hedgewars/uMatrix.pas
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14514 5ac181cb2396
parent 13499 c41b16ac2e05
permissions -rw-r--r--
Fix bee targeting fail across wrap world edge Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge. How the bee works now: 1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning. 1a) Place target in light area: bee aims for target light area 1b) Place target in gray area: bee aims for target, but flies to gray area first 2) Bee target is recalculated whenever bee passes the wrap world edge.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uMatrix;

interface

uses uTypes {$IFNDEF PAS2C}, gl{$ENDIF};

const
    MATRIX_MODELVIEW:Integer = 0;
    MATRIX_PROJECTION:Integer = 1;

procedure MatrixLoadIdentity(out Result: TMatrix4x4f);
procedure MatrixMultiply(out Result: TMatrix4x4f; const lhs, rhs: TMatrix4x4f);

procedure hglMatrixMode(t: Integer);
procedure hglLoadIdentity();
procedure hglPushMatrix();
procedure hglPopMatrix();
procedure hglMVP(var res : TMatrix4x4f);
procedure hglScalef(x: GLfloat; y: GLfloat; z: GLfloat);
procedure hglTranslatef(x: GLfloat; y: GLfloat; z: GLfloat);
procedure hglRotatef(a:GLfloat; x:GLfloat; y:GLfloat; z:GLfloat);
procedure initModule();
procedure freeModule();

implementation

uses uDebug;

const
    MATRIX_STACK_SIZE = 10;

type
    TMatrixStack = record
        top:Integer;
        stack: array[0..9] of TMatrix4x4f;
        end;
var
    MatrixStacks : array[0..1] of TMatrixStack;
    CurMatrix: integer;

procedure MatrixLoadIdentity(out Result: TMatrix4x4f);
begin
    Result[0,0]:= 1.0; Result[1,0]:=0.0; Result[2,0]:=0.0; Result[3,0]:=0.0;
    Result[0,1]:= 0.0; Result[1,1]:=1.0; Result[2,1]:=0.0; Result[3,1]:=0.0;
    Result[0,2]:= 0.0; Result[1,2]:=0.0; Result[2,2]:=1.0; Result[3,2]:=0.0;
    Result[0,3]:= 0.0; Result[1,3]:=0.0; Result[2,3]:=0.0; Result[3,3]:=1.0;
end;

procedure hglMatrixMode(t: Integer);
begin
    CurMatrix := t;
end;

procedure hglLoadIdentity();
begin
    MatrixLoadIdentity(MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top]);
end;

procedure hglScalef(x: GLfloat; y: GLfloat; z: GLfloat);
var
    m:TMatrix4x4f;
    t:TMatrix4x4f;
begin
    m[0,0]:=x;m[1,0]:=0;m[2,0]:=0;m[3,0]:=0;
    m[0,1]:=0;m[1,1]:=y;m[2,1]:=0;m[3,1]:=0;
    m[0,2]:=0;m[1,2]:=0;m[2,2]:=z;m[3,2]:=0;
    m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;

    MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
    MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;

procedure hglTranslatef(x: GLfloat; y: GLfloat; z: GLfloat);
var
    m:TMatrix4x4f;
    t:TMatrix4x4f;
begin
    m[0,0]:=1;m[1,0]:=0;m[2,0]:=0;m[3,0]:=x;
    m[0,1]:=0;m[1,1]:=1;m[2,1]:=0;m[3,1]:=y;
    m[0,2]:=0;m[1,2]:=0;m[2,2]:=1;m[3,2]:=z;
    m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;

    MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
    MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;

procedure hglRotatef(a:GLfloat; x:GLfloat; y:GLfloat; z:GLfloat);
var
    m:TMatrix4x4f;
    t:TMatrix4x4f;
    c:GLfloat;
    s:GLfloat;
    xn, yn, zn:GLfloat;
    l:GLfloat;
begin
    a:=a * 3.14159265368 / 180;
    c:=cos(a);
    s:=sin(a);

    l := 1.0 / sqrt(x * x + y * y + z * z);
    xn := x * l;
    yn := y * l;
    zn := z * l;

    m[0,0]:=c + xn * xn * (1 - c);
    m[1,0]:=xn * yn * (1 - c) - zn * s;
    m[2,0]:=xn * zn * (1 - c) + yn * s;
    m[3,0]:=0;


    m[0,1]:=yn * xn * (1 - c) + zn * s;
    m[1,1]:=c + yn * yn * (1 - c);
    m[2,1]:=yn * zn * (1 - c) - xn * s;
    m[3,1]:=0;

    m[0,2]:=zn * xn * (1 - c) - yn * s;
    m[1,2]:=zn * yn * (1 - c) + xn * s;
    m[2,2]:=c + zn * zn * (1 - c);
    m[3,2]:=0;

    m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;

    MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
    MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;

procedure hglMVP(var res: TMatrix4x4f);
begin
    MatrixMultiply(res,
                   MatrixStacks[MATRIX_PROJECTION].stack[MatrixStacks[MATRIX_PROJECTION].top],
                   MatrixStacks[MATRIX_MODELVIEW].stack[MatrixStacks[MATRIX_MODELVIEW].top]);
end;

procedure hglPushMatrix();
var
    t: Integer;
begin
    t := MatrixStacks[CurMatrix].top;
    MatrixStacks[CurMatrix].stack[t + 1] := MatrixStacks[CurMatrix].stack[t];
    inc(t);
    MatrixStacks[CurMatrix].top := t;
end;

procedure hglPopMatrix();
var
    t: Integer;
begin
    t := MatrixStacks[CurMatrix].top;
    dec(t);
    MatrixStacks[CurMatrix].top := t;
end;

procedure initModule();
begin
    MatrixStacks[MATRIX_MODELVIEW].top := 0;
    MatrixStacks[MATRIX_Projection].top := 0;
    MatrixLoadIdentity(MatrixStacks[MATRIX_MODELVIEW].stack[0]);
    MatrixLoadIdentity(MatrixStacks[MATRIX_PROJECTION].stack[0]);
end;

procedure freeModule();
begin
end;

procedure MatrixMultiply(out Result: TMatrix4x4f; const lhs, rhs: TMatrix4x4f);
var
    test: TMatrix4x4f;
    i, j: Integer;
    error: boolean;
begin
    Result[0,0]:=lhs[0,0]*rhs[0,0] + lhs[1,0]*rhs[0,1] + lhs[2,0]*rhs[0,2] + lhs[3,0]*rhs[0,3];
    Result[0,1]:=lhs[0,1]*rhs[0,0] + lhs[1,1]*rhs[0,1] + lhs[2,1]*rhs[0,2] + lhs[3,1]*rhs[0,3];
    Result[0,2]:=lhs[0,2]*rhs[0,0] + lhs[1,2]*rhs[0,1] + lhs[2,2]*rhs[0,2] + lhs[3,2]*rhs[0,3];
    Result[0,3]:=lhs[0,3]*rhs[0,0] + lhs[1,3]*rhs[0,1] + lhs[2,3]*rhs[0,2] + lhs[3,3]*rhs[0,3];

    Result[1,0]:=lhs[0,0]*rhs[1,0] + lhs[1,0]*rhs[1,1] + lhs[2,0]*rhs[1,2] + lhs[3,0]*rhs[1,3];
    Result[1,1]:=lhs[0,1]*rhs[1,0] + lhs[1,1]*rhs[1,1] + lhs[2,1]*rhs[1,2] + lhs[3,1]*rhs[1,3];
    Result[1,2]:=lhs[0,2]*rhs[1,0] + lhs[1,2]*rhs[1,1] + lhs[2,2]*rhs[1,2] + lhs[3,2]*rhs[1,3];
    Result[1,3]:=lhs[0,3]*rhs[1,0] + lhs[1,3]*rhs[1,1] + lhs[2,3]*rhs[1,2] + lhs[3,3]*rhs[1,3];

    Result[2,0]:=lhs[0,0]*rhs[2,0] + lhs[1,0]*rhs[2,1] + lhs[2,0]*rhs[2,2] + lhs[3,0]*rhs[2,3];
    Result[2,1]:=lhs[0,1]*rhs[2,0] + lhs[1,1]*rhs[2,1] + lhs[2,1]*rhs[2,2] + lhs[3,1]*rhs[2,3];
    Result[2,2]:=lhs[0,2]*rhs[2,0] + lhs[1,2]*rhs[2,1] + lhs[2,2]*rhs[2,2] + lhs[3,2]*rhs[2,3];
    Result[2,3]:=lhs[0,3]*rhs[2,0] + lhs[1,3]*rhs[2,1] + lhs[2,3]*rhs[2,2] + lhs[3,3]*rhs[2,3];

    Result[3,0]:=lhs[0,0]*rhs[3,0] + lhs[1,0]*rhs[3,1] + lhs[2,0]*rhs[3,2] + lhs[3,0]*rhs[3,3];
    Result[3,1]:=lhs[0,1]*rhs[3,0] + lhs[1,1]*rhs[3,1] + lhs[2,1]*rhs[3,2] + lhs[3,1]*rhs[3,3];
    Result[3,2]:=lhs[0,2]*rhs[3,0] + lhs[1,2]*rhs[3,1] + lhs[2,2]*rhs[3,2] + lhs[3,2]*rhs[3,3];
    Result[3,3]:=lhs[0,3]*rhs[3,0] + lhs[1,3]*rhs[3,1] + lhs[2,3]*rhs[3,2] + lhs[3,3]*rhs[3,3];

