From: havoc Date: Mon, 6 Nov 2006 08:25:26 +0000 (+0000) Subject: implemented MATRIX4X4_OPENGLORIENTATION #define option, this is on by default and... X-Git-Tag: xonotic-v0.1.0preview~3780 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;ds=inline;h=bd270585afd105bf528073877de78bca7d4c2e43;p=xonotic%2Fdarkplaces.git implemented MATRIX4X4_OPENGLORIENTATION #define option, this is on by default and may improve performance compared to the D3D-style matrix orientation that was used before git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6615 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_main.c b/cl_main.c index 53b7bace..6782cc95 100644 --- a/cl_main.c +++ b/cl_main.c @@ -472,7 +472,11 @@ void CL_BoundingBoxForEntity(entity_render_t *ent) if (model) { // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation! +#ifdef MATRIX4x4_OPENGLORIENTATION + if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0) +#else if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) +#endif { // pitch or roll ent->mins[0] = org[0] + model->rotatedmins[0]; @@ -482,7 +486,11 @@ void CL_BoundingBoxForEntity(entity_render_t *ent) ent->maxs[1] = org[1] + model->rotatedmaxs[1]; ent->maxs[2] = org[2] + model->rotatedmaxs[2]; } +#ifdef MATRIX4x4_OPENGLORIENTATION + else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0) +#else else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) +#endif { // yaw ent->mins[0] = org[0] + model->yawmins[0]; diff --git a/matrixlib.c b/matrixlib.c index 2800ac0d..2dd212a9 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -39,6 +39,24 @@ void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in) void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in) { +#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; @@ -55,10 +73,29 @@ void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in) 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]; @@ -75,6 +112,7 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 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) @@ -97,27 +135,6 @@ 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) -{ - 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]; - - 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]; -} - void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) { // we only support uniform scaling, so assume the first row is enough @@ -136,16 +153,28 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) // invert the rotation by transposing and multiplying by the squared // recipricol of the input matrix scale as described above - out->m[0][0] = (float)(in1->m[0][0] * scale); - out->m[0][1] = (float)(in1->m[1][0] * scale); - out->m[0][2] = (float)(in1->m[2][0] * scale); - out->m[1][0] = (float)(in1->m[0][1] * scale); - out->m[1][1] = (float)(in1->m[1][1] * scale); - out->m[1][2] = (float)(in1->m[2][1] * scale); - out->m[2][0] = (float)(in1->m[0][2] * scale); - out->m[2][1] = (float)(in1->m[1][2] * scale); - out->m[2][2] = (float)(in1->m[2][2] * scale); + 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; + +#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]); @@ -156,6 +185,7 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; +#endif } void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1) @@ -163,22 +193,8 @@ 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->m[0][0] = (float)(in1->m[0][0] * scale); - out->m[0][1] = (float)(in1->m[0][1] * scale); - out->m[0][2] = (float)(in1->m[0][2] * scale); - out->m[0][3] = (float)(in1->m[0][3]); - out->m[1][0] = (float)(in1->m[1][0] * scale); - out->m[1][1] = (float)(in1->m[1][1] * scale); - out->m[1][2] = (float)(in1->m[1][2] * scale); - out->m[1][3] = (float)(in1->m[1][3]); - out->m[2][0] = (float)(in1->m[2][0] * scale); - out->m[2][1] = (float)(in1->m[2][1] * scale); - out->m[2][2] = (float)(in1->m[2][2] * scale); - out->m[2][3] = (float)(in1->m[2][3]); - out->m[3][0] = 0; - out->m[3][1] = 0; - out->m[3][2] = 0; - out->m[3][3] = 1; + *out = *in1; + Matrix4x4_Scale(out, scale, 1); } void Matrix4x4_CreateIdentity (matrix4x4_t *out) @@ -203,6 +219,24 @@ void Matrix4x4_CreateIdentity (matrix4x4_t *out) 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; @@ -219,6 +253,7 @@ void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z) 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, double angle, double x, double y, double z) @@ -227,15 +262,33 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, len = x*x+y*y+z*z; if (len != 0.0f) - len = 1.0f / (float)sqrt(len); + len = 1.0f / sqrt(len); x *= len; y *= len; z *= len; - angle *= (float)(-M_PI / 180.0); - c = (float)cos(angle); - s = (float)sin(angle); + 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; @@ -252,6 +305,7 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, 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, double x) @@ -309,22 +363,41 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl angle = roll * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); - out->m[0][0] = (float)((cp*cy) * scale); - out->m[0][1] = (float)((sr*sp*cy+cr*-sy) * scale); - out->m[0][2] = (float)((cr*sp*cy+-sr*-sy) * scale); +#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] = (float)((cp*sy) * scale); - out->m[1][1] = (float)((sr*sp*sy+cr*cy) * scale); - out->m[1][2] = (float)((cr*sp*sy+-sr*cy) * scale); + 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] = (float)((-sp) * scale); - out->m[2][1] = (float)((sr*cp) * scale); - out->m[2][2] = (float)((cr*cp) * scale); + 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) { @@ -334,34 +407,71 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl angle = pitch * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); - out->m[0][0] = (float)((cp*cy) * scale); - out->m[0][1] = (float)((-sy) * scale); - out->m[0][2] = (float)((sp*cy) * scale); +#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] = (float)((cp*sy) * scale); - out->m[1][1] = (float)((cy) * scale); - out->m[1][2] = (float)((sp*sy) * scale); + 