mirror of https://github.com/GNOME/gimp.git
360 lines
10 KiB
C
360 lines
10 KiB
C
/* GIMP - The GNU Image Manipulation Program
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* Copyright (C) 1995 Spencer Kimball and Peter Mattis
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*
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* gimp-3d-transform-utils.c
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* Copyright (C) 2019 Ell
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "config.h"
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#include <glib-object.h>
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#include "libgimpmath/gimpmath.h"
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#include "core-types.h"
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#include "gimp-transform-3d-utils.h"
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#define MIN_FOCAL_LENGTH 0.01
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gdouble
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gimp_transform_3d_angle_of_view_to_focal_length (gdouble angle_of_view,
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gdouble width,
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gdouble height)
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{
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return MAX (width, height) / (2.0 * tan (angle_of_view / 2.0));
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}
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gdouble
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gimp_transform_3d_focal_length_to_angle_of_view (gdouble focal_length,
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gdouble width,
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gdouble height)
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{
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return 2.0 * atan (MAX (width, height) / (2.0 * focal_length));
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}
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gint
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gimp_transform_3d_permutation_to_rotation_order (const gint permutation[3])
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{
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if (permutation[1] == (permutation[0] + 1) % 3)
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return permutation[0] << 1;
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else
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return (permutation[2] << 1) + 1;
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}
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void
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gimp_transform_3d_rotation_order_to_permutation (gint rotation_order,
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gint permutation[3])
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{
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gboolean reverse = rotation_order & 1;
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gint shift = rotation_order >> 1;
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gint i;
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for (i = 0; i < 3; i++)
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permutation[reverse ? 2 - i : i] = (i + shift) % 3;
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}
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gint
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gimp_transform_3d_rotation_order_reverse (gint rotation_order)
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{
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return rotation_order ^ 1;
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}
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void
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gimp_transform_3d_vector3_rotate (GimpVector3 *vector,
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const GimpVector3 *axis)
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{
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GimpVector3 normal;
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GimpVector3 proj;
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GimpVector3 u, v;
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gdouble angle;
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angle = gimp_vector3_length (axis);
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if (angle == 0.0)
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return;
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normal = gimp_vector3_mul_val (*axis, 1.0 / angle);
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proj = gimp_vector3_mul_val (normal,
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gimp_vector3_inner_product_val (*vector,
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normal));
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u = gimp_vector3_sub_val (*vector, proj);
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v = gimp_vector3_cross_product_val (u, normal);
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gimp_vector3_mul (&u, cos (angle));
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gimp_vector3_mul (&v, sin (angle));
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*vector = proj;
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gimp_vector3_add (vector, vector, &u);
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gimp_vector3_add (vector, vector, &v);
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}
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GimpVector3
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gimp_transform_3d_vector3_rotate_val (GimpVector3 vector,
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GimpVector3 axis)
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{
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gimp_transform_3d_vector3_rotate (&vector, &axis);
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return vector;
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}
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void
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gimp_transform_3d_matrix3_to_matrix4 (const GimpMatrix3 *matrix3,
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GimpMatrix4 *matrix4,
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gint axis)
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{
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gint i, j;
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gint k, l;
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for (i = 0; i < 4; i++)
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{
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if (i == axis)
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{
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matrix4->coeff[i][i] = 1.0;
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}
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else
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{
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matrix4->coeff[axis][i] = 0.0;
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matrix4->coeff[i][axis] = 0.0;
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}
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}
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for (i = 0; i < 3; i++)
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{
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k = i + (i >= axis);
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for (j = 0; j < 3; j++)
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{
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l = j + (j >= axis);
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matrix4->coeff[k][l] = matrix3->coeff[i][j];
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}
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}
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}
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void
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gimp_transform_3d_matrix4_to_matrix3 (const GimpMatrix4 *matrix4,
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GimpMatrix3 *matrix3,
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gint axis)
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{
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gint i, j;
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gint k, l;
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for (i = 0; i < 3; i++)
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{
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k = i + (i >= axis);
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for (j = 0; j < 3; j++)
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{
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l = j + (j >= axis);
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matrix3->coeff[i][j] = matrix4->coeff[k][l];
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}
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}
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}
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void
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gimp_transform_3d_matrix4_translate (GimpMatrix4 *matrix,
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gdouble x,
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gdouble y,
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gdouble z)
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{
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gint i;
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for (i = 0; i < 4; i++)
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matrix->coeff[0][i] += x * matrix->coeff[3][i];
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for (i = 0; i < 4; i++)
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matrix->coeff[1][i] += y * matrix->coeff[3][i];
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for (i = 0; i < 4; i++)
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matrix->coeff[2][i] += z * matrix->coeff[3][i];
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}
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void
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gimp_transform_3d_matrix4_rotate (GimpMatrix4 *matrix,
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const GimpVector3 *axis)
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{
