/* //paragraph [1] Title: [{\Large \bf \begin{center}] [\end{center}}] //paragraph [10] Footnote: [{\footnote{] [}}] //[TOC] [\tableofcontents] //[NP] [\newpage] //[ue] [\"u] //[e] [\'e] ---- This file is part of SECONDO. Copyright (C) 2004, University in Hagen, Department of Computer Science, Database Systems for New Applications. SECONDO 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; either version 2 of the License, or (at your option) any later version. SECONDO 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 SECONDO; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ---- 01590 Fachpraktikum "Erweiterbare Datenbanksysteme" WS 2014 / 2015 Jens Breit, Joachim Dechow, Daniel Fuchs, Simon Jacobi, G[ue]nther Milosits, Daijun Nagamine, Hans-Joachim Klauke. Betreuer: Dr. Thomas Behr, Fabio Vald[e]s [1] Implementation of an auxiliary class Matrix4x4 [TOC] [NP] 1 Includes and Defines */ #include #include #include "Matrix4x4.h" using namespace std; namespace spatial3DTransformations { /* 2 Some auxiliary functions 2.1 ~CoutMatrix~ Writes the values of the matrix on the screen. */ void Matrix4x4::coutMatrix(){ cout << endl; cout << this->values[0][0]; cout << " "; cout << this->values[0][1]; cout << " "; cout << this->values[0][2]; cout << " "; cout << this->values[0][3]; cout << endl; cout << this->values[1][0]; cout << " "; cout << this->values[1][1]; cout << " "; cout << this->values[1][2]; cout << " "; cout << this->values[1][3]; cout << endl; cout << this->values[2][0]; cout << " "; cout << this->values[2][1]; cout << " "; cout << this->values[2][2]; cout << " "; cout << this->values[2][3]; cout << endl; cout << this->values[3][0]; cout << " "; cout << this->values[3][1]; cout << " "; cout << this->values[3][2]; cout << " "; cout << this->values[3][3]; cout << endl; cout << endl; }; /* 2.1 ~SetTestMatrix~ Creates a matrix for testing. */ void Matrix4x4::SetTestMatrix(Matrix4x4* matrix){ matrix->values[0][0] = 1; matrix->values[0][1] = 2; matrix->values[0][2] = 3; matrix->values[0][3] = 4; matrix->values[1][0] = 5; matrix->values[1][1] = 6; matrix->values[1][2] = 7; matrix->values[1][3] = 8; matrix->values[2][0] = 9; matrix->values[2][1] = 10; matrix->values[2][2] = 11; matrix->values[2][3] = 12; matrix->values[3][0] = 13; matrix->values[3][1] = 14; matrix->values[3][2] = 15; matrix->values[3][3] = 16; }; /* 2.1 ~Multiply~ Multiplys a matrix with an other matrix. */ void Matrix4x4::Multiply(Matrix4x4* matrix) { for(int i = 0; i < 4; i++){ double raw0 = values[i][0] * matrix->values[0][0] + values[i][1] * matrix->values[1][0] + values[i][2] * matrix->values[2][0] + values[i][3] * matrix->values[3][0]; double raw1 = values[i][0] * matrix->values[0][1] + values[i][1] * matrix->values[1][1] + values[i][2] * matrix->values[2][1] + values[i][3] * matrix->values[3][1]; double raw2 = values[i][0] * matrix->values[0][2] + values[i][1] * matrix->values[1][2] + values[i][2] * matrix->values[2][2] + values[i][3] * matrix->values[3][2]; double raw3 = values[i][0] * matrix->values[0][3] + values[i][1] * matrix->values[1][3] + values[i][2] * matrix->values[2][3] + values[i][3] * matrix->values[3][3]; values[i][0] = raw0; values[i][1] = raw1; values[i][2] = raw2; values[i][3] = raw3; } }; /* 3 Functions for the affine transformations 