); problems arise when
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* cos(theta) is too close to zero. Limit cos(theta) to the
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* range [-1, -epsilon] U [epsilon, 1].
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*/
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double sinTheta = sin(aTheta);
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double cosTheta = cos(aTheta);
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if (cosTheta >= 0 && cosTheta < kEpsilon) {
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cosTheta = kEpsilon;
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} else if (cosTheta < 0 && cosTheta >= -kEpsilon) {
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cosTheta = -kEpsilon;
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}
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return FlushToZero(sinTheta / cosTheta);
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}
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2017-07-05 18:18:48 +03:00
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template<> Matrix
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2011-06-24 21:41:16 +04:00
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Matrix::Rotation(Float aAngle)
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{
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Matrix newMatrix;
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2011-05-26 23:41:33 +04:00
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2015-09-29 03:12:07 +03:00
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Float s = sinf(aAngle);
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Float c = cosf(aAngle);
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2011-05-26 23:41:33 +04:00
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2011-06-24 21:41:16 +04:00
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newMatrix._11 = c;
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newMatrix._12 = s;
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newMatrix._21 = -s;
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newMatrix._22 = c;
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2014-08-22 17:40:02 +04:00
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2011-06-24 21:41:16 +04:00
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return newMatrix;
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}
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2011-05-26 23:41:33 +04:00
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2017-07-05 18:18:49 +03:00
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template<> MatrixDouble
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MatrixDouble::Rotation(Double aAngle)
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2011-06-24 21:41:16 +04:00
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{
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MatrixDouble newMatrix;
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Double s = sin(aAngle);
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Double c = cos(aAngle);
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newMatrix._11 = c;
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newMatrix._12 = s;
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newMatrix._21 = -s;
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newMatrix._22 = c;
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2011-05-26 23:41:33 +04:00
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2017-07-05 18:18:49 +03:00
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return newMatrix;
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2011-05-26 23:41:33 +04:00
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}
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2017-07-05 18:18:49 +03:00
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template<> Matrix4x4
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MatrixDouble::operator*(const Matrix4x4& aMatrix) const
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{
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2017-07-05 18:18:49 +03:00
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Matrix4x4 resultMatrix;
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resultMatrix._11 = this->_11 * aMatrix._11 + this->_12 * aMatrix._21;
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resultMatrix._12 = this->_11 * aMatrix._12 + this->_12 * aMatrix._22;
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resultMatrix._13 = this->_11 * aMatrix._13 + this->_12 * aMatrix._23;
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resultMatrix._14 = this->_11 * aMatrix._14 + this->_12 * aMatrix._24;
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resultMatrix._21 = this->_21 * aMatrix._11 + this->_22 * aMatrix._21;
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resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22;
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resultMatrix._23 = this->_21 * aMatrix._13 + this->_22 * aMatrix._23;
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resultMatrix._24 = this->_21 * aMatrix._14 + this->_22 * aMatrix._24;
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resultMatrix._31 = aMatrix._31;
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resultMatrix._32 = aMatrix._32;
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resultMatrix._33 = aMatrix._33;
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resultMatrix._34 = aMatrix._34;
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resultMatrix._41 = this->_31 * aMatrix._11 + this->_32 * aMatrix._21 + aMatrix._41;
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resultMatrix._42 = this->_31 * aMatrix._12 + this->_32 * aMatrix._22 + aMatrix._42;
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resultMatrix._43 = this->_31 * aMatrix._13 + this->_32 * aMatrix._23 + aMatrix._43;
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resultMatrix._44 = this->_31 * aMatrix._14 + this->_32 * aMatrix._24 + aMatrix._44;
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return resultMatrix;
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2012-09-05 04:15:52 +04:00
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}
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2015-07-13 18:25:42 +03:00
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} // namespace gfx
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} // namespace mozilla
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