{
    Result[0,0]:=lhs[0,0]*rhs[0,0] + lhs[1,0]*rhs[0,1] + lhs[2,0]*rhs[0,2] + lhs[3,0]*rhs[0,3];
    Result[0,1]:=lhs[0,0]*rhs[1,0] + lhs[1,0]*rhs[1,1] + lhs[2,0]*rhs[1,2] + lhs[3,0]*rhs[1,3];
    Result[0,2]:=lhs[0,0]*rhs[2,0] + lhs[1,0]*rhs[2,1] + lhs[2,0]*rhs[2,2] + lhs[3,0]*rhs[2,3];
    Result[0,3]:=lhs[0,0]*rhs[3,0] + lhs[1,0]*rhs[3,1] + lhs[2,0]*rhs[3,2] + lhs[3,0]*rhs[3,3];

    Result[1,0]:=lhs[0,1]*rhs[0,0] + lhs[1,1]*rhs[0,1] + lhs[2,1]*rhs[0,2] + lhs[3,1]*rhs[0,3];
    Result[1,1]:=lhs[0,1]*rhs[1,0] + lhs[1,1]*rhs[1,1] + lhs[2,1]*rhs[1,2] + lhs[3,1]*rhs[1,3];
    Result[1,2]:=lhs[0,1]*rhs[2,0] + lhs[1,1]*rhs[2,1] + lhs[2,1]*rhs[2,2] + lhs[3,1]*rhs[2,3];
    Result[1,3]:=lhs[0,1]*rhs[3,0] + lhs[1,1]*rhs[3,1] + lhs[2,1]*rhs[3,2] + lhs[3,1]*rhs[3,3];

    Result[2,0]:=lhs[0,2]*rhs[0,0] + lhs[1,2]*rhs[0,1] + lhs[2,2]*rhs[0,2] + lhs[3,2]*rhs[0,3];
    Result[2,1]:=lhs[0,2]*rhs[1,0] + lhs[1,2]*rhs[1,1] + lhs[2,2]*rhs[1,2] + lhs[3,2]*rhs[1,3];
    Result[2,2]:=lhs[0,2]*rhs[2,0] + lhs[1,2]*rhs[2,1] + lhs[2,2]*rhs[2,2] + lhs[3,2]*rhs[2,3];
    Result[2,3]:=lhs[0,2]*rhs[3,0] + lhs[1,2]*rhs[3,1] + lhs[2,2]*rhs[3,2] + lhs[3,2]*rhs[3,3];

    Result[3,0]:=lhs[0,3]*rhs[0,0] + lhs[1,3]*rhs[0,1] + lhs[2,3]*rhs[0,2] + lhs[3,3]*rhs[0,3];
    Result[3,1]:=lhs[0,3]*rhs[1,0] + lhs[1,3]*rhs[1,1] + lhs[2,3]*rhs[1,2] + lhs[3,3]*rhs[1,3];
    Result[3,2]:=lhs[0,3]*rhs[2,0] + lhs[1,3]*rhs[2,1] + lhs[2,3]*rhs[2,2] + lhs[3,3]*rhs[2,3];
    Result[3,3]:=lhs[0,3]*rhs[3,0] + lhs[1,3]*rhs[3,1] + lhs[2,3]*rhs[3,2] + lhs[3,3]*rhs[3,3];
}

    glPushMatrix;
    glLoadMatrixf(@lhs[0, 0]);
    glMultMatrixf(@rhs[0, 0]);
    glGetFloatv(GL_MODELVIEW_MATRIX, @test[0, 0]);
    glPopMatrix;

    error:=false;
    for i:=0 to 3 do
      for j:=0 to 3 do
        if Abs(test[i, j] - Result[i, j]) > 0.000001 then
          error:=true;

    {$IFNDEF PAS2C}
    if error then
    begin
        writeln('shall:');
        for i:=0 to 3 do
        begin
          for j:=0 to 3 do
            write(test[i, j]);
          writeln;
        end;

        writeln('is:');
        for i:=0 to 3 do
        begin
          for j:=0 to 3 do
            write(Result[i, j]);
          writeln;
        end;
        checkFails(false, 'Error in matrix multiplication?!', true);
    end;
    {$ENDIF}

end;


end.