3.1 ~GetShiftMatrix~ Creates a matrix for shifting with a vector. */ Matrix4x4* Matrix4x4::GetShiftMatrix( double shiftX, double shiftY, double shiftZ) { Matrix4x4* returnMatrix = new Matrix4x4(); returnMatrix->values[0][0] = 1; returnMatrix->values[1][1] = 1; returnMatrix->values[2][2] = 1; returnMatrix->values[3][3] = 1; returnMatrix->values[0][3] = shiftX; returnMatrix->values[1][3] = shiftY; returnMatrix->values[2][3] = shiftZ; return returnMatrix; }; /* 3.2 ~GetScaleMatrix~ Creates a matrix for scaling with a vector. */ Matrix4x4* Matrix4x4::GetScaleMatrix( double scaleX, double scaleY, double scaleZ) { Matrix4x4* returnMatrix = new Matrix4x4(); returnMatrix->values[0][0] = scaleX; returnMatrix->values[1][1] = scaleY; returnMatrix->values[2][2] = scaleZ; returnMatrix->values[3][3] = 1; return returnMatrix; }; /* 3.3 ~GetXRotationMatrix~, ~GetYRotationMatrix~,~GetYRotationMatrix~ ~GetRotationInOriginWithUnitVectorMatrix~ Some auxiliary function for rotation. */ Matrix4x4* Matrix4x4::GetXRotationMatrix(double phi) { Matrix4x4* returnMatrix = new Matrix4x4(); returnMatrix->values[0][0] = 1; returnMatrix->values[1][1] = cos(phi); returnMatrix->values[1][2] = -sin(phi); returnMatrix->values[2][1] = sin(phi); returnMatrix->values[2][2] = cos(phi); returnMatrix->values[3][3] = 1; return returnMatrix; }; Matrix4x4* Matrix4x4::GetYRotationMatrix(double phi) { Matrix4x4* returnMatrix = new Matrix4x4(); returnMatrix->values[0][0] = cos(phi); returnMatrix->values[1][1] = 1; returnMatrix->values[2][2] = cos(phi); returnMatrix->values[3][3] = 1; returnMatrix->values[2][0] = -sin(phi); returnMatrix->values[0][2] = sin(phi); return returnMatrix; }; Matrix4x4* Matrix4x4::GetZRotationMatrix(double phi) { Matrix4x4* returnMatrix = new Matrix4x4(); returnMatrix->values[0][0] = cos(phi); returnMatrix->values[1][1] = cos(phi); returnMatrix->values[2][2] = 1; returnMatrix->values[3][3] = 1; returnMatrix->values[0][1] = -sin(phi); returnMatrix->values[1][0] = sin(phi); return returnMatrix; }; Matrix4x4* Matrix4x4::GetRotationInOriginWithUnitVectorMatrix( double nX, double nY,double nZ,double phi) { Matrix4x4* returnMatrix = new Matrix4x4(); returnMatrix->values[0][0] = nX * nX * (1-cos(phi)) + cos(phi); returnMatrix->values[0][1] = nX * nY * (1-cos(phi)) - nZ * sin(phi); returnMatrix->values[0][2] = nX * nZ * (1-cos(phi)) + nY * sin(phi); returnMatrix->values[1][0] = nX * nY * (1-cos(phi)) + nZ * sin(phi); returnMatrix->values[1][1] = nY * nY * (1-cos(phi)) + cos(phi); returnMatrix->values[1][2] = nY * nZ * (1-cos(phi)) - nX * sin(phi); returnMatrix->values[2][0] = nX * nZ * (1-cos(phi)) - nY * sin(phi); returnMatrix->values[2][1] = nY * nZ * (1-cos(phi)) + nX * sin(phi); returnMatrix->values[2][2] = nZ * nZ * (1-cos(phi)) + cos(phi); returnMatrix->values[3][3] = 1; return returnMatrix; }; /* 3.4 ~GetRotationMatrix~ Creates a matrix for rotation on a straight lines with an angle. */ Matrix4x4* Matrix4x4::GetRotationMatrix( double pX, double pY,double pZ,double vX,double vY,double vZ,double phi) { Matrix4x4* shiftToOrigin = GetShiftMatrix(-pX, -pY, -pZ); double lenghOfVector = sqrt(vX * vX + vY * vY + vZ * vZ); Matrix4x4* rotate = GetRotationInOriginWithUnitVectorMatrix( vX / lenghOfVector,vY / lenghOfVector,vZ / lenghOfVector,phi); Matrix4x4* shiftToPoint = GetShiftMatrix(pX, pY, pZ); Matrix4x4* returnMatrix = shiftToPoint; returnMatrix->Multiply(rotate); returnMatrix->Multiply(shiftToOrigin); delete rotate; delete shiftToOrigin; return returnMatrix; }; /* 3.5 ~GetMirrorMatrix~ Creates a matrix for mirroring on a plane. */ Matrix4x4* Matrix4x4::GetMirrorMatrix( double pX, double pY,double pZ,double vX,double vY,double vZ) { Matrix4x4* rotate1 = 0; Matrix4x4* rotate2 = 0; Matrix4x4* rotateBack2 = 0; Matrix4x4* rotateBack1 = 0; //build the the used matrices: Matrix4x4* shiftToOrigin = GetShiftMatrix(-pX, -pY, -pZ); //The plane is not the z=0 Plane if((vX * vX + vY * vY) > 0){ double cosPhi1 = vX / sqrt(vX * vX + vY * vY); double phi1 = acos(cosPhi1); if((vX > 0.0 && vY > 0.0) || (vX < 0.0 && vX < 0.0)){ phi1 = -phi1; } rotate1 = GetZRotationMatrix(phi1); //now the normalvector of the plane has y = 0 double cosPhi2 = vZ / sqrt(vX * vX + vY * vY + vZ * vZ); double phi2 = acos(cosPhi2); if((vZ > 0.0 && vX > 0.0) || (vZ < 0.0 && vX < 0.0)){ phi2 = -phi2; } rotate2 = GetYRotationMatrix(phi2); //now the normalvector of the plane has x = 0 rotateBack2 = GetYRotationMatrix(-phi2); rotateBack1 = GetZRotationMatrix(-phi1); } //mirror on the z=0 plane Matrix4x4* scale = GetScaleMatrix(1,1,-1); Matrix4x4* shiftBack = GetShiftMatrix(pX, pY, pZ); //Build the Transformation: //move the plane to the orgin: Matrix4x4* returnMatrix = shiftBack; //when the plane is not the z=0 Plane rotate it: if((vX * vX + vY * vY) > 0){ returnMatrix->Multiply(rotateBack1); returnMatrix->Multiply(rotateBack2); } //mirror on the z=0 plane returnMatrix->Multiply(scale); //rotate back: if((vX * vX + vY * vY) > 0){ returnMatrix->Multiply(rotate2); returnMatrix->Multiply(rotate1); } //shift back: returnMatrix->Multiply(shiftToOrigin); if(rotate1 != 0){ delete rotate1; } if(rotate2 != 0){ delete rotate2; } if(rotateBack1 != 0){ delete rotateBack1; } if(rotateBack2 != 0){ delete rotateBack2; } delete scale; delete shiftToOrigin; return returnMatrix; }; /* 3.6 ~GetTranslateMatrix~ Creates a matrix for translation with an vector. */ Matrix4x4* Matrix4x4::GetTranslateMatrix( double vX,double vY,double vZ) { Matrix4x4* returnMatrix = GetShiftMatrix(vX, vY, vZ); return returnMatrix; }; /* 3.7 ~GetScaleDirMatrix~ Creates a matrix for scaling with a vector from a point. */ Matrix4x4* Matrix4x4::GetScaleDirMatrix( double pX,double pY,double pZ,double vX,double vY,double vZ) { Matrix4x4* shiftToOrigin = GetShiftMatrix(-pX, -pY, -pZ); Matrix4x4* scale = GetScaleMatrix(vX, vY, vZ); Matrix4x4* shiftToPoint = GetShiftMatrix(pX, pY, pZ); Matrix4x4* returnMatrix = shiftToPoint; returnMatrix->Multiply(scale); returnMatrix->Multiply(shiftToOrigin); delete scale; delete shiftToOrigin; return returnMatrix; }; /* 3.7 ~GetScaleMatrix~ Creates a matrix for scaling with a factor from a point. */ Matrix4x4* Matrix4x4::GetScaleMatrix( double pX,double pY,double pZ, double scaleFactor) { Matrix4x4* shiftToOrigin = GetShiftMatrix(-pX, -pY, -pZ); Matrix4x4* scale = GetScaleMatrix(scaleFactor,scaleFactor,scaleFactor); Matrix4x4* shiftToPoint = GetShiftMatrix(pX, pY, pZ); Matrix4x4* returnMatrix = shiftToPoint; returnMatrix->Multiply(scale); returnMatrix->Multiply(shiftToOrigin); delete scale; delete shiftToOrigin; return returnMatrix; }; }