-
#include "quakedef.h"
-#include "matrixlib.h"
+
#include <math.h>
+#include "matrixlib.h"
+
+#ifdef _MSC_VER
+#pragma warning(disable : 4244) // LordHavoc: MSVC++ 4 x86, double/float
+#pragma warning(disable : 4305) // LordHavoc: MSVC++ 6 x86, double/float
+#endif
+
+const matrix4x4_t identitymatrix =
+{
+ {
+ {1, 0, 0, 0},
+ {0, 1, 0, 0},
+ {0, 0, 1, 0},
+ {0, 0, 0, 1}
+ }
+};
void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in)
{
void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in)
{
- out->m[0][0] = 0.0f;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = 1.0f;
+ out->m[1][0] = 0.0f;
+ out->m[2][0] = 0.0f;
+ out->m[3][0] = in->m[0][3];
+ out->m[0][1] = 0.0f;
+ out->m[1][1] = 1.0f;
+ out->m[2][1] = 0.0f;
+ out->m[3][1] = in->m[1][3];
+ out->m[0][2] = 0.0f;
+ out->m[1][2] = 0.0f;
+ out->m[2][2] = 1.0f;
+ out->m[3][2] = in->m[2][3];
+ out->m[0][3] = 0.0f;
+ out->m[1][3] = 0.0f;
+ out->m[2][3] = 0.0f;
+ out->m[3][3] = 1.0f;
+#else
+ out->m[0][0] = 1.0f;
out->m[0][1] = 0.0f;
out->m[0][2] = 0.0f;
out->m[0][3] = in->m[0][3];
out->m[1][0] = 0.0f;
- out->m[1][1] = 0.0f;
+ out->m[1][1] = 1.0f;
out->m[1][2] = 0.0f;
- out->m[1][3] = in->m[0][3];
+ out->m[1][3] = in->m[1][3];
out->m[2][0] = 0.0f;
out->m[2][1] = 0.0f;
- out->m[2][2] = 0.0f;
- out->m[2][3] = in->m[0][3];
- out->m[3][0] = 0.0f;
- out->m[3][1] = 0.0f;
- out->m[3][2] = 0.0f;
- out->m[3][3] = 1.0f;
-}
-
-void Matrix4x4_FromMatrix3x4 (matrix4x4_t *out, const matrix3x4_t *in)
-{
- out->m[0][0] = in->m[0][0];
- out->m[0][1] = in->m[0][1];
- out->m[0][2] = in->m[0][2];
- out->m[0][3] = in->m[0][3];
- out->m[1][0] = in->m[1][0];
- out->m[1][1] = in->m[1][1];
- out->m[1][2] = in->m[1][2];
- out->m[1][3] = in->m[1][3];
- out->m[2][0] = in->m[2][0];
- out->m[2][1] = in->m[2][1];
- out->m[2][2] = in->m[2][2];
+ out->m[2][2] = 1.0f;
out->m[2][3] = in->m[2][3];
out->m[3][0] = 0.0f;
out->m[3][1] = 0.0f;
out->m[3][2] = 0.0f;
out->m[3][3] = 1.0f;
+#endif
}
void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2)
{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[1][0] * in2->m[0][1] + in1->m[2][0] * in2->m[0][2] + in1->m[3][0] * in2->m[0][3];
+ out->m[1][0] = in1->m[0][0] * in2->m[1][0] + in1->m[1][0] * in2->m[1][1] + in1->m[2][0] * in2->m[1][2] + in1->m[3][0] * in2->m[1][3];
+ out->m[2][0] = in1->m[0][0] * in2->m[2][0] + in1->m[1][0] * in2->m[2][1] + in1->m[2][0] * in2->m[2][2] + in1->m[3][0] * in2->m[2][3];
+ out->m[3][0] = in1->m[0][0] * in2->m[3][0] + in1->m[1][0] * in2->m[3][1] + in1->m[2][0] * in2->m[3][2] + in1->m[3][0] * in2->m[3][3];
+ out->m[0][1] = in1->m[0][1] * in2->m[0][0] + in1->m[1][1] * in2->m[0][1] + in1->m[2][1] * in2->m[0][2] + in1->m[3][1] * in2->m[0][3];
+ out->m[1][1] = in1->m[0][1] * in2->m[1][0] + in1->m[1][1] * in2->m[1][1] + in1->m[2][1] * in2->m[1][2] + in1->m[3][1] * in2->m[1][3];
+ out->m[2][1] = in1->m[0][1] * in2->m[2][0] + in1->m[1][1] * in2->m[2][1] + in1->m[2][1] * in2->m[2][2] + in1->m[3][1] * in2->m[2][3];
+ out->m[3][1] = in1->m[0][1] * in2->m[3][0] + in1->m[1][1] * in2->m[3][1] + in1->m[2][1] * in2->m[3][2] + in1->m[3][1] * in2->m[3][3];
+ out->m[0][2] = in1->m[0][2] * in2->m[0][0] + in1->m[1][2] * in2->m[0][1] + in1->m[2][2] * in2->m[0][2] + in1->m[3][2] * in2->m[0][3];
+ out->m[1][2] = in1->m[0][2] * in2->m[1][0] + in1->m[1][2] * in2->m[1][1] + in1->m[2][2] * in2->m[1][2] + in1->m[3][2] * in2->m[1][3];
+ out->m[2][2] = in1->m[0][2] * in2->m[2][0] + in1->m[1][2] * in2->m[2][1] + in1->m[2][2] * in2->m[2][2] + in1->m[3][2] * in2->m[2][3];
+ out->m[3][2] = in1->m[0][2] * in2->m[3][0] + in1->m[1][2] * in2->m[3][1] + in1->m[2][2] * in2->m[3][2] + in1->m[3][2] * in2->m[3][3];
+ out->m[0][3] = in1->m[0][3] * in2->m[0][0] + in1->m[1][3] * in2->m[0][1] + in1->m[2][3] * in2->m[0][2] + in1->m[3][3] * in2->m[0][3];
+ out->m[1][3] = in1->m[0][3] * in2->m[1][0] + in1->m[1][3] * in2->m[1][1] + in1->m[2][3] * in2->m[1][2] + in1->m[3][3] * in2->m[1][3];
+ out->m[2][3] = in1->m[0][3] * in2->m[2][0] + in1->m[1][3] * in2->m[2][1] + in1->m[2][3] * in2->m[2][2] + in1->m[3][3] * in2->m[2][3];
+ out->m[3][3] = in1->m[0][3] * in2->m[3][0] + in1->m[1][3] * in2->m[3][1] + in1->m[2][3] * in2->m[3][2] + in1->m[3][3] * in2->m[3][3];
+#else
out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[0][1] * in2->m[1][0] + in1->m[0][2] * in2->m[2][0] + in1->m[0][3] * in2->m[3][0];
out->m[0][1] = in1->m[0][0] * in2->m[0][1] + in1->m[0][1] * in2->m[1][1] + in1->m[0][2] * in2->m[2][1] + in1->m[0][3] * in2->m[3][1];
out->m[0][2] = in1->m[0][0] * in2->m[0][2] + in1->m[0][1] * in2->m[1][2] + in1->m[0][2] * in2->m[2][2] + in1->m[0][3] * in2->m[3][2];
out->m[3][1] = in1->m[3][0] * in2->m[0][1] + in1->m[3][1] * in2->m[1][1] + in1->m[3][2] * in2->m[2][1] + in1->m[3][3] * in2->m[3][1];
out->m[3][2] = in1->m[3][0] * in2->m[0][2] + in1->m[3][1] * in2->m[1][2] + in1->m[3][2] * in2->m[2][2] + in1->m[3][3] * in2->m[3][2];
out->m[3][3] = in1->m[3][0] * in2->m[0][3] + in1->m[3][1] * in2->m[1][3] + in1->m[3][2] * in2->m[2][3] + in1->m[3][3] * in2->m[3][3];
+#endif
}
void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1)
out->m[3][3] = in1->m[3][3];
}
-void Matrix4x4_Transpose3x3 (matrix4x4_t *out, const matrix4x4_t *in1)
+#if 1
+// Adapted from code contributed to Mesa by David Moore (Mesa 7.6 under SGI Free License B - which is MIT/X11-type)
+// added helper for common subexpression elimination by eihrul, and other optimizations by div0
+int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1)
{
- out->m[0][0] = in1->m[0][0];
- out->m[0][1] = in1->m[1][0];
- out->m[0][2] = in1->m[2][0];
- out->m[1][0] = in1->m[0][1];
- out->m[1][1] = in1->m[1][1];
- out->m[1][2] = in1->m[2][1];
- out->m[2][0] = in1->m[0][2];
- out->m[2][1] = in1->m[1][2];
- out->m[2][2] = in1->m[2][2];
+ float det;
+
+ // note: orientation does not matter, as transpose(invert(transpose(m))) == invert(m), proof:
+ // transpose(invert(transpose(m))) * m
+ // = transpose(invert(transpose(m))) * transpose(transpose(m))
+ // = transpose(transpose(m) * invert(transpose(m)))
+ // = transpose(identity)
+ // = identity
+
+ // this seems to help gcc's common subexpression elimination, and also makes the code look nicer
+ float m00 = in1->m[0][0], m01 = in1->m[0][1], m02 = in1->m[0][2], m03 = in1->m[0][3],
+ m10 = in1->m[1][0], m11 = in1->m[1][1], m12 = in1->m[1][2], m13 = in1->m[1][3],
+ m20 = in1->m[2][0], m21 = in1->m[2][1], m22 = in1->m[2][2], m23 = in1->m[2][3],
+ m30 = in1->m[3][0], m31 = in1->m[3][1], m32 = in1->m[3][2], m33 = in1->m[3][3];
+
+ // calculate the adjoint
+ out->m[0][0] = (m11*(m22*m33 - m23*m32) - m21*(m12*m33 - m13*m32) + m31*(m12*m23 - m13*m22));
+ out->m[0][1] = -(m01*(m22*m33 - m23*m32) - m21*(m02*m33 - m03*m32) + m31*(m02*m23 - m03*m22));
+ out->m[0][2] = (m01*(m12*m33 - m13*m32) - m11*(m02*m33 - m03*m32) + m31*(m02*m13 - m03*m12));
+ out->m[0][3] = -(m01*(m12*m23 - m13*m22) - m11*(m02*m23 - m03*m22) + m21*(m02*m13 - m03*m12));
+ out->m[1][0] = -(m10*(m22*m33 - m23*m32) - m20*(m12*m33 - m13*m32) + m30*(m12*m23 - m13*m22));
+ out->m[1][1] = (m00*(m22*m33 - m23*m32) - m20*(m02*m33 - m03*m32) + m30*(m02*m23 - m03*m22));
+ out->m[1][2] = -(m00*(m12*m33 - m13*m32) - m10*(m02*m33 - m03*m32) + m30*(m02*m13 - m03*m12));
+ out->m[1][3] = (m00*(m12*m23 - m13*m22) - m10*(m02*m23 - m03*m22) + m20*(m02*m13 - m03*m12));
+ out->m[2][0] = (m10*(m21*m33 - m23*m31) - m20*(m11*m33 - m13*m31) + m30*(m11*m23 - m13*m21));
+ out->m[2][1] = -(m00*(m21*m33 - m23*m31) - m20*(m01*m33 - m03*m31) + m30*(m01*m23 - m03*m21));
+ out->m[2][2] = (m00*(m11*m33 - m13*m31) - m10*(m01*m33 - m03*m31) + m30*(m01*m13 - m03*m11));
+ out->m[2][3] = -(m00*(m11*m23 - m13*m21) - m10*(m01*m23 - m03*m21) + m20*(m01*m13 - m03*m11));
+ out->m[3][0] = -(m10*(m21*m32 - m22*m31) - m20*(m11*m32 - m12*m31) + m30*(m11*m22 - m12*m21));
+ out->m[3][1] = (m00*(m21*m32 - m22*m31) - m20*(m01*m32 - m02*m31) + m30*(m01*m22 - m02*m21));
+ out->m[3][2] = -(m00*(m11*m32 - m12*m31) - m10*(m01*m32 - m02*m31) + m30*(m01*m12 - m02*m11));
+ out->m[3][3] = (m00*(m11*m22 - m12*m21) - m10*(m01*m22 - m02*m21) + m20*(m01*m12 - m02*m11));
+
