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+/* GIMP - The GNU Image Manipulation Program
+ * Copyright (C) 1995 Spencer Kimball and Peter Mattis
+ *
+ * gimp-3d-transform-utils.c
+ * Copyright (C) 2019 Ell
+ *
+ * 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; either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * 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, see <https://www.gnu.org/licenses/>.
+ */
+
+#include "config.h"
+
+#include <glib-object.h>
+
+#include "libgimpmath/gimpmath.h"
+
+#include "core-types.h"
+
+#include "gimp-transform-3d-utils.h"
+
+
+#define MIN_FOCAL_LENGTH 0.01
+
+
+gdouble
+gimp_transform_3d_angle_of_view_to_focal_length (gdouble angle_of_view,
+ gdouble width,
+ gdouble height)
+{
+ return MAX (width, height) / (2.0 * tan (angle_of_view / 2.0));
+}
+
+gdouble
+gimp_transform_3d_focal_length_to_angle_of_view (gdouble focal_length,
+ gdouble width,
+ gdouble height)
+{
+ return 2.0 * atan (MAX (width, height) / (2.0 * focal_length));
+}
+
+gint
+gimp_transform_3d_permutation_to_rotation_order (const gint permutation[3])
+{
+ if (permutation[1] == (permutation[0] + 1) % 3)
+ return permutation[0] << 1;
+ else
+ return (permutation[2] << 1) + 1;
+}
+
+void
+gimp_transform_3d_rotation_order_to_permutation (gint rotation_order,
+ gint permutation[3])
+{
+ gboolean reverse = rotation_order & 1;
+ gint shift = rotation_order >> 1;
+ gint i;
+
+ for (i = 0; i < 3; i++)
+ permutation[reverse ? 2 - i : i] = (i + shift) % 3;
+}
+
+gint
+gimp_transform_3d_rotation_order_reverse (gint rotation_order)
+{
+ return rotation_order ^ 1;
+}
+
+void
+gimp_transform_3d_vector3_rotate (GimpVector3 *vector,
+ const GimpVector3 *axis)
+{
+ GimpVector3 normal;
+ GimpVector3 proj;
+ GimpVector3 u, v;
+ gdouble angle;
+
+ angle = gimp_vector3_length (axis);
+
+ if (angle == 0.0)
+ return;
+
+ normal = gimp_vector3_mul_val (*axis, 1.0 / angle);
+
+ proj = gimp_vector3_mul_val (normal,
+ gimp_vector3_inner_product_val (*vector,
+ normal));
+
+ u = gimp_vector3_sub_val (*vector, proj);
+ v = gimp_vector3_cross_product_val (u, normal);
+
+ gimp_vector3_mul (&u, cos (angle));
+ gimp_vector3_mul (&v, sin (angle));
+
+ *vector = proj;
+
+ gimp_vector3_add (vector, vector, &u);
+ gimp_vector3_add (vector, vector, &v);
+}
+
+GimpVector3
+gimp_transform_3d_vector3_rotate_val (GimpVector3 vector,
+ GimpVector3 axis)
+{
+ gimp_transform_3d_vector3_rotate (&vector, &axis);
+
+ return vector;
+}
+
+void
+gimp_transform_3d_matrix3_to_matrix4 (const GimpMatrix3 *matrix3,
+ GimpMatrix4 *matrix4,
+ gint axis)
+{
+ gint i, j;
+ gint k, l;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (i == axis)
+ {
+ matrix4->coeff[i][i] = 1.0;
+ }
+ else
+ {
+ matrix4->coeff[axis][i] = 0.0;
+ matrix4->coeff[i][axis] = 0.0;
+ }
+ }
+
+ for (i = 0; i < 3; i++)
+ {
+ k = i + (i >= axis);
+
+ for (j = 0; j < 3; j++)
+ {
+ l = j + (j >= axis);
+
+ matrix4->coeff[k][l] = matrix3->coeff[i][j];
+ }
+ }
+}
+
+void
+gimp_transform_3d_matrix4_to_matrix3 (const GimpMatrix4 *matrix4,
+ GimpMatrix3 *matrix3,
+ gint axis)
+{
+ gint i, j;
+ gint k, l;
+
+ for (i = 0; i < 3; i++)
+ {
+ k = i + (i >= axis);
+
+ for (j = 0; j < 3; j++)
+ {
+ l = j + (j >= axis);
+
+ matrix3->coeff[i][j] = matrix4->coeff[k][l];
+ }
+ }
+}
+
+void
+gimp_transform_3d_matrix4_translate (GimpMatrix4 *matrix,
+ gdouble x,
+ gdouble y,
+ gdouble z)
+{
+ gint i;
+
+ for (i = 0; i < 4; i++)
+ matrix->coeff[0][i] += x * matrix->coeff[3][i];
+
+ for (i = 0; i < 4; i++)
+ matrix->coeff[1][i] += y * matrix->coeff[3][i];
+
+ for (i = 0; i < 4; i++)
+ matrix->coeff[2][i] += z * matrix->coeff[3][i];
+}
+
+void
+gimp_transform_3d_matrix4_rotate (GimpMatrix4 *matrix,
+ const GimpVector3 *axis)
+{
+ GimpMatrix4 rotation;
+ GimpVector3 v;
+
+ v = gimp_transform_3d_vector3_rotate_val ((GimpVector3) {1.0, 0.0, 0.0},
+ *axis);
+
+ rotation.coeff[0][0] = v.x;
