typedef struct matrix4x4_s
{
- float m[4][4];
+ vec_t m[4][4];
}
matrix4x4_t;
void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale);
// converts a matrix4x4 to a set of 3D vectors for the 3 axial directions, and the translate
-void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]);
+void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3]);
// creates a matrix4x4 from a set of 3D vectors for axial directions, and translate
-void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
+void Matrix4x4_FromVectors(matrix4x4_t *out, const vec_t vx[3], const vec_t vy[3], const vec_t vz[3], const vec_t t[3]);
// converts a matrix4x4 to a double[16] array in the OpenGL orientation
void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]);
// creates a matrix4x4 from an origin and quaternion (used mostly with skeletal model formats such as PSK)
void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w);
+// creates an origin and quaternion from a matrix4x4_t, quat[3] is always positive
+void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat);
// creates a matrix4x4 from an origin and canonical unit-length quaternion (used mostly with skeletal model formats such as MD5)
void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z);
+// creates a matrix4x4_t from an origin and canonical unit-length quaternion in short[7] normalized format
+void Matrix4x4_FromBonePose7s(matrix4x4_t *m, float originscale, const short *pose7s);
+// creates a short[7] representation from normalized matrix4x4_t
+void Matrix4x4_ToBonePose7s(const matrix4x4_t *m, float origininvscale, short *pose7s);
+
// blends two matrices together, at a given percentage (blend controls percentage of in2)
void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend);
// transforms a 3D vector through a matrix4x4
-void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]);
+void Matrix4x4_Transform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
// transforms a 4D vector through a matrix4x4
// (warning: if you don't know why you would need this, you don't need it)
// (warning: the 4th component of the vector should be 1.0)
-void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4]);
+void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec_t v[4], vec_t out[4]);
// reverse transforms a 3D vector through a matrix4x4, at least for *simple*
// cases (rotation and translation *ONLY*), this attempts to undo the results
// of Transform
-//void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]);
+//void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
// transforms a direction vector through the rotation part of a matrix
-void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3]);
+void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
// transforms a positive distance plane (A*x+B*y+C*z-D=0) through a rotation or translation matrix
-void Matrix4x4_TransformPositivePlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
+void Matrix4x4_TransformPositivePlane (const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o);
// transforms a standard plane (A*x+B*y+C*z+D=0) through a rotation or translation matrix
-void Matrix4x4_TransformStandardPlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
+void Matrix4x4_TransformStandardPlane (const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o);
// ease of use functions
// immediately applies a Translate to the matrix
void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z);
// extracts origin vector (translate) from matrix
-void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out);
+void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, vec_t *out);
// extracts scaling factor from matrix (only works for uniform scaling)
double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in);
void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z);
// scales vectors of a matrix in place and allows you to scale origin as well
void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale);
+// ensures each element of the 3x3 rotation matrix is facing in the + direction
+void Matrix4x4_Abs (matrix4x4_t *out);
#endif