+ // calculate the determinant (as inverse == 1/det * adjoint, adjoint * m == identity * det, so this calculates the det)
+ det = m00*out->m[0][0] + m10*out->m[0][1] + m20*out->m[0][2] + m30*out->m[0][3];
+ if (det == 0.0f)
+ return 0;
+
+ // multiplications are faster than divisions, usually
+ det = 1.0f / det;
+
+ // manually unrolled loop to multiply all matrix elements by 1/det
+ out->m[0][0] *= det; out->m[0][1] *= det; out->m[0][2] *= det; out->m[0][3] *= det;
+ out->m[1][0] *= det; out->m[1][1] *= det; out->m[1][2] *= det; out->m[1][3] *= det;
+ out->m[2][0] *= det; out->m[2][1] *= det; out->m[2][2] *= det; out->m[2][3] *= det;
+ out->m[3][0] *= det; out->m[3][1] *= det; out->m[3][2] *= det; out->m[3][3] *= det;
+
+ return 1;
+}
+#elif 1
+// Adapted from code contributed to Mesa by David Moore (Mesa 7.6 under SGI Free License B - which is MIT/X11-type)
+int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1)
+{
+ matrix4x4_t temp;
+ double det;
+ int i, j;
+
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ temp.m[0][0] = in1->m[1][1]*in1->m[2][2]*in1->m[3][3] - in1->m[1][1]*in1->m[2][3]*in1->m[3][2] - in1->m[2][1]*in1->m[1][2]*in1->m[3][3] + in1->m[2][1]*in1->m[1][3]*in1->m[3][2] + in1->m[3][1]*in1->m[1][2]*in1->m[2][3] - in1->m[3][1]*in1->m[1][3]*in1->m[2][2];
+ temp.m[1][0] = -in1->m[1][0]*in1->m[2][2]*in1->m[3][3] + in1->m[1][0]*in1->m[2][3]*in1->m[3][2] + in1->m[2][0]*in1->m[1][2]*in1->m[3][3] - in1->m[2][0]*in1->m[1][3]*in1->m[3][2] - in1->m[3][0]*in1->m[1][2]*in1->m[2][3] + in1->m[3][0]*in1->m[1][3]*in1->m[2][2];
+ temp.m[2][0] = in1->m[1][0]*in1->m[2][1]*in1->m[3][3] - in1->m[1][0]*in1->m[2][3]*in1->m[3][1] - in1->m[2][0]*in1->m[1][1]*in1->m[3][3] + in1->m[2][0]*in1->m[1][3]*in1->m[3][1] + in1->m[3][0]*in1->m[1][1]*in1->m[2][3] - in1->m[3][0]*in1->m[1][3]*in1->m[2][1];
+ temp.m[3][0] = -in1->m[1][0]*in1->m[2][1]*in1->m[3][2] + in1->m[1][0]*in1->m[2][2]*in1->m[3][1] + in1->m[2][0]*in1->m[1][1]*in1->m[3][2] - in1->m[2][0]*in1->m[1][2]*in1->m[3][1] - in1->m[3][0]*in1->m[1][1]*in1->m[2][2] + in1->m[3][0]*in1->m[1][2]*in1->m[2][1];
+ temp.m[0][1] = -in1->m[0][1]*in1->m[2][2]*in1->m[3][3] + in1->m[0][1]*in1->m[2][3]*in1->m[3][2] + in1->m[2][1]*in1->m[0][2]*in1->m[3][3] - in1->m[2][1]*in1->m[0][3]*in1->m[3][2] - in1->m[3][1]*in1->m[0][2]*in1->m[2][3] + in1->m[3][1]*in1->m[0][3]*in1->m[2][2];
+ temp.m[1][1] = in1->m[0][0]*in1->m[2][2]*in1->m[3][3] - in1->m[0][0]*in1->m[2][3]*in1->m[3][2] - in1->m[2][0]*in1->m[0][2]*in1->m[3][3] + in1->m[2][0]*in1->m[0][3]*in1->m[3][2] + in1->m[3][0]*in1->m[0][2]*in1->m[2][3] - in1->m[3][0]*in1->m[0][3]*in1->m[2][2];
+ temp.m[2][1] = -in1->m[0][0]*in1->m[2][1]*in1->m[3][3] + in1->m[0][0]*in1->m[2][3]*in1->m[3][1] + in1->m[2][0]*in1->m[0][1]*in1->m[3][3] - in1->m[2][0]*in1->m[0][3]*in1->m[3][1] - in1->m[3][0]*in1->m[0][1]*in1->m[2][3] + in1->m[3][0]*in1->m[0][3]*in1->m[2][1];
+ temp.m[3][1] = in1->m[0][0]*in1->m[2][1]*in1->m[3][2] - in1->m[0][0]*in1->m[2][2]*in1->m[3][1] - in1->m[2][0]*in1->m[0][1]*in1->m[3][2] + in1->m[2][0]*in1->m[0][2]*in1->m[3][1] + in1->m[3][0]*in1->m[0][1]*in1->m[2][2] - in1->m[3][0]*in1->m[0][2]*in1->m[2][1];
+ temp.m[0][2] = in1->m[0][1]*in1->m[1][2]*in1->m[3][3] - in1->m[0][1]*in1->m[1][3]*in1->m[3][2] - in1->m[1][1]*in1->m[0][2]*in1->m[3][3] + in1->m[1][1]*in1->m[0][3]*in1->m[3][2] + in1->m[3][1]*in1->m[0][2]*in1->m[1][3] - in1->m[3][1]*in1->m[0][3]*in1->m[1][2];
+ temp.m[1][2] = -in1->m[0][0]*in1->m[1][2]*in1->m[3][3] + in1->m[0][0]*in1->m[1][3]*in1->m[3][2] + in1->m[1][0]*in1->m[0][2]*in1->m[3][3] - in1->m[1][0]*in1->m[0][3]*in1->m[3][2] - in1->m[3][0]*in1->m[0][2]*in1->m[1][3] + in1->m[3][0]*in1->m[0][3]*in1->m[1][2];
+ temp.m[2][2] = in1->m[0][0]*in1->m[1][1]*in1->m[3][3] - in1->m[0][0]*in1->m[1][3]*in1->m[3][1] - in1->m[1][0]*in1->m[0][1]*in1->m[3][3] + in1->m[1][0]*in1->m[0][3]*in1->m[3][1] + in1->m[3][0]*in1->m[0][1]*in1->m[1][3] - in1->m[3][0]*in1->m[0][3]*in1->m[1][1];
+ temp.m[3][2] = -in1->m[0][0]*in1->m[1][1]*in1->m[3][2] + in1->m[0][0]*in1->m[1][2]*in1->m[3][1] + in1->m[1][0]*in1->m[0][1]*in1->m[3][2] - in1->m[1][0]*in1->m[0][2]*in1->m[3][1] - in1->m[3][0]*in1->m[0][1]*in1->m[1][2] + in1->m[3][0]*in1->m[0][2]*in1->m[1][1];
+ temp.m[0][3] = -in1->m[0][1]*in1->m[1][2]*in1->m[2][3] + in1->m[0][1]*in1->m[1][3]*in1->m[2][2] + in1->m[1][1]*in1->m[0][2]*in1->m[2][3] - in1->m[1][1]*in1->m[0][3]*in1->m[2][2] - in1->m[2][1]*in1->m[0][2]*in1->m[1][3] + in1->m[2][1]*in1->m[0][3]*in1->m[1][2];
+ temp.m[1][3] = in1->m[0][0]*in1->m[1][2]*in1->m[2][3] - in1->m[0][0]*in1->m[1][3]*in1->m[2][2] - in1->m[1][0]*in1->m[0][2]*in1->m[2][3] + in1->m[1][0]*in1->m[0][3]*in1->m[2][2] + in1->m[2][0]*in1->m[0][2]*in1->m[1][3] - in1->m[2][0]*in1->m[0][3]*in1->m[1][2];
+ temp.m[2][3] = -in1->m[0][0]*in1->m[1][1]*in1->m[2][3] + in1->m[0][0]*in1->m[1][3]*in1->m[2][1] + in1->m[1][0]*in1->m[0][1]*in1->m[2][3] - in1->m[1][0]*in1->m[0][3]*in1->m[2][1] - in1->m[2][0]*in1->m[0][1]*in1->m[1][3] + in1->m[2][0]*in1->m[0][3]*in1->m[1][1];
+ temp.m[3][3] = in1->m[0][0]*in1->m[1][1]*in1->m[2][2] - in1->m[0][0]*in1->m[1][2]*in1->m[2][1] - in1->m[1][0]*in1->m[0][1]*in1->m[2][2] + in1->m[1][0]*in1->m[0][2]*in1->m[2][1] + in1->m[2][0]*in1->m[0][1]*in1->m[1][2] - in1->m[2][0]*in1->m[0][2]*in1->m[1][1];
+#else
+ temp.m[0][0] = in1->m[1][1]*in1->m[2][2]*in1->m[3][3] - in1->m[1][1]*in1->m[3][2]*in1->m[2][3] - in1->m[1][2]*in1->m[2][1]*in1->m[3][3] + in1->m[1][2]*in1->m[3][1]*in1->m[2][3] + in1->m[1][3]*in1->m[2][1]*in1->m[3][2] - in1->m[1][3]*in1->m[3][1]*in1->m[2][2];
+ temp.m[0][1] = -in1->m[0][1]*in1->m[2][2]*in1->m[3][3] + in1->m[0][1]*in1->m[3][2]*in1->m[2][3] + in1->m[0][2]*in1->m[2][1]*in1->m[3][3] - in1->m[0][2]*in1->m[3][1]*in1->m[2][3] - in1->m[0][3]*in1->m[2][1]*in1->m[3][2] + in1->m[0][3]*in1->m[3][1]*in1->m[2][2];
+ temp.m[0][2] = in1->m[0][1]*in1->m[1][2]*in1->m[3][3] - in1->m[0][1]*in1->m[3][2]*in1->m[1][3] - in1->m[0][2]*in1->m[1][1]*in1->m[3][3] + in1->m[0][2]*in1->m[3][1]*in1->m[1][3] + in1->m[0][3]*in1->m[1][1]*in1->m[3][2] - in1->m[0][3]*in1->m[3][1]*in1->m[1][2];
+ temp.m[0][3] = -in1->m[0][1]*in1->m[1][2]*in1->m[2][3] + in1->m[0][1]*in1->m[2][2]*in1->m[1][3] + in1->m[0][2]*in1->m[1][1]*in1->m[2][3] - in1->m[0][2]*in1->m[2][1]*in1->m[1][3] - in1->m[0][3]*in1->m[1][1]*in1->m[2][2] + in1->m[0][3]*in1->m[2][1]*in1->m[1][2];
+ temp.m[1][0] = -in1->m[1][0]*in1->m[2][2]*in1->m[3][3] + in1->m[1][0]*in1->m[3][2]*in1->m[2][3] + in1->m[1][2]*in1->m[2][0]*in1->m[3][3] - in1->m[1][2]*in1->m[3][0]*in1->m[2][3] - in1->m[1][3]*in1->m[2][0]*in1->m[3][2] + in1->m[1][3]*in1->m[3][0]*in1->m[2][2];
+ temp.m[1][1] = in1->m[0][0]*in1->m[2][2]*in1->m[3][3] - in1->m[0][0]*in1->m[3][2]*in1->m[2][3] - in1->m[0][2]*in1->m[2][0]*in1->m[3][3] + in1->m[0][2]*in1->m[3][0]*in1->m[2][3] + in1->m[0][3]*in1->m[2][0]*in1->m[3][2] - in1->m[0][3]*in1->m[3][0]*in1->m[2][2];
+ temp.m[1][2] = -in1->m[0][0]*in1->m[1][2]*in1->m[3][3] + in1->m[0][0]*in1->m[3][2]*in1->m[1][3] + in1->m[0][2]*in1->m[1][0]*in1->m[3][3] - in1->m[0][2]*in1->m[3][0]*in1->m[1][3] - in1->m[0][3]*in1->m[1][0]*in1->m[3][2] + in1->m[0][3]*in1->m[3][0]*in1->m[1][2];
+ temp.m[1][3] = in1->m[0][0]*in1->m[1][2]*in1->m[2][3] - in1->m[0][0]*in1->m[2][2]*in1->m[1][3] - in1->m[0][2]*in1->m[1][0]*in1->m[2][3] + in1->m[0][2]*in1->m[2][0]*in1->m[1][3] + in1->m[0][3]*in1->m[1][0]*in1->m[2][2] - in1->m[0][3]*in1->m[2][0]*in1->m[1][2];
+ temp.m[2][0] = in1->m[1][0]*in1->m[2][1]*in1->m[3][3] - in1->m[1][0]*in1->m[3][1]*in1->m[2][3] - in1->m[1][1]*in1->m[2][0]*in1->m[3][3] + in1->m[1][1]*in1->m[3][0]*in1->m[2][3] + in1->m[1][3]*in1->m[2][0]*in1->m[3][1] - in1->m[1][3]*in1->m[3][0]*in1->m[2][1];
+ temp.m[2][1] = -in1->m[0][0]*in1->m[2][1]*in1->m[3][3] + in1->m[0][0]*in1->m[3][1]*in1->m[2][3] + in1->m[0][1]*in1->m[2][0]*in1->m[3][3] - in1->m[0][1]*in1->m[3][0]*in1->m[2][3] - in1->m[0][3]*in1->m[2][0]*in1->m[3][1] + in1->m[0][3]*in1->m[3][0]*in1->m[2][1];
+ temp.m[2][2] = in1->m[0][0]*in1->m[1][1]*in1->m[3][3] - in1->m[0][0]*in1->m[3][1]*in1->m[1][3] - in1->m[0][1]*in1->m[1][0]*in1->m[3][3] + in1->m[0][1]*in1->m[3][0]*in1->m[1][3] + in1->m[0][3]*in1->m[1][0]*in1->m[3][1] - in1->m[0][3]*in1->m[3][0]*in1->m[1][1];
