X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.h;h=cf76252447e6104d3100f32fb611692558aea90a;hp=af2555dd1fbe9b67a4f65c503b57807b3de26fc4;hb=4d33dcb245a32cf4c44807e8b53e4fccea944633;hpb=a26c29e7adac278a87059324e40868823c752680 diff --git a/matrixlib.h b/matrixlib.h index af2555dd..cf762524 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -2,13 +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; @@ -28,15 +28,35 @@ 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 +// this is a full matrix inverter, it should be able to invert any matrix that +// is possible to invert +// (non-uniform scaling, rotation, shearing, and translation, possibly others) +// warning: this function is SLOW +int Matrix4x4_Invert_Full (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); +// blends between two matrices, used primarily for animation interpolation +// (note: it is recommended to follow this with Matrix4x4_Normalize, a method +// known as nlerp rotation, often better for animation purposes than slerp) +void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac); +// zeros all matrix components, used with Matrix4x4_Accumulate +void Matrix4x4_Clear (matrix4x4_t *out); +// adds a weighted contribution from the supplied matrix, used to blend 3 or +// more matrices with weighting, it is recommended that Matrix4x4_Normalize be +// called afterward (a method known as nlerp rotation, often better for +// animation purposes than slerp) +void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight); // creates a matrix that does the same rotation and translation as the matrix // provided, but no uniform scaling, does not support scale3 matrices void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1); +// creates a matrix with vectors normalized individually (use after +// Matrix4x4_Accumulate) +void Matrix4x4_Normalize3 (matrix4x4_t *out, matrix4x4_t *in1); +// modifies a matrix to have all vectors and origin reflected across the plane +// to the opposite side (at least if axisscale is -2) +void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale); // creates an identity matrix // (a matrix which does nothing) @@ -58,17 +78,32 @@ 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]); -// creates a matrix4x4 from a float[16] array in the OpenGL orientation +// 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 a double[16] array in the OpenGL orientation void Matrix4x4_FromArrayDoubleGL(matrix4x4_t *out, const double in[16]); -// creates a matrix4x4 from a float[16] array in the Direct3D orientation +// converts a matrix4x4 to a double[16] array in the Direct3D orientation +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 @@ -80,24 +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, 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, 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 @@ -110,7 +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); @@ -118,5 +164,9 @@ double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in); void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z); // moves origin vector (translate) in matrix by a simple translate 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