/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2006 Id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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.
+ GtkRadiant 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.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
#ifndef __MATH_MATRIX_H__
#define __MATH_MATRIX_H__
#include <string.h>
#include "math_vector.h"
-#ifndef ID_INLINE
-#ifdef _WIN32
-#define ID_INLINE __inline
-#else
-#define ID_INLINE inline
-#endif
-#endif
-
class quat_t;
class angles_t;
class mat3_t {
public:
- idVec3 mat[ 3 ];
+idVec3 mat[ 3 ];
- mat3_t();
- mat3_t( float src[ 3 ][ 3 ] );
- mat3_t( idVec3 const &x, idVec3 const &y, idVec3 const &z );
- mat3_t( const float xx, const float xy, const float xz, const float yx, const float yy, const float yz, const float zx, const float zy, const float zz );
+mat3_t();
+mat3_t( float src[ 3 ][ 3 ] );
+mat3_t( idVec3 const &x, idVec3 const &y, idVec3 const &z );
+mat3_t( const float xx, const float xy, const float xz, const float yx, const float yy, const float yz, const float zx, const float zy, const float zz );
- friend void toMatrix( quat_t const &src, mat3_t &dst );
- friend void toMatrix( angles_t const &src, mat3_t &dst );
- friend void toMatrix( idVec3 const &src, mat3_t &dst );
+friend void toMatrix( quat_t const &src, mat3_t &dst );
+friend void toMatrix( angles_t const &src, mat3_t &dst );
+friend void toMatrix( idVec3 const &src, mat3_t &dst );
- idVec3 operator[]( int index ) const;
- idVec3 &operator[]( int index );
+idVec3 operator[]( int index ) const;
+idVec3 &operator[]( int index );
- idVec3 operator*( const idVec3 &vec ) const;
- mat3_t operator*( const mat3_t &a ) const;
- mat3_t operator*( float a ) const;
- mat3_t operator+( mat3_t const &a ) const;
- mat3_t operator-( mat3_t const &a ) const;
+idVec3 operator*( const idVec3 &vec ) const;
+mat3_t operator*( const mat3_t &a ) const;
+mat3_t operator*( float a ) const;
+mat3_t operator+( mat3_t const &a ) const;
+mat3_t operator-( mat3_t const &a ) const;
- friend idVec3 operator*( const idVec3 &vec, const mat3_t &mat );
- friend mat3_t operator*( float a, mat3_t const &b );
+friend idVec3 operator*( const idVec3 &vec, const mat3_t &mat );
+friend mat3_t operator*( float a, mat3_t const &b );
- mat3_t &operator*=( float a );
- mat3_t &operator+=( mat3_t const &a );
- mat3_t &operator-=( mat3_t const &a );
+mat3_t &operator*=( float a );
+mat3_t &operator+=( mat3_t const &a );
+mat3_t &operator-=( mat3_t const &a );
- void Clear( void );
+void Clear( void );
- void ProjectVector( const idVec3 &src, idVec3 &dst ) const;
- void UnprojectVector( const idVec3 &src, idVec3 &dst ) const;
+void ProjectVector( const idVec3 &src, idVec3 &dst ) const;