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] = (float)((-sp) * scale); + out->m[2][0] = (-sp) * scale; out->m[2][1] = 0; - out->m[2][2] = (float)((cp) * scale); + 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); - out->m[0][0] = (float)((cy) * scale); - out->m[0][1] = (float)((-sy) * scale); +#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] = (float)((sy) * scale); - out->m[1][1] = (float)((cy) * scale); + 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; @@ -372,9 +482,28 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl 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; @@ -391,11 +520,26 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl 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]; @@ -405,13 +549,32 @@ void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float 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]; @@ -428,10 +591,29 @@ void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3 out->m[3][1] = 0.0f; out->m[3][2] = 0.0f; out->m[3][3] = 1.0f; +#endif } void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]) { +#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]; @@ -448,10 +630,29 @@ void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]) out[13] = in->m[1][3]; out[14] = in->m[2][3]; out[15] = in->m[3][3]; +#endif } void Matrix4x4_FromArrayDoubleGL (matrix4x4_t *out, const double in[16]) { +#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]; @@ -468,10 +669,29 @@ void Matrix4x4_FromArrayDoubleGL (matrix4x4_t *out, const double in[16]) out->m[1][3] = in[13]; out->m[2][3] = in[14]; out->m[3][3] = in[15]; +#endif } void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]) { +#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]; @@ -488,10 +708,29 @@ void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]) out[13] = in->m[3][1]; out[14] = in->m[3][2]; out[15] = in->m[3][3]; +#endif } void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16]) { +#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]; @@ -508,10 +747,25 @@ void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16]) out->m[3][1] = in[13]; out->m[3][2] = in[14]; out->m[3][3] = in[15]; +#endif } void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]) { +#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]; @@ -524,10 +778,29 @@ void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]) out[ 9] = in->m[0][3]; out[10] = in->m[1][3]; out[11] = in->m[2][3]; +#endif } void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]) { +#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]; @@ -544,10 +817,25 @@ void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]) out->m[1][3] = in[10]; out->m[2][3] = in[11]; out->m[3][3] = 1; +#endif } void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]) { +#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]; @@ -560,10 +848,29 @@ void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]) out[ 9] = in->m[2][1]; out[10] = in->m[2][2]; out[11] = in->m[2][3]; +#endif } void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]) { +#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 out->m[0][0] = in[0]; out->m[0][1] = in[1]; out->m[0][2] = in[2]; @@ -580,14 +887,22 @@ void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]) out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; +#endif } void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w) { +#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 } // LordHavoc: I got this code from: @@ -596,10 +911,17 @@ void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, d { 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 Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend) @@ -626,36 +948,64 @@ void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_ void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]) { +#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 Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4]) { +#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 Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[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 Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[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 } */ @@ -697,29 +1047,47 @@ void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z) void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out) { +#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 (float)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]); + 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) @@ -727,13 +1095,19 @@ 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[0][3] *= originscale; out->m[1][0] *= rotatescale; out->m[1][1] *= rotatescale; out->m[1][2] *= rotatescale; - out->m[1][3] *= originscale; 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 } diff --git a/matrixlib.h b/matrixlib.h index 90e81627..7d834eac 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -6,6 +6,8 @@ #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif +#define MATRIX4x4_OPENGLORIENTATION + typedef struct matrix4x4_s { float m[4][4]; @@ -28,9 +30,6 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 // swaps the rows and columns of the matrix // (is this useful for anything?) void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1); -// swaps the rows and columns of the rotation matrix -// (inverting the rotation, but leaving everything else the same) -void Matrix4x4_Transpose3x3 (matrix4x4_t *out, const matrix4x4_t *in1); // creates a matrix that does the opposite of the matrix provided // only supports translate, rotate, scale (not scale3) matrices void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);