+ temp.m[2][3] = -in1->m[0][0]*in1->m[1][1]*in1->m[2][3] + in1->m[0][0]*in1->m[2][1]*in1->m[1][3] + in1->m[0][1]*in1->m[1][0]*in1->m[2][3] - in1->m[0][1]*in1->m[2][0]*in1->m[1][3] - in1->m[0][3]*in1->m[1][0]*in1->m[2][1] + in1->m[0][3]*in1->m[2][0]*in1->m[1][1];
+ temp.m[3][0] = -in1->m[1][0]*in1->m[2][1]*in1->m[3][2] + in1->m[1][0]*in1->m[3][1]*in1->m[2][2] + in1->m[1][1]*in1->m[2][0]*in1->m[3][2] - in1->m[1][1]*in1->m[3][0]*in1->m[2][2] - in1->m[1][2]*in1->m[2][0]*in1->m[3][1] + in1->m[1][2]*in1->m[3][0]*in1->m[2][1];
+ temp.m[3][1] = in1->m[0][0]*in1->m[2][1]*in1->m[3][2] - in1->m[0][0]*in1->m[3][1]*in1->m[2][2] - in1->m[0][1]*in1->m[2][0]*in1->m[3][2] + in1->m[0][1]*in1->m[3][0]*in1->m[2][2] + in1->m[0][2]*in1->m[2][0]*in1->m[3][1] - in1->m[0][2]*in1->m[3][0]*in1->m[2][1];
+ temp.m[3][2] = -in1->m[0][0]*in1->m[1][1]*in1->m[3][2] + in1->m[0][0]*in1->m[3][1]*in1->m[1][2] + in1->m[0][1]*in1->m[1][0]*in1->m[3][2] - in1->m[0][1]*in1->m[3][0]*in1->m[1][2] - in1->m[0][2]*in1->m[1][0]*in1->m[3][1] + in1->m[0][2]*in1->m[3][0]*in1->m[1][1];
+ temp.m[3][3] = in1->m[0][0]*in1->m[1][1]*in1->m[2][2] - in1->m[0][0]*in1->m[2][1]*in1->m[1][2] - in1->m[0][1]*in1->m[1][0]*in1->m[2][2] + in1->m[0][1]*in1->m[2][0]*in1->m[1][2] + in1->m[0][2]*in1->m[1][0]*in1->m[2][1] - in1->m[0][2]*in1->m[2][0]*in1->m[1][1];
+#endif
- out->m[0][3] = in1->m[0][3];
- out->m[1][3] = in1->m[1][3];
- out->m[2][3] = in1->m[2][3];
- out->m[3][0] = in1->m[0][3];
- out->m[3][1] = in1->m[1][3];
- out->m[3][2] = in1->m[2][3];
- out->m[3][3] = in1->m[3][3];
+ det = in1->m[0][0]*temp.m[0][0] + in1->m[1][0]*temp.m[0][1] + in1->m[2][0]*temp.m[0][2] + in1->m[3][0]*temp.m[0][3];
+ if (det == 0.0f)
+ return 0;
+
+ det = 1.0f / det;
+
+ for (i = 0;i < 4;i++)
+ for (j = 0;j < 4;j++)
+ out->m[i][j] = temp.m[i][j] * det;
+
+ return 1;
}
+#else
+int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1)
+{
+ double *temp;
+ double *r[4];
+ double rtemp[4][8];
+ double m[4];
+ double s;
+
+ r[0] = rtemp[0];
+ r[1] = rtemp[1];
+ r[2] = rtemp[2];
+ r[3] = rtemp[3];
+
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ r[0][0] = in1->m[0][0]; r[0][1] = in1->m[1][0]; r[0][2] = in1->m[2][0]; r[0][3] = in1->m[3][0];
+ r[0][4] = 1.0; r[0][5] = r[0][6] = r[0][7] = 0.0;
+
+ r[1][0] = in1->m[0][1]; r[1][1] = in1->m[1][1]; r[1][2] = in1->m[2][1]; r[1][3] = in1->m[3][1];
+ r[1][5] = 1.0; r[1][4] = r[1][6] = r[1][7] = 0.0;
+
+ r[2][0] = in1->m[0][2]; r[2][1] = in1->m[1][2]; r[2][2] = in1->m[2][2]; r[2][3] = in1->m[3][2];
+ r[2][6] = 1.0; r[2][4] = r[2][5] = r[2][7] = 0.0;
+
+ r[3][0] = in1->m[0][3]; r[3][1] = in1->m[1][3]; r[3][2] = in1->m[2][3]; r[3][3] = in1->m[3][3];
+ r[3][7] = 1.0; r[3][4] = r[3][5] = r[3][6] = 0.0;
+#else
+ r[0][0] = in1->m[0][0]; r[0][1] = in1->m[0][1]; r[0][2] = in1->m[0][2]; r[0][3] = in1->m[0][3];
+ r[0][4] = 1.0; r[0][5] = r[0][6] = r[0][7] = 0.0;
+
+ r[1][0] = in1->m[1][0]; r[1][1] = in1->m[1][1]; r[1][2] = in1->m[1][2]; r[1][3] = in1->m[1][3];
+ r[1][5] = 1.0; r[1][4] = r[1][6] = r[1][7] = 0.0;
+
+ r[2][0] = in1->m[2][0]; r[2][1] = in1->m[2][1]; r[2][2] = in1->m[2][2]; r[2][3] = in1->m[2][3];
+ r[2][6] = 1.0; r[2][4] = r[2][5] = r[2][7] = 0.0;
+
+ r[3][0] = in1->m[3][0]; r[3][1] = in1->m[3][1]; r[3][2] = in1->m[3][2]; r[3][3] = in1->m[3][3];
+ r[3][7] = 1.0; r[3][4] = r[3][5] = r[3][6] = 0.0;
+#endif
+
+ if (fabs (r[3][0]) > fabs (r[2][0])) { temp = r[3]; r[3] = r[2]; r[2] = temp; }
+ if (fabs (r[2][0]) > fabs (r[1][0])) { temp = r[2]; r[2] = r[1]; r[1] = temp; }
+ if (fabs (r[1][0]) > fabs (r[0][0])) { temp = r[1]; r[1] = r[0]; r[0] = temp; }
+
+ if (r[0][0])
+ {
+ m[1] = r[1][0] / r[0][0];
+ m[2] = r[2][0] / r[0][0];
+ m[3] = r[3][0] / r[0][0];
+
+ s = r[0][1]; r[1][1] -= m[1] * s; r[2][1] -= m[2] * s; r[3][1] -= m[3] * s;
+ s = r[0][2]; r[1][2] -= m[1] * s; r[2][2] -= m[2] * s; r[3][2] -= m[3] * s;
+ s = r[0][3]; r[1][3] -= m[1] * s; r[2][3] -= m[2] * s; r[3][3] -= m[3] * s;
+
+ s = r[0][4]; if (s) { r[1][4] -= m[1] * s; r[2][4] -= m[2] * s; r[3][4] -= m[3] * s; }
+ s = r[0][5]; if (s) { r[1][5] -= m[1] * s; r[2][5] -= m[2] * s; r[3][5] -= m[3] * s; }
+ s = r[0][6]; if (s) { r[1][6] -= m[1] * s; r[2][6] -= m[2] * s; r[3][6] -= m[3] * s; }
+ s = r[0][7]; if (s) { r[1][7] -= m[1] * s; r[2][7] -= m[2] * s; r[3][7] -= m[3] * s; }
+
+ if (fabs (r[3][1]) > fabs (r[2][1])) { temp = r[3]; r[3] = r[2]; r[2] = temp; }
+ if (fabs (r[2][1]) > fabs (r[1][1])) { temp = r[2]; r[2] = r[1]; r[1] = temp; }
+
+ if (r[1][1])
+ {
+ m[2] = r[2][1] / r[1][1];
+ m[3] = r[3][1] / r[1][1];
+ r[2][2] -= m[2] * r[1][2];
+ r[3][2] -= m[3] * r[1][2];
+ r[2][3] -= m[2] * r[1][3];
+ r[3][3] -= m[3] * r[1][3];
+
+ s = r[1][4]; if (s) { r[2][4] -= m[2] * s; r[3][4] -= m[3] * s; }
+ s = r[1][5]; if (s) { r[2][5] -= m[2] * s; r[3][5] -= m[3] * s; }
+ s = r[1][6]; if (s) { r[2][6] -= m[2] * s; r[3][6] -= m[3] * s; }
+ s = r[1][7]; if (s) { r[2][7] -= m[2] * s; r[3][7] -= m[3] * s; }
+
+ if (fabs (r[3][2]) > fabs (r[2][2])) { temp = r[3]; r[3] = r[2]; r[2] = temp; }
+
+ if (r[2][2])
+ {
+ m[3] = r[3][2] / r[2][2];
+ r[3][3] -= m[3] * r[2][3];
+ r[3][4] -= m[3] * r[2][4];
+ r[3][5] -= m[3] * r[2][5];
+ r[3][6] -= m[3] * r[2][6];
+ r[3][7] -= m[3] * r[2][7];
+
+ if (r[3][3])
+ {
+ s = 1.0 / r[3][3];
+ r[3][4] *= s;
+ r[3][5] *= s;
+ r[3][6] *= s;
+ r[3][7] *= s;
+
+ m[2] = r[2][3];
+ s = 1.0 / r[2][2];
+ r[2][4] = s * (r[2][4] - r[3][4] * m[2]);
+ r[2][5] = s * (r[2][5] - r[3][5] * m[2]);
+ r[2][6] = s * (r[2][6] - r[3][6] * m[2]);
+ r[2][7] = s * (r[2][7] - r[3][7] * m[2]);
+
+ m[1] = r[1][3];
+ r[1][4] -= r[3][4] * m[1], r[1][5] -= r[3][5] * m[1];
+ r[1][6] -= r[3][6] * m[1], r[1][7] -= r[3][7] * m[1];
+
+ m[0] = r[0][3];
+ r[0][4] -= r[3][4] * m[0], r[0][5] -= r[3][5] * m[0];
+ r[0][6] -= r[3][6] * m[0], r[0][7] -= r[3][7] * m[0];
+
+ m[1] = r[1][2];
+ s = 1.0 / r[1][1];
+ r[1][4] = s * (r[1][4] - r[2][4] * m[1]), r[1][5] = s * (r[1][5] - r[2][5] * m[1]);
+ r[1][6] = s * (r[1][6] - r[2][6] * m[1]), r[1][7] = s * (r[1][7] - r[2][7] * m[1]);
+
+ m[0] = r[0][2];
+ r[0][4] -= r[2][4] * m[0], r[0][5] -= r[2][5] * m[0];
+ r[0][6] -= r[2][6] * m[0], r[0][7] -= r[2][7] * m[0];
+
+ m[0] = r[0][1];
+ s = 1.0 / r[0][0];
+ r[0][4] = s * (r[0][4] - r[1][4] * m[0]), r[0][5] = s * (r[0][5] - r[1][5] * m[0]);
+ r[0][6] = s * (r[0][6] - r[1][6] * m[0]), r[0][7] = s * (r[0][7] - r[1][7] * m[0]);
+
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = r[0][4];
+ out->m[0][1] = r[1][4];
+ out->m[0][2] = r[2][4];
+ out->m[0][3] = r[3][4];
+ out->m[1][0] = r[0][5];
+ out->m[1][1] = r[1][5];
+ out->m[1][2] = r[2][5];
+ out->m[1][3] = r[3][5];
+ out->m[2][0] = r[0][6];
+ out->m[2][1] = r[1][6];
+ out->m[2][2] = r[2][6];
+ out->m[2][3] = r[3][6];
+ out->m[3][0] = r[0][7];
+ out->m[3][1] = r[1][7];
+ out->m[3][2] = r[2][7];
+ out->m[3][3] = r[3][7];
+#else
+ out->m[0][0] = r[0][4];
+ out->m[0][1] = r[0][5];
+ out->m[0][2] = r[0][6];
+ out->m[0][3] = r[0][7];
+ out->m[1][0] = r[1][4];
+ out->m[1][1] = r[1][5];
+ out->m[1][2] = r[1][6];
+ out->m[1][3] = r[1][7];
+ out->m[2][0] = r[2][4];
+ out->m[2][1] = r[2][5];
+ out->m[2][2] = r[2][6];
+ out->m[2][3] = r[2][7];
+ out->m[3][0] = r[3][4];
+ out->m[3][1] = r[3][5];
+ out->m[3][2] = r[3][6];
+ out->m[3][3] = r[3][7];
+#endif
+
+ return 1;
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+#endif
void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1)
{
out->m[2][1] = in1->m[1][2] * scale;
out->m[2][2] = in1->m[2][2] * scale;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ // invert the translate
+ out->m[3][0] = -(in1->m[3][0] * out->m[0][0] + in1->m[3][1] * out->m[1][0] + in1->m[3][2] * out->m[2][0]);
+ out->m[3][1] = -(in1->m[3][0] * out->m[0][1] + in1->m[3][1] * out->m[1][1] + in1->m[3][2] * out->m[2][1]);
+ out->m[3][2] = -(in1->m[3][0] * out->m[0][2] + in1->m[3][1] * out->m[1][2] + in1->m[3][2] * out->m[2][2]);
+
+ // don't know if there's anything worth doing here
+ out->m[0][3] = 0;
+ out->m[1][3] = 0;
+ out->m[2][3] = 0;
+ out->m[3][3] = 1;
+#else
// invert the translate
out->m[0][3] = -(in1->m[0][3] * out->m[0][0] + in1->m[1][3] * out->m[0][1] + in1->m[2][3] * out->m[0][2]);