+ rotation.coeff[1][0] = v.y;
+ rotation.coeff[2][0] = v.z;
+ rotation.coeff[3][0] = 0.0;
+
+ v = gimp_transform_3d_vector3_rotate_val ((GimpVector3) {0.0, 1.0, 0.0},
+ *axis);
+
+ rotation.coeff[0][1] = v.x;
+ rotation.coeff[1][1] = v.y;
+ rotation.coeff[2][1] = v.z;
+ rotation.coeff[3][1] = 0.0;
+
+ v = gimp_transform_3d_vector3_rotate_val ((GimpVector3) {0.0, 0.0, 1.0},
+ *axis);
+
+ rotation.coeff[0][2] = v.x;
+ rotation.coeff[1][2] = v.y;
+ rotation.coeff[2][2] = v.z;
+ rotation.coeff[3][2] = 0.0;
+
+ rotation.coeff[0][3] = 0.0;
+ rotation.coeff[1][3] = 0.0;
+ rotation.coeff[2][3] = 0.0;
+ rotation.coeff[3][3] = 1.0;
+
+ gimp_matrix4_mult (&rotation, matrix);
+}
+
+void
+gimp_transform_3d_matrix4_rotate_standard (GimpMatrix4 *matrix,
+ gint axis,
+ gdouble angle)
+{
+ gdouble v[3] = {};
+
+ v[axis] = angle;
+
+ gimp_transform_3d_matrix4_rotate (matrix, &(GimpVector3) {v[0], v[1], v[2]});
+}
+
+void
+gimp_transform_3d_matrix4_rotate_euler (GimpMatrix4 *matrix,
+ gint rotation_order,
+ gdouble angle_x,
+ gdouble angle_y,
+ gdouble angle_z,
+ gdouble pivot_x,
+ gdouble pivot_y,
+ gdouble pivot_z)
+{
+ const gdouble angles[3] = {angle_x, angle_y, angle_z};
+ gint permutation[3];
+ gint i;
+
+ gimp_transform_3d_rotation_order_to_permutation (rotation_order, permutation);
+
+ gimp_transform_3d_matrix4_translate (matrix, -pivot_x, -pivot_y, -pivot_z);
+
+ for (i = 0; i < 3; i++)
+ {
+ gimp_transform_3d_matrix4_rotate_standard (matrix,
+ permutation[i],
+ angles[permutation[i]]);
+ }
+
+ gimp_transform_3d_matrix4_translate (matrix, +pivot_x, +pivot_y, +pivot_z);
+}
+
+void
+gimp_transform_3d_matrix4_rotate_euler_decompose (GimpMatrix4 *matrix,
+ gint rotation_order,
+ gdouble *angle_x,
+ gdouble *angle_y,
+ gdouble *angle_z)
+{
+ GimpMatrix4 m = *matrix;
+ gdouble * const angles[3] = {angle_x, angle_y, angle_z};
+ gint permutation[3];
+ gboolean forward;
+
+ gimp_transform_3d_rotation_order_to_permutation (rotation_order, permutation);
+
+ forward = permutation[1] == (permutation[0] + 1) % 3;
+
+ *angles[permutation[2]] = atan2 (m.coeff[permutation[1]][permutation[0]],
+ m.coeff[permutation[0]][permutation[0]]);
+
+ if (forward)
+ *angles[permutation[2]] *= -1.0;
+
+ gimp_transform_3d_matrix4_rotate_standard (&m,
+ permutation[2],
+ -*angles[permutation[2]]);
+
+ *angles[permutation[1]] = atan2 (m.coeff[permutation[2]][permutation[0]],
+ m.coeff[permutation[0]][permutation[0]]);
+
+ if (! forward)
+ *angles[permutation[1]] *= -1.0;
+
+ gimp_transform_3d_matrix4_rotate_standard (&m,
+ permutation[1],
+ -*angles[permutation[1]]);
+
+ *angles[permutation[0]] = atan2 (m.coeff[permutation[2]][permutation[1]],
+ m.coeff[permutation[1]][permutation[1]]);
+
+ if (forward)
+ *angles[permutation[0]] *= -1.0;
+}
+
+void
+gimp_transform_3d_matrix4_perspective (GimpMatrix4 *matrix,
+ gdouble camera_x,
+ gdouble camera_y,
+ gdouble camera_z)
+{
+ gint i;
+
+ camera_z = MIN (camera_z, -MIN_FOCAL_LENGTH);
+
+ gimp_transform_3d_matrix4_translate (matrix, -camera_x, -camera_y, 0.0);
+
+ for (i = 0; i < 4; i++)
+ matrix->coeff[3][i] += matrix->coeff[2][i] / -camera_z;
+
+ gimp_transform_3d_matrix4_translate (matrix, +camera_x, +camera_y, 0.0);
+}
+
+void
+gimp_transform_3d_matrix (GimpMatrix3 *matrix,
+ gdouble camera_x,
+ gdouble camera_y,
+ gdouble camera_z,
+ gdouble offset_x,
+ gdouble offset_y,
+ gdouble offset_z,
+ gint rotation_order,
+ gdouble angle_x,
+ gdouble angle_y,
+ gdouble angle_z,
+ gdouble pivot_x,
+ gdouble pivot_y,
+ gdouble pivot_z)
+{
+ GimpMatrix4 m;
+
+ gimp_matrix4_identity (&m);
+ gimp_transform_3d_matrix4_rotate_euler (&m,
+ rotation_order,
+ angle_x, angle_y, angle_z,
+ pivot_x, pivot_y, pivot_z);
+ gimp_transform_3d_matrix4_translate (&m, offset_x, offset_y, offset_z);
+ gimp_transform_3d_matrix4_perspective (&m, camera_x, camera_y, camera_z);
+
+ gimp_transform_3d_matrix4_to_matrix3 (&m, matrix, 2);
+}