+void UnprojectVector( const idVec3 &src, idVec3 &dst ) const;
- void OrthoNormalize( void );
- void Transpose( mat3_t &matrix );
- void Transpose( void );
- mat3_t Inverse( void ) const;
- void Identity( void );
+void OrthoNormalize( void );
+void Transpose( mat3_t &matrix );
+void Transpose( void );
+mat3_t Inverse( void ) const;
+void Identity( void );
- friend void InverseMultiply( const mat3_t &inv, const mat3_t &b, mat3_t &dst );
- friend mat3_t SkewSymmetric( idVec3 const &src );
+friend void InverseMultiply( const mat3_t &inv, const mat3_t &b, mat3_t &dst );
+friend mat3_t SkewSymmetric( idVec3 const &src );
};
ID_INLINE mat3_t::mat3_t() {
}
ID_INLINE mat3_t::mat3_t( float src[ 3 ][ 3 ] ) {
- memcpy( mat, src, sizeof( src ) );
+ //memcpy( mat, src, sizeof( src ) );
+ for( unsigned int i = 0; i < 3; i++ ) {
+ mat[i].x = src[i][0];
+ mat[i].y = src[i][1];
+ mat[i].z = src[i][2];
+ }
}
ID_INLINE mat3_t::mat3_t( idVec3 const &x, idVec3 const &y, idVec3 const &z ) {
}
ID_INLINE idVec3 mat3_t::operator*( const idVec3 &vec ) const {
- return idVec3(
- mat[ 0 ].x * vec.x + mat[ 1 ].x * vec.y + mat[ 2 ].x * vec.z,
- mat[ 0 ].y * vec.x + mat[ 1 ].y * vec.y + mat[ 2 ].y * vec.z,
- mat[ 0 ].z * vec.x + mat[ 1 ].z * vec.y + mat[ 2 ].z * vec.z );
+ return idVec3(
+ mat[ 0 ].x * vec.x + mat[ 1 ].x * vec.y + mat[ 2 ].x * vec.z,
+ mat[ 0 ].y * vec.x + mat[ 1 ].y * vec.y + mat[ 2 ].y * vec.z,
+ mat[ 0 ].z * vec.x + mat[ 1 ].z * vec.y + mat[ 2 ].z * vec.z );
}
ID_INLINE mat3_t mat3_t::operator*( const mat3_t &a ) const {
- return mat3_t(
- mat[0].x * a[0].x + mat[0].y * a[1].x + mat[0].z * a[2].x,
- mat[0].x * a[0].y + mat[0].y * a[1].y + mat[0].z * a[2].y,
- mat[0].x * a[0].z + mat[0].y * a[1].z + mat[0].z * a[2].z,
- mat[1].x * a[0].x + mat[1].y * a[1].x + mat[1].z * a[2].x,
- mat[1].x * a[0].y + mat[1].y * a[1].y + mat[1].z * a[2].y,
- mat[1].x * a[0].z + mat[1].y * a[1].z + mat[1].z * a[2].z,
- mat[2].x * a[0].x + mat[2].y * a[1].x + mat[2].z * a[2].x,
- mat[2].x * a[0].y + mat[2].y * a[1].y + mat[2].z * a[2].y,
- mat[2].x * a[0].z + mat[2].y * a[1].z + mat[2].z * a[2].z );
+ return mat3_t(
+ mat[0].x * a[0].x + mat[0].y * a[1].x + mat[0].z * a[2].x,
+ mat[0].x * a[0].y + mat[0].y * a[1].y + mat[0].z * a[2].y,
+ mat[0].x * a[0].z + mat[0].y * a[1].z + mat[0].z * a[2].z,
+ mat[1].x * a[0].x + mat[1].y * a[1].x + mat[1].z * a[2].x,
+ mat[1].x * a[0].y + mat[1].y * a[1].y + mat[1].z * a[2].y,
+ mat[1].x * a[0].z + mat[1].y * a[1].z + mat[1].z * a[2].z,
+ mat[2].x * a[0].x + mat[2].y * a[1].x + mat[2].z * a[2].x,
+ mat[2].x * a[0].y + mat[2].y * a[1].y + mat[2].z * a[2].y,
+ mat[2].x * a[0].z + mat[2].y * a[1].z + mat[2].z * a[2].z );
}
ID_INLINE mat3_t mat3_t::operator*( float a ) const {
- return mat3_t(