out->m[1][3] = -(in1->m[0][3] * out->m[1][0] + in1->m[1][3] * out->m[1][1] + in1->m[2][3] * out->m[1][2]);
out->m[3][1] = 0;
out->m[3][2] = 0;
out->m[3][3] = 1;
+#endif
+}
+
+void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac)
+{
+ int i, j;
+ for (i = 0;i < 4;i++)
+ for (j = 0;j < 4;j++)
+ out->m[i][j] = in1->m[i][j] + frac * (in2->m[i][j] - in1->m[i][j]);
+}
+
+void Matrix4x4_Clear (matrix4x4_t *out)
+{
+ int i, j;
+ for (i = 0;i < 4;i++)
+ for (j = 0;j < 4;j++)
+ out->m[i][j] = 0;
+}
+
+void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight)
+{
+ int i, j;
+ for (i = 0;i < 4;i++)
+ for (j = 0;j < 4;j++)
+ out->m[i][j] += in->m[i][j] * weight;
+}
+
+void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1)
+{
+ // scale rotation matrix vectors to a length of 1
+ // note: this is only designed to undo uniform scaling
+ double scale = 1.0 / sqrt(in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]);
+ *out = *in1;
+ Matrix4x4_Scale(out, scale, 1);
+}
+
+void Matrix4x4_Normalize3 (matrix4x4_t *out, matrix4x4_t *in1)
+{
+ int i;
+ double scale;
+ // scale each rotation matrix vector to a length of 1
+ // intended for use after Matrix4x4_Interpolate or Matrix4x4_Accumulate
+ *out = *in1;
+ for (i = 0;i < 3;i++)
+ {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ scale = sqrt(in1->m[i][0] * in1->m[i][0] + in1->m[i][1] * in1->m[i][1] + in1->m[i][2] * in1->m[i][2]);
+ if (scale)
+ scale = 1.0 / scale;
+ out->m[i][0] *= scale;
+ out->m[i][1] *= scale;
+ out->m[i][2] *= scale;
+#else
+ scale = sqrt(in1->m[0][i] * in1->m[0][i] + in1->m[1][i] * in1->m[1][i] + in1->m[2][i] * in1->m[2][i]);
+ if (scale)
+ scale = 1.0 / scale;
+ out->m[0][i] *= scale;
+ out->m[1][i] *= scale;
+ out->m[2][i] *= scale;
+#endif
+ }
+}
+
+void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale)
+{
+ int i;
+ double d;
+ double p[4], p2[4];
+ p[0] = normalx;
+ p[1] = normaly;
+ p[2] = normalz;
+ p[3] = -dist;
+ p2[0] = p[0] * axisscale;
+ p2[1] = p[1] * axisscale;
+ p2[2] = p[2] * axisscale;
+ p2[3] = 0;
+ for (i = 0;i < 4;i++)
+ {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ d = out->m[i][0] * p[0] + out->m[i][1] * p[1] + out->m[i][2] * p[2] + out->m[i][3] * p[3];
+ out->m[i][0] += p2[0] * d;
+ out->m[i][1] += p2[1] * d;
+ out->m[i][2] += p2[2] * d;
+#else
+ d = out->m[0][i] * p[0] + out->m[1][i] * p[1] + out->m[2][i] * p[2] + out->m[3][i] * p[3];
+ out->m[0][i] += p2[0] * d;
+ out->m[1][i] += p2[1] * d;
+ out->m[2][i] += p2[2] * d;
+#endif
+ }
}
void Matrix4x4_CreateIdentity (matrix4x4_t *out)
out->m[3][3]=1.0f;
}
-void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z)
{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0]=1.0f;
+ out->m[1][0]=0.0f;
+ out->m[2][0]=0.0f;
+ out->m[3][0]=x;
+ out->m[0][1]=0.0f;
+ out->m[1][1]=1.0f;
+ out->m[2][1]=0.0f;
+ out->m[3][1]=y;
+ out->m[0][2]=0.0f;
+ out->m[1][2]=0.0f;
+ out->m[2][2]=1.0f;
+ out->m[3][2]=z;
+ out->m[0][3]=0.0f;
+ out->m[1][3]=0.0f;
+ out->m[2][3]=0.0f;
+ out->m[3][3]=1.0f;
+#else
out->m[0][0]=1.0f;
out->m[0][1]=0.0f;
out->m[0][2]=0.0f;
out->m[3][1]=0.0f;
out->m[3][2]=0.0f;
out->m[3][3]=1.0f;
+#endif
}
-void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z)
+void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z)
{
- float len, c, s;
+ double len, c, s;
len = x*x+y*y+z*z;
if (len != 0.0f)
y *= len;
z *= len;
- angle *= -M_PI / 180.0;
+ angle *= (-M_PI / 180.0);
c = cos(angle);
s = sin(angle);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0]=x * x + c * (1 - x * x);
+ out->m[1][0]=x * y * (1 - c) + z * s;
+ out->m[2][0]=z * x * (1 - c) - y * s;
+ out->m[3][0]=0.0f;
+ out->m[0][1]=x * y * (1 - c) - z * s;
+ out->m[1][1]=y * y + c * (1 - y * y);
+ out->m[2][1]=y * z * (1 - c) + x * s;
+ out->m[3][1]=0.0f;
+ out->m[0][2]=z * x * (1 - c) + y * s;
+ out->m[1][2]=y * z * (1 - c) - x * s;
+ out->m[2][2]=z * z + c * (1 - z * z);
+ out->m[3][2]=0.0f;
+ out->m[0][3]=0.0f;
+ out->m[1][3]=0.0f;
+ out->m[2][3]=0.0f;
+ out->m[3][3]=1.0f;
+#else
out->m[0][0]=x * x + c * (1 - x * x);
out->m[0][1]=x * y * (1 - c) + z * s;
out->m[0][2]=z * x * (1 - c) - y * s;
out->m[3][1]=0.0f;
out->m[3][2]=0.0f;
out->m[3][3]=1.0f;
+#endif
}
-void Matrix4x4_CreateScale (matrix4x4_t *out, float x)
+void Matrix4x4_CreateScale (matrix4x4_t *out, double x)
{
out->m[0][0]=x;
out->m[0][1]=0.0f;
out->m[3][3]=1.0f;
}
-void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z)
{
out->m[0][0]=x;
out->m[0][1]=0.0f;
out->m[3][3]=1.0f;
}
-void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale)
+void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale)
{
double angle, sr, sp, sy, cr, cp, cy;
- angle = yaw * (M_PI*2 / 360);
- sy = sin(angle);
- cy = cos(angle);
- angle = pitch * (M_PI*2 / 360);
- sp = sin(angle);
- cp = cos(angle);
- angle = roll * (M_PI*2 / 360);
- sr = sin(angle);
- cr = cos(angle);
- out->m[0][0] = (cp*cy) * scale;
- out->m[0][1] = (sr*sp*cy+cr*-sy) * scale;
- out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale;
- out->m[0][3] = x;
- out->m[1][0] = (cp*sy) * scale;
- out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
- out->m[1][2] = (cr*sp*sy+-sr*cy) * scale;
- out->m[1][3] = y;
- out->m[2][0] = (-sp) * scale;
- out->m[2][1] = (sr*cp) * scale;
- out->m[2][2] = (cr*cp) * scale;
- out->m[2][3] = z;
- out->m[3][0] = 0;
- out->m[3][1] = 0;
- out->m[3][2] = 0;
- out->m[3][3] = 1;
+ if (roll)
+ {
+ angle = yaw * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = pitch * (M_PI*2 / 360);
+ sp = sin(angle);
+ cp = cos(angle);
+ angle = roll * (M_PI*2 / 360);
+ sr = sin(angle);
+ cr = cos(angle);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = (cp*cy) * scale;
+ out->m[1][0] = (sr*sp*cy+cr*-sy) * scale;
+ out->m[2][0] = (cr*sp*cy+-sr*-sy) * scale;
+ out->m[3][0] = x;
+ out->m[0][1] = (cp*sy) * scale;
+ out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
+ out->m[2][1] = (cr*sp*sy+-sr*cy) * scale;
+ out->m[3][1] = y;
+ out->m[0][2] = (-sp) * scale;
+ out->m[1][2] = (sr*cp) * scale;
+ out->m[2][2] = (cr*cp) * scale;
+ out->m[3][2] = z;
+ out->m[0][3] = 0;
+ out->m[1][3] = 0;
+ out->m[2][3] = 0;
+ out->m[3][3] = 1;
+#else
+ out->m[0][0] = (cp*cy) * scale;
+ out->m[0][1] = (sr*sp*cy+cr*-sy) * scale;
+ out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale;
+ out->m[0][3] = x;
+ out->m[1][0] = (cp*sy) * scale;
+ out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
+ out->m[1][2] = (cr*sp*sy+-sr*cy) * scale;
+ out->m[1][3] = y;
+ out->m[2][0] = (-sp) * scale;
+ out->m[2][1] = (sr*cp) * scale;
+ out->m[2][2] = (cr*cp) * scale;
+ out->m[2][3] = z;
+ out->m[3][0] = 0;
+ out->m[3][1] = 0;
+ out->m[3][2] = 0;
+ out->m[3][3] = 1;
+#endif
+ }
+ else if (pitch)
+ {
+ angle = yaw * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = pitch * (M_PI*2 / 360);
+ sp = sin(angle);
+ cp = cos(angle);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = (cp*cy) * scale;
+ out->m[1][0] = (-sy) * scale;
+ out->m[2][0] = (sp*cy) * scale;
+ out->m[3][0] = x;
+ out->m[0][1] = (cp*sy) * scale;
+ out->m[1][1] = (cy) * scale;
+ out->m[2][1] = (sp*sy) * scale;
+ out->m[3][1] = y;
+ out->m[0][2] = (-sp) * scale;
+ out->m[1][2] = 0;
+ out->m[2][2] = (cp) * scale;
+ out->m[3][2] = z;
+ out->m[0][3] = 0;
+ out->m[1][3] = 0;
+ out->m[2][3] = 0;
+ out->m[3][3] = 1;
+#else
+ out->m[0][0] = (cp*cy) * scale;
+ out->m[0][1] = (-sy) * scale;
+ out->m[0][2] = (sp*cy) * scale;
+ out->m[0][3] = x;
+ out->m[1][0] = (cp*sy) * scale;
+ out->m[1][1] = (cy) * scale;
+ out->m[1][2] = (sp*sy) * scale;
+ out->m[1][3] = y;
+ out->m[2][0] = (-sp) * scale;
+ out->m[2][1] = 0;
+ out->m[2][2] = (cp) * scale;
+ out->m[2][3] = z;
+ out->m[3][0] = 0;
+ out->m[3][1] = 0;
+ out->m[3][2] = 0;
+ out->m[3][3] = 1;
+#endif
+ }
+ else if (yaw)
+ {
+ angle = yaw * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = (cy) * scale;
+ out->m[1][0] = (-sy) * scale;
+ out->m[2][0] = 0;
+ out->m[3][0] = x;
+ out->m[0][1] = (sy) * scale;
+ out->m[1][1] = (cy) * scale;
+ out->m[2][1] = 0;
+ out->m[3][1] = y;
+ out->m[0][2] = 0;
+ out->m[1][2] = 0;
+ out->m[2][2] = scale;