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GimpMatrix4 rotation;
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GimpVector3 v;
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v = gimp_transform_3d_vector3_rotate_val ((GimpVector3) {1.0, 0.0, 0.0},
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*axis);
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rotation.coeff[0][0] = v.x;
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rotation.coeff[1][0] = v.y;
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rotation.coeff[2][0] = v.z;
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rotation.coeff[3][0] = 0.0;
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v = gimp_transform_3d_vector3_rotate_val ((GimpVector3) {0.0, 1.0, 0.0},
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*axis);
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rotation.coeff[0][1] = v.x;
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rotation.coeff[1][1] = v.y;
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rotation.coeff[2][1] = v.z;
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rotation.coeff[3][1] = 0.0;
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v = gimp_transform_3d_vector3_rotate_val ((GimpVector3) {0.0, 0.0, 1.0},
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*axis);
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rotation.coeff[0][2] = v.x;
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rotation.coeff[1][2] = v.y;
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rotation.coeff[2][2] = v.z;
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rotation.coeff[3][2] = 0.0;
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rotation.coeff[0][3] = 0.0;
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rotation.coeff[1][3] = 0.0;
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rotation.coeff[2][3] = 0.0;
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rotation.coeff[3][3] = 1.0;
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gimp_matrix4_mult (&rotation, matrix);
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}
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void
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gimp_transform_3d_matrix4_rotate_standard (GimpMatrix4 *matrix,
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gint axis,
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gdouble angle)
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{
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gdouble v[3] = {};
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v[axis] = angle;
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gimp_transform_3d_matrix4_rotate (matrix, &(GimpVector3) {v[0], v[1], v[2]});
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}
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void
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gimp_transform_3d_matrix4_rotate_euler (GimpMatrix4 *matrix,
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gint rotation_order,
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gdouble angle_x,
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gdouble angle_y,
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gdouble angle_z,
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gdouble pivot_x,
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gdouble pivot_y,
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gdouble pivot_z)
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{
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const gdouble angles[3] = {angle_x, angle_y, angle_z};
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gint permutation[3];
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gint i;
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gimp_transform_3d_rotation_order_to_permutation (rotation_order, permutation);
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gimp_transform_3d_matrix4_translate (matrix, -pivot_x, -pivot_y, -pivot_z);
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for (i = 0; i < 3; i++)
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{
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gimp_transform_3d_matrix4_rotate_standard (matrix,
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permutation[i],
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angles[permutation[i]]);
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}
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gimp_transform_3d_matrix4_translate (matrix, +pivot_x, +pivot_y, +pivot_z);
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}
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void
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gimp_transform_3d_matrix4_rotate_euler_decompose (GimpMatrix4 *matrix,
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gint rotation_order,
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gdouble *angle_x,
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gdouble *angle_y,
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gdouble *angle_z)
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{
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GimpMatrix4 m = *matrix;
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gdouble * const angles[3] = {angle_x, angle_y, angle_z};
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gint permutation[3];
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gboolean forward;
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gimp_transform_3d_rotation_order_to_permutation (rotation_order, permutation);
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forward = permutation[1] == (permutation[0] + 1) % 3;
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*angles[permutation[2]] = atan2 (m.coeff[permutation[1]][permutation[0]],
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m.coeff[permutation[0]][permutation[0]]);
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if (forward)
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*angles[permutation[2]] *= -1.0;
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gimp_transform_3d_matrix4_rotate_standard (&m,
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permutation[2],
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-*angles[permutation[2]]);
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*angles[permutation[1]] = atan2 (m.coeff[permutation[2]][permutation[0]],
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m.coeff[permutation[0]][permutation[0]]);
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if (! forward)
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*angles[permutation[1]] *= -1.0;
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gimp_transform_3d_matrix4_rotate_standard (&m,
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permutation[1],
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-*angles[permutation[1]]);
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*angles[permutation[0]] = atan2 (m.coeff[permutation[2]][permutation[1]],
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m.coeff[permutation[1]][permutation[1]]);
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if (forward)
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*angles[permutation[0]] *= -1.0;
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}
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void
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gimp_transform_3d_matrix4_perspective (GimpMatrix4 *matrix,
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gdouble camera_x,
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gdouble camera_y,
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gdouble camera_z)
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{
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gint i;
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camera_z = MIN (camera_z, -MIN_FOCAL_LENGTH);
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gimp_transform_3d_matrix4_translate (matrix, -camera_x, -camera_y, 0.0);
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for (i = 0; i < 4; i++)
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matrix->coeff[3][i] += matrix->coeff[2][i] / -camera_z;
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gimp_transform_3d_matrix4_translate (matrix, +camera_x, +camera_y, 0.0);
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}
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void
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gimp_transform_3d_matrix (GimpMatrix3 *matrix,
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gdouble camera_x,
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gdouble camera_y,
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gdouble camera_z,
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gdouble offset_x,
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gdouble offset_y,
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gdouble offset_z,
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gint rotation_order,
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gdouble angle_x,
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gdouble angle_y,
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gdouble angle_z,
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gdouble pivot_x,
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gdouble pivot_y,
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gdouble pivot_z)
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{
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GimpMatrix4 m;
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gimp_matrix4_identity (&m);
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gimp_transform_3d_matrix4_rotate_euler (&m,
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rotation_order,
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angle_x, angle_y, angle_z,
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pivot_x, pivot_y, pivot_z);
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gimp_transform_3d_matrix4_translate (&m, offset_x, offset_y, offset_z);
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gimp_transform_3d_matrix4_perspective (&m, camera_x, camera_y, camera_z);
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gimp_transform_3d_matrix4_to_matrix3 (&m, matrix, 2);
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}
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