/* 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 . */ #include "config.h" #include #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); }