+ out->m[3][2] = z;
+ out->m[0][3] = 0;
+ out->m[1][3] = 0;
+ out->m[2][3] = 0;
+ out->m[3][3] = 1;
+#else
+ out->m[0][0] = (cy) * scale;
+ out->m[0][1] = (-sy) * scale;
+ out->m[0][2] = 0;
+ out->m[0][3] = x;
+ out->m[1][0] = (sy) * scale;
+ out->m[1][1] = (cy) * scale;
+ out->m[1][2] = 0;
+ out->m[1][3] = y;
+ out->m[2][0] = 0;
+ out->m[2][1] = 0;
+ out->m[2][2] = scale;
+ out->m[2][3] = z;
+ out->m[3][0] = 0;
+ out->m[3][1] = 0;
+ out->m[3][2] = 0;
+ out->m[3][3] = 1;
+#endif
+ }
+ else
+ {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = scale;
+ out->m[1][0] = 0;
+ out->m[2][0] = 0;
+ out->m[3][0] = x;
+ out->m[0][1] = 0;
+ out->m[1][1] = scale;
+ out->m[2][1] = 0;
+ out->m[3][1] = y;
+ out->m[0][2] = 0;
+ out->m[1][2] = 0;
+ out->m[2][2] = scale;
+ out->m[3][2] = z;
+ out->m[0][3] = 0;
+ out->m[1][3] = 0;
+ out->m[2][3] = 0;
+ out->m[3][3] = 1;
+#else
+ out->m[0][0] = scale;
+ out->m[0][1] = 0;
+ out->m[0][2] = 0;
+ out->m[0][3] = x;
+ out->m[1][0] = 0;
+ out->m[1][1] = scale;
+ out->m[1][2] = 0;
+ out->m[1][3] = y;
+ out->m[2][0] = 0;
+ out->m[2][1] = 0;
+ out->m[2][2] = scale;
+ out->m[2][3] = z;
+ out->m[3][0] = 0;
+ out->m[3][1] = 0;
+ out->m[3][2] = 0;
+ out->m[3][3] = 1;
+#endif
+ }
}
void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3])
{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ vx[0] = in->m[0][0];
+ vx[1] = in->m[0][1];
+ vx[2] = in->m[0][2];
+ vy[0] = in->m[1][0];
+ vy[1] = in->m[1][1];
+ vy[2] = in->m[1][2];
+ vz[0] = in->m[2][0];
+ vz[1] = in->m[2][1];
+ vz[2] = in->m[2][2];
+ t [0] = in->m[3][0];
+ t [1] = in->m[3][1];
+ t [2] = in->m[3][2];
+#else
vx[0] = in->m[0][0];
vx[1] = in->m[1][0];
vx[2] = in->m[2][0];
vz[0] = in->m[0][2];
vz[1] = in->m[1][2];
vz[2] = in->m[2][2];
- t[0] = in->m[0][3];
- t[1] = in->m[1][3];
- t[2] = in->m[2][3];
+ t [0] = in->m[0][3];
+ t [1] = in->m[1][3];
+ t [2] = in->m[2][3];
+#endif
}
void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = vx[0];
+ out->m[1][0] = vy[0];
+ out->m[2][0] = vz[0];
+ out->m[3][0] = t[0];
+ out->m[0][1] = vx[1];
+ out->m[1][1] = vy[1];
+ out->m[2][1] = vz[1];
+ out->m[3][1] = t[1];
+ out->m[0][2] = vx[2];
+ out->m[1][2] = vy[2];
+ out->m[2][2] = vz[2];
+ out->m[3][2] = t[2];
+ out->m[0][3] = 0.0f;
+ out->m[1][3] = 0.0f;
+ out->m[2][3] = 0.0f;
+ out->m[3][3] = 1.0f;
+#else
out->m[0][0] = vx[0];
out->m[0][1] = vy[0];
out->m[0][2] = vz[0];
out->m[3][1] = 0.0f;
out->m[3][2] = 0.0f;
out->m[3][3] = 1.0f;
+#endif
}
-void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3])
-{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
-}
-
-void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4])
-{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + v[3] * in->m[0][3];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + v[3] * in->m[1][3];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + v[3] * in->m[2][3];
- out[3] = v[0] * in->m[3][0] + v[1] * in->m[3][1] + v[2] * in->m[3][2] + v[3] * in->m[3][3];
-}
-
-void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3])
-{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2];
-}
-
-/*
-void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3])
-{
- float t[3];
- t[0] = v[0] - in->m[0][3];
- t[1] = v[1] - in->m[1][3];
- t[2] = v[2] - in->m[2][3];
- out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0];
- out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1];
- out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2];
-}
-*/
-
-// FIXME: optimize
-void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16])
{
- matrix4x4_t base, temp;
- base = *out;
- Matrix4x4_CreateTranslate(&temp, x, y, z);
- Matrix4x4_Concat(out, &base, &temp);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[0][1];
+ out[ 2] = in->m[0][2];
+ out[ 3] = in->m[0][3];
+ out[ 4] = in->m[1][0];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[1][2];
+ out[ 7] = in->m[1][3];
+ out[ 8] = in->m[2][0];
+ out[ 9] = in->m[2][1];
+ out[10] = in->m[2][2];
+ out[11] = in->m[2][3];
+ out[12] = in->m[3][0];
+ out[13] = in->m[3][1];
+ out[14] = in->m[3][2];
+ out[15] = in->m[3][3];
+#else
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[1][0];
+ out[ 2] = in->m[2][0];
+ out[ 3] = in->m[3][0];
+ out[ 4] = in->m[0][1];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[2][1];
+ out[ 7] = in->m[3][1];
+ out[ 8] = in->m[0][2];
+ out[ 9] = in->m[1][2];
+ out[10] = in->m[2][2];
+ out[11] = in->m[3][2];
+ out[12] = in->m[0][3];
+ out[13] = in->m[1][3];
+ out[14] = in->m[2][3];
+ out[15] = in->m[3][3];
+#endif
}
-// FIXME: optimize
-void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z)
+void Matrix4x4_FromArrayDoubleGL (matrix4x4_t *out, const double in[16])
{
- matrix4x4_t base, temp;
- base = *out;
- Matrix4x4_CreateRotate(&temp, angle, x, y, z);
- Matrix4x4_Concat(out, &base, &temp);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = in[3];
+ out->m[1][0] = in[4];
+ out->m[1][1] = in[5];
+ out->m[1][2] = in[6];
+ out->m[1][3] = in[7];
+ out->m[2][0] = in[8];
+ out->m[2][1] = in[9];
+ out->m[2][2] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][0] = in[12];
+ out->m[3][1] = in[13];
+ out->m[3][2] = in[14];
+ out->m[3][3] = in[15];
+#else
+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = in[3];
+ out->m[0][1] = in[4];
+ out->m[1][1] = in[5];
+ out->m[2][1] = in[6];
+ out->m[3][1] = in[7];
+ out->m[0][2] = in[8];
+ out->m[1][2] = in[9];
+ out->m[2][2] = in[10];
+ out->m[3][2] = in[11];
+ out->m[0][3] = in[12];
+ out->m[1][3] = in[13];
+ out->m[2][3] = in[14];
+ out->m[3][3] = in[15];
+#endif
}
-// FIXME: optimize
-void Matrix4x4_ConcatScale (matrix4x4_t *out, float x)
+void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16])
{
- matrix4x4_t base, temp;
- base = *out;
- Matrix4x4_CreateScale(&temp, x);
- Matrix4x4_Concat(out, &base, &temp);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[1][0];
+ out[ 2] = in->m[2][0];
+ out[ 3] = in->m[3][0];
+ out[ 4] = in->m[0][1];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[2][1];
+ out[ 7] = in->m[3][1];
+ out[ 8] = in->m[0][2];
+ out[ 9] = in->m[1][2];
+ out[10] = in->m[2][2];
+ out[11] = in->m[3][2];
+ out[12] = in->m[0][3];
+ out[13] = in->m[1][3];
+ out[14] = in->m[2][3];
+ out[15] = in->m[3][3];
+#else
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[0][1];
+ out[ 2] = in->m[0][2];
+ out[ 3] = in->m[0][3];
+ out[ 4] = in->m[1][0];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[1][2];
+ out[ 7] = in->m[1][3];
+ out[ 8] = in->m[2][0];
+ out[ 9] = in->m[2][1];
+ out[10] = in->m[2][2];
+ out[11] = in->m[2][3];
+ out[12] = in->m[3][0];
+ out[13] = in->m[3][1];
+ out[14] = in->m[3][2];
+ out[15] = in->m[3][3];
+#endif
}
-// FIXME: optimize
-void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16])
{
- matrix4x4_t base, temp;
- base = *out;
- Matrix4x4_CreateScale3(&temp, x, y, z);
- Matrix4x4_Concat(out, &base, &temp);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = in[3];
+ out->m[0][1] = in[4];
+ out->m[1][1] = in[5];
+ out->m[2][1] = in[6];
+ out->m[3][1] = in[7];
+ out->m[0][2] = in[8];
+ out->m[1][2] = in[9];
+ out->m[2][2] = in[10];
+ out->m[3][2] = in[11];
+ out->m[0][3] = in[12];
+ out->m[1][3] = in[13];
+ out->m[2][3] = in[14];
+ out->m[3][3] = in[15];
+#else
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = in[3];
+ out->m[1][0] = in[4];
+ out->m[1][1] = in[5];
+ out->m[1][2] = in[6];
+ out->m[1][3] = in[7];
+ out->m[2][0] = in[8];
+ out->m[2][1] = in[9];
+ out->m[2][2] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][0] = in[12];
+ out->m[3][1] = in[13];
+ out->m[3][2] = in[14];
+ out->m[3][3] = in[15];
+#endif
}
-void Matrix4x4_Print (const matrix4x4_t *in)
+void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16])
{
- Con_Printf("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
- , in->m[0][0], in->m[0][1], in->m[0][2], in->m[0][3]
- , in->m[1][0], in->m[1][1], in->m[1][2], in->m[1][3]
- , in->m[2][0], in->m[2][1], in->m[2][2], in->m[2][3]
- , in->m[3][0], in->m[3][1], in->m[3][2], in->m[3][3]);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[0][1];
+ out[ 2] = in->m[0][2];