- mat[0].x * a, mat[0].y * a, mat[0].z * a,
- mat[1].x * a, mat[1].y * a, mat[1].z * a,
- mat[2].x * a, mat[2].y * a, mat[2].z * a );
+ return mat3_t(
+ mat[0].x * a, mat[0].y * a, mat[0].z * a,
+ mat[1].x * a, mat[1].y * a, mat[1].z * a,
+ mat[2].x * a, mat[2].y * a, mat[2].z * a );
}
ID_INLINE mat3_t mat3_t::operator+( mat3_t const &a ) const {
- return mat3_t(
- mat[0].x + a[0].x, mat[0].y + a[0].y, mat[0].z + a[0].z,
- mat[1].x + a[1].x, mat[1].y + a[1].y, mat[1].z + a[1].z,
- mat[2].x + a[2].x, mat[2].y + a[2].y, mat[2].z + a[2].z );
+ return mat3_t(
+ mat[0].x + a[0].x, mat[0].y + a[0].y, mat[0].z + a[0].z,
+ mat[1].x + a[1].x, mat[1].y + a[1].y, mat[1].z + a[1].z,
+ mat[2].x + a[2].x, mat[2].y + a[2].y, mat[2].z + a[2].z );
}
-
+
ID_INLINE mat3_t mat3_t::operator-( mat3_t const &a ) const {
- return mat3_t(
- mat[0].x - a[0].x, mat[0].y - a[0].y, mat[0].z - a[0].z,
- mat[1].x - a[1].x, mat[1].y - a[1].y, mat[1].z - a[1].z,
- mat[2].x - a[2].x, mat[2].y - a[2].y, mat[2].z - a[2].z );
+ return mat3_t(
+ mat[0].x - a[0].x, mat[0].y - a[0].y, mat[0].z - a[0].z,
+ mat[1].x - a[1].x, mat[1].y - a[1].y, mat[1].z - a[1].z,
+ mat[2].x - a[2].x, mat[2].y - a[2].y, mat[2].z - a[2].z );
}
ID_INLINE idVec3 operator*( const idVec3 &vec, const mat3_t &mat ) {
- return idVec3(
- mat[ 0 ].x * vec.x + mat[ 1 ].x * vec.y + mat[ 2 ].x * vec.z,
- mat[ 0 ].y * vec.x + mat[ 1 ].y * vec.y + mat[ 2 ].y * vec.z,
- mat[ 0 ].z * vec.x + mat[ 1 ].z * vec.y + mat[ 2 ].z * vec.z );
+ return idVec3(
+ mat[ 0 ].x * vec.x + mat[ 1 ].x * vec.y + mat[ 2 ].x * vec.z,
+ mat[ 0 ].y * vec.x + mat[ 1 ].y * vec.y + mat[ 2 ].y * vec.z,
+ mat[ 0 ].z * vec.x + mat[ 1 ].z * vec.y + mat[ 2 ].z * vec.z );
}
ID_INLINE mat3_t operator*( float a, mat3_t const &b ) {
- return mat3_t(
- b[0].x * a, b[0].y * a, b[0].z * a,
- b[1].x * a, b[1].y * a, b[1].z * a,
- b[2].x * a, b[2].y * a, b[2].z * a );
+ return mat3_t(
+ b[0].x * a, b[0].y * a, b[0].z * a,
+ b[1].x * a, b[1].y * a, b[1].z * a,
+ b[2].x * a, b[2].y * a, b[2].z * a );
}
ID_INLINE mat3_t &mat3_t::operator*=( float a ) {
mat[0].x *= a; mat[0].y *= a; mat[0].z *= a;
- mat[1].x *= a; mat[1].y *= a; mat[1].z *= a;
+ mat[1].x *= a; mat[1].y *= a; mat[1].z *= a;
mat[2].x *= a; mat[2].y *= a; mat[2].z *= a;
- return *this;
+ return *this;
}
ID_INLINE mat3_t &mat3_t::operator+=( mat3_t const &a ) {
mat[1].x += a[1].x; mat[1].y += a[1].y; mat[1].z += a[1].z;
mat[2].x += a[2].x; mat[2].y += a[2].y; mat[2].z += a[2].z;
- return *this;
+ return *this;
}
ID_INLINE mat3_t &mat3_t::operator-=( mat3_t const &a ) {
mat[1].x -= a[1].x; mat[1].y -= a[1].y; mat[1].z -= a[1].z;
mat[2].x -= a[2].x; mat[2].y -= a[2].y; mat[2].z -= a[2].z;
- return *this;
+ return *this;
}
ID_INLINE void mat3_t::OrthoNormalize( void ) {