X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.h;h=cf76252447e6104d3100f32fb611692558aea90a;hp=505f7f91d41c31850439f9385b59a66c6345f20a;hb=c1b6eed70bc5804233526e8890f7d361a3e16f07;hpb=3f7971e7701e45c3c14f2e744b7f74f35144af94 diff --git a/matrixlib.h b/matrixlib.h index 505f7f91..cf762524 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -2,15 +2,13 @@ #ifndef MATRIXLIB_H #define MATRIXLIB_H -#ifndef M_PI -#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h -#endif +#include "qtypes.h" //#define MATRIX4x4_OPENGLORIENTATION typedef struct matrix4x4_s { - float m[4][4]; + vec_t m[4][4]; } matrix4x4_t; @@ -80,11 +78,13 @@ void Matrix4x4_CreateScale (matrix4x4_t *out, double x); void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z); // creates a matrix for a quake entity void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale); +// creates a duke3d view matrix for a quake view matrix ;) +void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle); // 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]); @@ -95,6 +95,15 @@ void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]); // creates a matrix4x4 from a double[16] array in the Direct3D orientation void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[16]); +// converts a matrix4x4 to a float[16] array in the OpenGL orientation +void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16]); +// creates a matrix4x4 from a float[16] array in the OpenGL orientation +void Matrix4x4_FromArrayFloatGL(matrix4x4_t *out, const float in[16]); +// converts a matrix4x4 to a float[16] array in the Direct3D orientation +void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16]); +// creates a matrix4x4 from a float[16] array in the Direct3D orientation +void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16]); + // converts a matrix4x4 to a float[12] array in the OpenGL orientation void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]); // creates a matrix4x4 from a float[12] array in the OpenGL orientation @@ -106,28 +115,35 @@ void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]); // 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 @@ -140,7 +156,7 @@ void Matrix4x4_ConcatScale (matrix4x4_t *out, double x); 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); @@ -150,5 +166,7 @@ void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z); 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