+ out[ 3] = in->m[0][3];
+ out[ 4] = in->m[1][0];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[1][2];
+ out[ 7] = in->m[1][3];
+ out[ 8] = in->m[2][0];
+ out[ 9] = in->m[2][1];
+ out[10] = in->m[2][2];
+ out[11] = in->m[2][3];
+ out[12] = in->m[3][0];
+ out[13] = in->m[3][1];
+ out[14] = in->m[3][2];
+ out[15] = in->m[3][3];
+#else
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[1][0];
+ out[ 2] = in->m[2][0];
+ out[ 3] = in->m[3][0];
+ out[ 4] = in->m[0][1];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[2][1];
+ out[ 7] = in->m[3][1];
+ out[ 8] = in->m[0][2];
+ out[ 9] = in->m[1][2];
+ out[10] = in->m[2][2];
+ out[11] = in->m[3][2];
+ out[12] = in->m[0][3];
+ out[13] = in->m[1][3];
+ out[14] = in->m[2][3];
+ out[15] = in->m[3][3];
+#endif
}
-
-
-
-
-
-
-void Matrix3x4_Copy (matrix3x4_t *out, const matrix3x4_t *in)
+void Matrix4x4_FromArrayFloatGL (matrix4x4_t *out, const float in[16])
{
- *out = *in;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = in[3];
+ out->m[1][0] = in[4];
+ out->m[1][1] = in[5];
+ out->m[1][2] = in[6];
+ out->m[1][3] = in[7];
+ out->m[2][0] = in[8];
+ out->m[2][1] = in[9];
+ out->m[2][2] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][0] = in[12];
+ out->m[3][1] = in[13];
+ out->m[3][2] = in[14];
+ out->m[3][3] = in[15];
+#else
+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = in[3];
+ out->m[0][1] = in[4];
+ out->m[1][1] = in[5];
+ out->m[2][1] = in[6];
+ out->m[3][1] = in[7];
+ out->m[0][2] = in[8];
+ out->m[1][2] = in[9];
+ out->m[2][2] = in[10];
+ out->m[3][2] = in[11];
+ out->m[0][3] = in[12];
+ out->m[1][3] = in[13];
+ out->m[2][3] = in[14];
+ out->m[3][3] = in[15];
+#endif
}
-void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, const matrix3x4_t *in)
+void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16])
{
- out->m[0][0] = in->m[0][0];
- out->m[0][1] = in->m[0][1];
- out->m[0][2] = in->m[0][2];
- out->m[0][3] = 0.0f;
- out->m[1][0] = in->m[1][0];
- out->m[1][1] = in->m[1][1];
- out->m[1][2] = in->m[1][2];
- out->m[1][3] = 0.0f;
- out->m[2][0] = in->m[2][0];
- out->m[2][1] = in->m[2][1];
- out->m[2][2] = in->m[2][2];
- out->m[2][3] = 0.0f;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[1][0];
+ out[ 2] = in->m[2][0];
+ out[ 3] = in->m[3][0];
+ out[ 4] = in->m[0][1];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[2][1];
+ out[ 7] = in->m[3][1];
+ out[ 8] = in->m[0][2];
+ out[ 9] = in->m[1][2];
+ out[10] = in->m[2][2];
+ out[11] = in->m[3][2];
+ out[12] = in->m[0][3];
+ out[13] = in->m[1][3];
+ out[14] = in->m[2][3];
+ out[15] = in->m[3][3];
+#else
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[0][1];
+ out[ 2] = in->m[0][2];
+ out[ 3] = in->m[0][3];
+ out[ 4] = in->m[1][0];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[1][2];
+ out[ 7] = in->m[1][3];
+ out[ 8] = in->m[2][0];
+ out[ 9] = in->m[2][1];
+ out[10] = in->m[2][2];
+ out[11] = in->m[2][3];
+ out[12] = in->m[3][0];
+ out[13] = in->m[3][1];
+ out[14] = in->m[3][2];
+ out[15] = in->m[3][3];
+#endif
}
-void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, const matrix3x4_t *in)
+void Matrix4x4_FromArrayFloatD3D (matrix4x4_t *out, const float in[16])
{
- out->m[0][0] = 0.0f;
- out->m[0][1] = 0.0f;
- out->m[0][2] = 0.0f;
- out->m[0][3] = in->m[0][3];
- out->m[1][0] = 0.0f;
- out->m[1][1] = 0.0f;
- out->m[1][2] = 0.0f;
- out->m[1][3] = in->m[0][3];
- out->m[2][0] = 0.0f;
- out->m[2][1] = 0.0f;
- out->m[2][2] = 0.0f;
- out->m[2][3] = in->m[0][3];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = in[3];
+ out->m[0][1] = in[4];
+ out->m[1][1] = in[5];
+ out->m[2][1] = in[6];
+ out->m[3][1] = in[7];
+ out->m[0][2] = in[8];
+ out->m[1][2] = in[9];
+ out->m[2][2] = in[10];
+ out->m[3][2] = in[11];
+ out->m[0][3] = in[12];
+ out->m[1][3] = in[13];
+ out->m[2][3] = in[14];
+ out->m[3][3] = in[15];
+#else
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = in[3];
+ out->m[1][0] = in[4];
+ out->m[1][1] = in[5];
+ out->m[1][2] = in[6];
+ out->m[1][3] = in[7];
+ out->m[2][0] = in[8];
+ out->m[2][1] = in[9];
+ out->m[2][2] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][0] = in[12];
+ out->m[3][1] = in[13];
+ out->m[3][2] = in[14];
+ out->m[3][3] = in[15];
+#endif
}
-void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, const matrix4x4_t *in)
+void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12])
{
- out->m[0][0] = in->m[0][0];
- out->m[0][1] = in->m[0][1];
- out->m[0][2] = in->m[0][2];
- out->m[0][3] = in->m[0][3];
- out->m[1][0] = in->m[1][0];
- out->m[1][1] = in->m[1][1];
- out->m[1][2] = in->m[1][2];
- out->m[1][3] = in->m[1][3];
- out->m[2][0] = in->m[2][0];
- out->m[2][1] = in->m[2][1];
- out->m[2][2] = in->m[2][2];
- out->m[2][3] = in->m[2][3];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[0][1];
+ out[ 2] = in->m[0][2];
+ out[ 3] = in->m[1][0];
+ out[ 4] = in->m[1][1];
+ out[ 5] = in->m[1][2];
+ out[ 6] = in->m[2][0];
+ out[ 7] = in->m[2][1];
+ out[ 8] = in->m[2][2];
+ out[ 9] = in->m[3][0];
+ out[10] = in->m[3][1];
+ out[11] = in->m[3][2];
+#else
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[1][0];
+ out[ 2] = in->m[2][0];
+ out[ 3] = in->m[0][1];
+ out[ 4] = in->m[1][1];
+ out[ 5] = in->m[2][1];
+ out[ 6] = in->m[0][2];
+ out[ 7] = in->m[1][2];
+ out[ 8] = in->m[2][2];
+ out[ 9] = in->m[0][3];
+ out[10] = in->m[1][3];
+ out[11] = in->m[2][3];
+#endif
}
-void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2)
+void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12])
{
- out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[0][1] * in2->m[1][0] + in1->m[0][2] * in2->m[2][0];
- out->m[0][1] = in1->m[0][0] * in2->m[0][1] + in1->m[0][1] * in2->m[1][1] + in1->m[0][2] * in2->m[2][1];
- out->m[0][2] = in1->m[0][0] * in2->m[0][2] + in1->m[0][1] * in2->m[1][2] + in1->m[0][2] * in2->m[2][2];
- out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3];
- out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0];
- out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1];
- out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2];
- out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3];
- out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0];
- out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1];
- out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2];
- out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = 0;
+ out->m[1][0] = in[3];
+ out->m[1][1] = in[4];
+ out->m[1][2] = in[5];
+ out->m[1][3] = 0;
+ out->m[2][0] = in[6];
+ out->m[2][1] = in[7];
+ out->m[2][2] = in[8];
+ out->m[2][3] = 0;
+ out->m[3][0] = in[9];
+ out->m[3][1] = in[10];
+ out->m[3][2] = in[11];
+ out->m[3][3] = 1;
+#else
+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = 0;
+ out->m[0][1] = in[3];
+ out->m[1][1] = in[4];
+ out->m[2][1] = in[5];
+ out->m[3][1] = 0;
+ out->m[0][2] = in[6];
+ out->m[1][2] = in[7];
+ out->m[2][2] = in[8];
+ out->m[3][2] = 0;
+ out->m[0][3] = in[9];
+ out->m[1][3] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][3] = 1;
+#endif
}
-void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1)
+void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12])
{
- out->m[0][0] = in1->m[0][0];
- out->m[0][1] = in1->m[1][0];
- out->m[0][2] = in1->m[2][0];
- out->m[0][3] = 0.0f;
- out->m[1][0] = in1->m[0][1];
- out->m[1][1] = in1->m[1][1];
- out->m[1][2] = in1->m[2][1];
- out->m[1][3] = 0.0f;
- out->m[2][0] = in1->m[0][2];
- out->m[2][1] = in1->m[1][2];
- out->m[2][2] = in1->m[2][2];
- out->m[2][3] = 0.0f;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[1][0];
+ out[ 2] = in->m[2][0];
+ out[ 3] = in->m[3][0];
+ out[ 4] = in->m[0][1];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[2][1];
+ out[ 7] = in->m[3][1];
+ out[ 8] = in->m[0][2];
+ out[ 9] = in->m[1][2];
+ out[10] = in->m[2][2];
+ out[11] = in->m[3][2];
+#else
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[0][1];
+ out[ 2] = in->m[0][2];
+ out[ 3] = in->m[0][3];
+ out[ 4] = in->m[1][0];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[1][2];
+ out[ 7] = in->m[1][3];
+ out[ 8] = in->m[2][0];
+ out[ 9] = in->m[2][1];
