X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=matrixlib.c;h=ed9d141341ce7b181dd6a42a49c4d518cff40988;hb=a09de2cce66190c36959a017206fef7d2cabb513;hp=78c859cfed39673b9e6f7f6628ca8dae90c91e50;hpb=9d6f4496fec74ad0fe7c794666138b6495dc9405;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.c b/matrixlib.c index 78c859cf..ed9d1413 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -1,11 +1,9 @@ -#include "quakedef.h" - +#include "darkplaces.h" #include -#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 +#pragma warning(disable : 4244) // LadyHavoc: MSVC++ 4 x86, double/float +#pragma warning(disable : 4305) // LadyHavoc: MSVC++ 6 x86, double/float #endif const matrix4x4_t identitymatrix = @@ -890,6 +888,54 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl } } +void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle) +{ + // Sorry - this isn't direct at all. We can't just use an alternative to + // Matrix4x4_CreateFromQuakeEntity as in some cases the input for + // generating the view matrix is generated externally. + vec3_t forward, left, up, angles; + double scaleforward, scaleleft, scaleup; +#ifdef MATRIX4x4_OPENGLORIENTATION + VectorSet(forward, in->m[0][0], in->m[0][1], in->m[0][2]); + VectorSet(left, in->m[1][0], in->m[1][1], in->m[1][2]); + VectorSet(up, in->m[2][0], in->m[2][1], in->m[2][2]); +#else + VectorSet(forward, in->m[0][0], in->m[1][0], in->m[2][0]); + VectorSet(left, in->m[0][1], in->m[1][1], in->m[2][1]); + VectorSet(up, in->m[0][2], in->m[1][2], in->m[2][2]); +#endif + scaleforward = VectorNormalizeLength(forward); + scaleleft = VectorNormalizeLength(left); + scaleup = VectorNormalizeLength(up); + AnglesFromVectors(angles, forward, up, false); + AngleVectorsDuke3DFLU(angles, forward, left, up, maxShearAngle); + VectorScale(forward, scaleforward, forward); + VectorScale(left, scaleleft, left); + VectorScale(up, scaleup, up); + *out = *in; +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = forward[0]; + out->m[1][0] = left[0]; + out->m[2][0] = up[0]; + out->m[0][1] = forward[1]; + out->m[1][1] = left[1]; + out->m[2][1] = up[1]; + out->m[0][2] = forward[2]; + out->m[1][2] = left[2]; + out->m[2][2] = up[2]; +#else + out->m[0][0] = forward[0]; + out->m[0][1] = left[0]; + out->m[0][2] = up[0]; + out->m[1][0] = forward[1]; + out->m[1][1] = left[1]; + out->m[1][2] = up[1]; + out->m[2][0] = forward[2]; + out->m[2][1] = left[2]; + out->m[2][2] = up[2]; +#endif +} + void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]) { #ifdef MATRIX4x4_OPENGLORIENTATION @@ -1077,42 +1123,42 @@ void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]) #endif } -void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16]) +void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[4][4]) { #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]; + out->m[0][0] = in[0][0]; + out->m[1][0] = in[0][1]; + out->m[2][0] = in[0][2]; + out->m[3][0] = in[0][3]; + out->m[0][1] = in[1][0]; + out->m[1][1] = in[1][1]; + out->m[2][1] = in[1][2]; + out->m[3][1] = in[1][3]; + out->m[0][2] = in[2][0]; + out->m[1][2] = in[2][1]; + out->m[2][2] = in[2][2]; + out->m[3][2] = in[2][3]; + out->m[0][3] = in[3][0]; + out->m[1][3] = in[3][1]; + out->m[2][3] = in[3][2]; + out->m[3][3] = in[3][3]; #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]; + out->m[0][0] = in[0][0]; + out->m[0][1] = in[0][1]; + out->m[0][2] = in[0][2]; + out->m[0][3] = in[0][3]; + out->m[1][0] = in[1][0]; + out->m[1][1] = in[1][1]; + out->m[1][2] = in[1][2]; + out->m[1][3] = in[1][3]; + out->m[2][0] = in[2][0]; + out->m[2][1] = in[2][1]; + out->m[2][2] = in[2][2]; + out->m[2][3] = in[2][3]; + out->m[3][0] = in[3][0]; + out->m[3][1] = in[3][1]; + out->m[3][2] = in[3][2]; + out->m[3][3] = in[3][3]; #endif } @@ -1272,34 +1318,34 @@ void Matrix4x4_FromArrayFloatD3D (matrix4x4_t *out, const float in[16]) #endif } -void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]) +void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[4][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]; + out[0][0] = in->m[0][0]; + out[0][1] = in->m[0][1]; + out[0][2] = in->m[0][2]; + out[1][0] = in->m[1][0]; + out[1][1] = in->m[1][1]; + out[1][2] = in->m[1][2]; + out[2][0] = in->m[2][0]; + out[2][1] = in->m[2][1]; + out[2][2] = in->m[2][2]; + out[3][0] = in->m[3][0]; + out[3][1] = in->m[3][1]; + out[3][2] = 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]; + out[0][0] = in->m[0][0]; + out[0][1] = in->m[1][0]; + out[0][2] = in->m[2][0]; + out[1][0] = in->m[0][1]; + out[1][1] = in->m[1][1]; + out[1][2] = in->m[2][1]; + out[2][0] = in->m[0][2]; + out[2][1] = in->m[1][2]; + out[2][2] = in->m[2][2]; + out[3][0] = in->m[0][3]; + out[3][1] = in->m[1][3]; + out[3][2] = in->m[2][3]; #endif } @@ -1531,7 +1577,7 @@ void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *q #endif } -// LordHavoc: I got this code from: +// LadyHavoc: 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) {