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Warper.cs
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using System;
using System.Collections.Generic;
using System.Text;
namespace WiiFishtankVR
{
class Warper
{
float[] srcX = new float[4];
float[] srcY = new float[4];
float[] dstX = new float[4];
float[] dstY = new float[4];
float[] srcMat = new float[16];
float[] dstMat = new float[16];
float[] warpMat = new float[16];
// bool dirty;
public Warper()
{
// dirty = true;
}
public void setSource( float x0,
float y0,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3){
srcX[0] = x0;
srcY[0] = y0;
srcX[1] = x1;
srcY[1] = y1;
srcX[2] = x2;
srcY[2] = y2;
srcX[3] = x3;
srcY[3] = y3;
}
public void setDestination(float x0,
float y0,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3){
dstX[0] = x0;
dstY[0] = y0;
dstX[1] = x1;
dstY[1] = y1;
dstX[2] = x2;
dstY[2] = y2;
dstX[3] = x3;
dstY[3] = y3;
}
public void computeWarp() {
computeQuadToSquare( srcX[0],srcY[0],
srcX[1],srcY[1],
srcX[2],srcY[2],
srcX[3],srcY[3],
srcMat);
computeSquareToQuad( dstX[0], dstY[0],
dstX[1], dstY[1],
dstX[2], dstY[2],
dstX[3], dstY[3],
dstMat);
multMats(srcMat, dstMat, warpMat);
// dirty = false;
}
public void multMats(float[] srcMat, float[] dstMat, float[] resMat) {
// DSTDO/CBB: could be faster, but not called often enough to matter
for (int r = 0; r < 4; r++) {
int ri = r * 4;
for (int c = 0; c < 4; c++) {
resMat[ri + c] = (srcMat[ri ] * dstMat[c ] +
srcMat[ri + 1] * dstMat[c + 4] +
srcMat[ri + 2] * dstMat[c + 8] +
srcMat[ri + 3] * dstMat[c + 12]);
}
}
}
public void computeSquareToQuad( float x0,
float y0,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3,
float[] mat) {
float dx1 = x1 - x2, dy1 = y1 - y2;
float dx2 = x3 - x2, dy2 = y3 - y2;
float sx = x0 - x1 + x2 - x3;
float sy = y0 - y1 + y2 - y3;
float g = (sx * dy2 - dx2 * sy) / (dx1 * dy2 - dx2 * dy1);
float h = (dx1 * sy - sx * dy1) / (dx1 * dy2 - dx2 * dy1);
float a = x1 - x0 + g * x1;
float b = x3 - x0 + h * x3;
float c = x0;
float d = y1 - y0 + g * y1;
float e = y3 - y0 + h * y3;
float f = y0;
mat[ 0] = a; mat[ 1] = d; mat[ 2] = 0; mat[ 3] = g;
mat[ 4] = b; mat[ 5] = e; mat[ 6] = 0; mat[ 7] = h;
mat[ 8] = 0; mat[ 9] = 0; mat[10] = 1; mat[11] = 0;
mat[12] = c; mat[13] = f; mat[14] = 0; mat[15] = 1;
}
public void computeQuadToSquare( float x0,
float y0,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3,
float[] mat) {
computeSquareToQuad(x0,y0,x1,y1,x2,y2,x3,y3, mat);
// invert through adjoint
float a = mat[ 0], d = mat[ 1], /* ignore */ g = mat[ 3];
float b = mat[ 4], e = mat[ 5], /* 3rd col*/ h = mat[ 7];
/* ignore 3rd row */
float c = mat[12], f = mat[13];
float A = e - f * h;
float B = c * h - b;
float C = b * f - c * e;
float D = f * g - d;
float E = a - c * g;
float F = c * d - a * f;
float G = d * h - e * g;
float H = b * g - a * h;
float I = a * e - b * d;
// Probably unnecessary since 'I' is also scaled by the determinant,
// and 'I' scales the homogeneous coordinate, which, in turn,
// scales the X,Y coordinates.
// Determinant = a * (e - f * h) + b * (f * g - d) + c * (d * h - e * g);
float idet = 1.0f / (a * A + b * D + c * G);
mat[ 0] = A * idet; mat[ 1] = D * idet; mat[ 2] = 0; mat[ 3] = G * idet;
mat[ 4] = B * idet; mat[ 5] = E * idet; mat[ 6] = 0; mat[ 7] = H * idet;
mat[ 8] = 0 ; mat[ 9] = 0 ; mat[10] = 1; mat[11] = 0 ;
mat[12] = C * idet; mat[13] = F * idet; mat[14] = 0; mat[15] = I * idet;
}
public float[] getWarpMatrix()
{
return warpMat;
}
public void warp(float srcX, float srcY, ref float dstX, ref float dstY)
{
Warper.warp(warpMat, srcX, srcY, ref dstX, ref dstY);
}
public static void warp(float[] mat, float srcX, float srcY, ref float dstX, ref float dstY){
float[] result = new float[4];
float z = 0;
result[0] = (float)(srcX * mat[0] + srcY*mat[4] + z*mat[8] + 1*mat[12]);
result[1] = (float)(srcX * mat[1] + srcY*mat[5] + z*mat[9] + 1*mat[13]);
result[2] = (float)(srcX * mat[2] + srcY*mat[6] + z*mat[10] + 1*mat[14]);
result[3] = (float)(srcX * mat[3] + srcY*mat[7] + z*mat[11] + 1*mat[15]);
dstX = result[0]/result[3];
dstY = result[1]/result[3];
}
}
}