+ out[10] = in->m[2][2];
+ out[11] = in->m[2][3];
+#endif
}
-void Matrix3x4_Invert_Simple (matrix3x4_t *out, const matrix3x4_t *in1)
+void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12])
{
- // we only support uniform scaling, so assume the first row is enough
- // (note the lack of sqrt here, because we're trying to undo the scaling,
- // this means multiplying by the inverse scale twice - squaring it, which
- // makes the sqrt a waste of time)
-#if 1
- double scale = 1.0 / (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = in[3];
+ out->m[0][1] = in[4];
+ out->m[1][1] = in[5];
+ out->m[2][1] = in[6];
+ out->m[3][1] = in[7];
+ out->m[0][2] = in[8];
+ out->m[1][2] = in[9];
+ out->m[2][2] = in[10];
+ out->m[3][2] = in[11];
+ out->m[0][3] = 0;
+ out->m[1][3] = 0;
+ out->m[2][3] = 0;
+ out->m[3][3] = 1;
#else
- double scale = 3.0 / sqrt
- (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]
- + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2]
- + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]);
- scale *= scale;
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = in[3];
+ out->m[1][0] = in[4];
+ out->m[1][1] = in[5];
+ out->m[1][2] = in[6];
+ out->m[1][3] = in[7];
+ out->m[2][0] = in[8];
+ out->m[2][1] = in[9];
+ out->m[2][2] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][0] = 0;
+ out->m[3][1] = 0;
+ out->m[3][2] = 0;
+ out->m[3][3] = 1;
#endif
-
- // invert the rotation by transposing and multiplying by the squared
- // recipricol of the input matrix scale as described above
- out->m[0][0] = in1->m[0][0] * scale;
- out->m[0][1] = in1->m[1][0] * scale;
- out->m[0][2] = in1->m[2][0] * scale;
- out->m[1][0] = in1->m[0][1] * scale;
- out->m[1][1] = in1->m[1][1] * scale;
- out->m[1][2] = in1->m[2][1] * scale;
- out->m[2][0] = in1->m[0][2] * scale;
- out->m[2][1] = in1->m[1][2] * scale;
- out->m[2][2] = in1->m[2][2] * scale;
-
- // invert the translate
- out->m[0][3] = -(in1->m[0][3] * out->m[0][0] + in1->m[1][3] * out->m[0][1] + in1->m[2][3] * out->m[0][2]);
- out->m[1][3] = -(in1->m[0][3] * out->m[1][0] + in1->m[1][3] * out->m[1][1] + in1->m[2][3] * out->m[1][2]);
- out->m[2][3] = -(in1->m[0][3] * out->m[2][0] + in1->m[1][3] * out->m[2][1] + in1->m[2][3] * out->m[2][2]);
}
-
-void Matrix3x4_CreateIdentity (matrix3x4_t *out)
+void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w)
{
- out->m[0][0]=1.0f;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=0.0f;
- out->m[1][0]=0.0f;
- out->m[1][1]=1.0f;
- out->m[1][2]=0.0f;
- out->m[1][3]=0.0f;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=1.0f;
- out->m[2][3]=0.0f;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ m->m[0][0]=1-2*(y*y+z*z);m->m[1][0]= 2*(x*y-z*w);m->m[2][0]= 2*(x*z+y*w);m->m[3][0]=ox;
+ m->m[0][1]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[2][1]= 2*(y*z-x*w);m->m[3][1]=oy;
+ m->m[0][2]= 2*(x*z-y*w);m->m[1][2]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[3][2]=oz;
+ m->m[0][3]= 0 ;m->m[1][3]= 0 ;m->m[2][3]= 0 ;m->m[3][3]=1;
+#else
+ m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=ox;
+ m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=oy;
+ m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz;
+ m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1;
+#endif
}
-void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z)
+// LordHavoc: I got this code from:
+//http://www.doom3world.org/phpbb2/viewtopic.php?t=2884
+void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z)
{
- out->m[0][0]=1.0f;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=x;
- out->m[1][0]=0.0f;
- out->m[1][1]=1.0f;
- out->m[1][2]=0.0f;
- out->m[1][3]=y;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=1.0f;
- out->m[2][3]=z;
+ double w = 1.0 - (x*x+y*y+z*z);
+ w = w > 0.0 ? -sqrt(w) : 0.0;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ m->m[0][0]=1-2*(y*y+z*z);m->m[1][0]= 2*(x*y-z*w);m->m[2][0]= 2*(x*z+y*w);m->m[3][0]=ox;
+ m->m[0][1]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[2][1]= 2*(y*z-x*w);m->m[3][1]=oy;
+ m->m[0][2]= 2*(x*z-y*w);m->m[1][2]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[3][2]=oz;
+ m->m[0][3]= 0 ;m->m[1][3]= 0 ;m->m[2][3]= 0 ;m->m[3][3]=1;
+#else
+ m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=ox;
+ m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=oy;
+ m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz;
+ m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1;
+#endif
}
-void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z)
+void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend)
{
- float len, c, s;
-
- len = x*x+y*y+z*z;
- if (len != 0.0f)
- len = 1.0f / sqrt(len);
- x *= len;
- y *= len;
- z *= len;
-
- angle *= M_PI / 180.0;
- c = cos(angle);
- s = sin(angle);
-
- out->m[0][0]=x * x + c * (1 - x * x);
- out->m[0][1]=x * y * (1 - c) + z * s;
- out->m[0][2]=z * x * (1 - c) - y * s;
- out->m[0][3]=0.0f;
- out->m[1][0]=x * y * (1 - c) - z * s;
- out->m[1][1]=y * y + c * (1 - y * y);
- out->m[1][2]=y * z * (1 - c) + x * s;
- out->m[1][3]=0.0f;
- out->m[2][0]=z * x * (1 - c) + y * s;
- out->m[2][1]=y * z * (1 - c) - x * s;
- out->m[2][2]=z * z + c * (1 - z * z);
- out->m[2][3]=0.0f;
+ double iblend = 1 - blend;
+ out->m[0][0] = in1->m[0][0] * iblend + in2->m[0][0] * blend;
+ out->m[0][1] = in1->m[0][1] * iblend + in2->m[0][1] * blend;
+ out->m[0][2] = in1->m[0][2] * iblend + in2->m[0][2] * blend;
+ out->m[0][3] = in1->m[0][3] * iblend + in2->m[0][3] * blend;
+ out->m[1][0] = in1->m[1][0] * iblend + in2->m[1][0] * blend;
+ out->m[1][1] = in1->m[1][1] * iblend + in2->m[1][1] * blend;
+ out->m[1][2] = in1->m[1][2] * iblend + in2->m[1][2] * blend;
+ out->m[1][3] = in1->m[1][3] * iblend + in2->m[1][3] * blend;
+ out->m[2][0] = in1->m[2][0] * iblend + in2->m[2][0] * blend;
+ out->m[2][1] = in1->m[2][1] * iblend + in2->m[2][1] * blend;
+ out->m[2][2] = in1->m[2][2] * iblend + in2->m[2][2] * blend;
+ out->m[2][3] = in1->m[2][3] * iblend + in2->m[2][3] * blend;
+ out->m[3][0] = in1->m[3][0] * iblend + in2->m[3][0] * blend;
+ out->m[3][1] = in1->m[3][1] * iblend + in2->m[3][1] * blend;
+ out->m[3][2] = in1->m[3][2] * iblend + in2->m[3][2] * blend;
+ out->m[3][3] = in1->m[3][3] * iblend + in2->m[3][3] * blend;
}
-void Matrix3x4_CreateScale (matrix3x4_t *out, float x)
-{
- out->m[0][0]=x;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=0.0f;
- out->m[1][0]=0.0f;
- out->m[1][1]=x;
- out->m[1][2]=0.0f;
- out->m[1][3]=0.0f;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=x;
- out->m[2][3]=0.0f;
-}
-void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z)
+void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3])
{
- out->m[0][0]=x;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=0.0f;
- out->m[1][0]=0.0f;
- out->m[1][1]=y;
- out->m[1][2]=0.0f;
- out->m[1][3]=0.0f;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=z;
- out->m[2][3]=0.0f;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0] + in->m[3][0];
+ out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1] + in->m[3][1];
+ out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2] + in->m[3][2];
+#else
+ out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
+ out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
+ out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
+#endif
}
-void Matrix3x4_CreateFromQuakeEntity(matrix3x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale)
+void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4])
{
- double angle, sr, sp, sy, cr, cp, cy;
-
- angle = yaw * (M_PI*2 / 360);
- sy = sin(angle);
- cy = cos(angle);
- angle = pitch * (M_PI*2 / 360);
- sp = sin(angle);
- cp = cos(angle);
- angle = roll * (M_PI*2 / 360);
- sr = sin(angle);
- cr = cos(angle);
- out->m[0][0] = (cp*cy) * scale;
- out->m[0][1] = (sr*sp*cy+cr*-sy) * scale;
- out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale;
- out->m[0][3] = x;
- out->m[1][0] = (cp*sy) * scale;
- out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
- out->m[1][2] = (cr*sp*sy+-sr*cy) * scale;
- out->m[1][3] = y;
- out->m[2][0] = (-sp) * scale;
- out->m[2][1] = (sr*cp) * scale;
- out->m[2][2] = (cr*cp) * scale;
- out->m[2][3] = z;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0] + v[3] * in->m[3][0];
+ out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1] + v[3] * in->m[3][1];
+ out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2] + v[3] * in->m[3][2];
+ out[3] = v[0] * in->m[0][3] + v[1] * in->m[1][3] + v[2] * in->m[2][3] + v[3] * in->m[3][3];
+#else
+ out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + v[3] * in->m[0][3];
+ out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + v[3] * in->m[1][3];
+ out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + v[3] * in->m[2][3];
+ out[3] = v[0] * in->m[3][0] + v[1] * in->m[3][1] + v[2] * in->m[3][2] + v[3] * in->m[3][3];
+#endif
}
-void Matrix3x4_ToVectors(const matrix3x4_t *in, float vx[3], float vy[3], float vz[3], float t[3])
+void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3])
{
- vx[0] = in->m[0][0];
- vx[1] = in->m[1][0];
- vx[2] = in->m[2][0];
- vy[0] = in->m[0][1];
- vy[1] = in->m[1][1];
- vy[2] = in->m[2][1];
- vz[0] = in->m[0][2];
- vz[1] = in->m[1][2];
- vz[2] = in->m[2][2];
- t[0] = in->m[0][3];
- t[1] = in->m[1][3];
- t[2] = in->m[2][3];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0];
+ out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1];
+ out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2];
+#else
+ out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2];
+ out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2];
+ out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2];
+#endif
}
-void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
+void Matrix4x4_TransformPositivePlane(const matrix4x4_t *in, float x, float y, float z, float d, float *o)
{
- out->m[0][0] = vx[0];
- out->m[0][1] = vy[0];
- out->m[0][2] = vz[0];
- out->m[0][3] = t[0];
- out->m[1][0] = vx[1];
- out->m[1][1] = vy[1];
- out->m[1][2] = vz[1];
- out->m[1][3] = t[1];
- out->m[2][0] = vx[2];
- out->m[2][1] = vy[2];
- out->m[2][2] = vz[2];
- out->m[2][3] = t[2];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ o[0] = x * in->m[0][0] + y * in->m[1][0] + z * in->m[2][0];
+ o[1] = x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1];
+ o[2] = x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2];
+ o[3] = d + (x * in->m[3][0] + y * in->m[3][1] + z * in->m[3][2]);
+#else
+ o[0] = x * in->m[0][0] + y * in->m[0][1] + z * in->m[0][2];
+ o[1] = x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2];
+ o[2] = x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2];
+ o[3] = d + (x * in->m[0][3] + y * in->m[1][3] + z * in->m[2][3]);
+#endif
}
-void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3])
+void Matrix4x4_TransformStandardPlane(const matrix4x4_t *in, float x, float y, float z, float d, float *o)
{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ o[0] = x * in->m[0][0] + y * in->m[1][0] + z * in->m[2][0];
+ o[1] = x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1];
+ o[2] = x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2];
+ o[3] = d - (x * in->m[3][0] + y * in->m[3][1] + z * in->m[3][2]);
+#else
+ o[0] = x * in->m[0][0] + y * in->m[0][1] + z * in->m[0][2];
+ o[1] = x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2];
+ o[2] = x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2];
+ o[3] = d - (x * in->m[0][3] + y * in->m[1][3] + z * in->m[2][3]);
+#endif
}
/*
-void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3])
+void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3])
{
- float t[3];
+ double t[3];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ t[0] = v[0] - in->m[3][0];
+ t[1] = v[1] - in->m[3][1];
+ t[2] = v[2] - in->m[3][2];
+ out[0] = t[0] * in->m[0][0] + t[1] * in->m[0][1] + t[2] * in->m[0][2];
+ out[1] = t[0] * in->m[1][0] + t[1] * in->m[1][1] + t[2] * in->m[1][2];
+ out[2] = t[0] * in->m[2][0] + t[1] * in->m[2][1] + t[2] * in->m[2][2];
+#else
t[0] = v[0] - in->m[0][3];
t[1] = v[1] - in->m[1][3];
t[2] = v[2] - in->m[2][3];
out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0];
out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1];
out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2];
+#endif
}
*/
-void Matrix3x4_Transform3x3 (const matrix3x4_t *in, const float v[3], float out[3])
+// FIXME: optimize
+void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z)
{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
+ matrix4x4_t base, temp;
+ base = *out;
+ Matrix4x4_CreateTranslate(&temp, x, y, z);
+ Matrix4x4_Concat(out, &base, &temp);
}
-
// FIXME: optimize
-void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z)
+void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z)
{
- matrix3x4_t base, temp;
+ matrix4x4_t base, temp;
base = *out;
- Matrix3x4_CreateTranslate(&temp, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
+ Matrix4x4_CreateRotate(&temp, angle, x, y, z);
+ Matrix4x4_Concat(out, &base, &temp);
}
// FIXME: optimize
-void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z)
+void Matrix4x4_ConcatScale (matrix4x4_t *out, double x)
{
- matrix3x4_t base, temp;
+ matrix4x4_t base, temp;
base = *out;
- Matrix3x4_CreateRotate(&temp, angle, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
+ Matrix4x4_CreateScale(&temp, x);
+ Matrix4x4_Concat(out, &base, &temp);
}
// FIXME: optimize
-void Matrix3x4_ConcatScale (matrix3x4_t *out, float x)
+void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z)
{
- matrix3x4_t base, temp;
+ matrix4x4_t base, temp;
base = *out;
- Matrix3x4_CreateScale(&temp, x);
- Matrix3x4_Concat(out, &base, &temp);
+ Matrix4x4_CreateScale3(&temp, x, y, z);
+ Matrix4x4_Concat(out, &base, &temp);
}
-// FIXME: optimize
-void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z)
+void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out)
{
- matrix3x4_t base, temp;
- base = *out;
- Matrix3x4_CreateScale3(&temp, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out[0] = in->m[3][0];
+ out[1] = in->m[3][1];
+ out[2] = in->m[3][2];
+#else
+ out[0] = in->m[0][3];
+ out[1] = in->m[1][3];
+ out[2] = in->m[2][3];
+#endif
+}
+
+double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in)
+{
+ // we only support uniform scaling, so assume the first row is enough
+ return sqrt(in->m[0][0] * in->m[0][0] + in->m[0][1] * in->m[0][1] + in->m[0][2] * in->m[0][2]);
+}
+
+void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z)
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[3][0] = x;
+ out->m[3][1] = y;
+ out->m[3][2] = z;
+#else
+ out->m[0][3] = x;
+ out->m[1][3] = y;
+ out->m[2][3] = z;
+#endif
+}
+
+void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z)
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[3][0] += x;
+ out->m[3][1] += y;
+ out->m[3][2] += z;
+#else
+ out->m[0][3] += x;
+ out->m[1][3] += y;
+ out->m[2][3] += z;
+#endif
+}
+
+void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale)
+{
+ out->m[0][0] *= rotatescale;
+ out->m[0][1] *= rotatescale;
+ out->m[0][2] *= rotatescale;
+ out->m[1][0] *= rotatescale;
+ out->m[1][1] *= rotatescale;
+ out->m[1][2] *= rotatescale;
+ out->m[2][0] *= rotatescale;
+ out->m[2][1] *= rotatescale;
+ out->m[2][2] *= rotatescale;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ out->m[3][0] *= originscale;
+ out->m[3][1] *= originscale;
+ out->m[3][2] *= originscale;
+#else
+ out->m[0][3] *= originscale;
+ out->m[1][3] *= originscale;
+ out->m[2][3] *= originscale;
+#endif
}
-void Matrix3x4_Print (const matrix3x4_t *in)
+void Matrix4x4_Abs (matrix4x4_t *out)
{
- Con_Printf("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
- , in->m[0][0], in->m[0][1], in->m[0][2], in->m[0][3]
- , in->m[1][0], in->m[1][1], in->m[1][2], in->m[1][3]
- , in->m[2][0], in->m[2][1], in->m[2][2], in->m[2][3]);
+ out->m[0][0] = fabs(out->m[0][0]);
+ out->m[0][1] = fabs(out->m[0][1]);
+ out->m[0][2] = fabs(out->m[0][2]);
+ out->m[1][0] = fabs(out->m[1][0]);
+ out->m[1][1] = fabs(out->m[1][1]);
+ out->m[1][2] = fabs(out->m[1][2]);
+ out->m[2][0] = fabs(out->m[2][0]);
+ out->m[2][1] = fabs(out->m[2][1]);
+ out->m[2][2] = fabs(out->m[2][2]);
}