X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=matrixlib.c;h=f84e922d506dce80ac34ed6e69f081b59d1b56eb;hb=7b26a1146198a553b373ac59406be611e34c50d6;hp=89c131144dd7e9e71df20dbdbca81b1ad0c20696;hpb=636c2207a7feebbc93dacfbe1e4626df48c0269b;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.c b/matrixlib.c index 89c13114..f84e922d 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -1430,6 +1430,7 @@ void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, d // see http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat) { +#if 0 float s; quat[3] = sqrt(1.0f + m->m[0][0] + m->m[1][1] + m->m[2][2]) * 0.5f; s = 0.25f / quat[3]; @@ -1448,6 +1449,86 @@ void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *q quat[1] = (m->m[0][2] - m->m[2][0]) * s; quat[2] = (m->m[1][0] - m->m[0][1]) * s; #endif + +#else + +#ifdef MATRIX4x4_OPENGLORIENTATION + float trace = m->m[0][0] + m->m[1][1] + m->m[2][2]; + origin[0] = m->m[3][0]; + origin[1] = m->m[3][1]; + origin[2] = m->m[3][2]; + if(trace > 0) + { + float r = sqrt(1.0f + trace), inv = 0.5f / r; + quat[0] = (m->m[1][2] - m->m[2][1]) * inv; + quat[1] = (m->m[2][0] - m->m[0][2]) * inv; + quat[2] = (m->m[0][1] - m->m[1][0]) * inv; + quat[3] = 0.5f * r; + } + else if(m->m[0][0] > m->m[1][1] && m->m[0][0] > m->m[2][2]) + { + float r = sqrt(1.0f + m->m[0][0] - m->m[1][1] - m->m[2][2]), inv = 0.5f / r; + quat[0] = 0.5f * r; + quat[1] = (m->m[0][1] + m->m[1][0]) * inv; + quat[2] = (m->m[2][0] + m->m[0][2]) * inv; + quat[3] = (m->m[1][2] - m->m[2][1]) * inv; + } + else if(m->m[1][1] > m->m[2][2]) + { + float r = sqrt(1.0f + m->m[1][1] - m->m[0][0] - m->m[2][2]), inv = 0.5f / r; + quat[0] = (m->m[0][1] + m->m[1][0]) * inv; + quat[1] = 0.5f * r; + quat[2] = (m->m[1][2] + m->m[2][1]) * inv; + quat[3] = (m->m[2][0] - m->m[0][2]) * inv; + } + else + { + float r = sqrt(1.0f + m->m[2][2] - m->m[0][0] - m->m[1][1]), inv = 0.5f / r; + quat[0] = (m->m[2][0] + m->m[0][2]) * inv; + quat[1] = (m->m[1][2] + m->m[2][1]) * inv; + quat[2] = 0.5f * r; + quat[3] = (m->m[0][1] - m->m[1][0]) * inv; + } +#else + float trace = m->m[0][0] + m->m[1][1] + m->m[2][2]; + origin[0] = m->m[0][3]; + origin[1] = m->m[1][3]; + origin[2] = m->m[2][3]; + if(trace > 0) + { + float r = sqrt(1.0f + trace), inv = 0.5f / r; + quat[0] = (m->m[2][1] - m->m[1][2]) * inv; + quat[1] = (m->m[0][2] - m->m[2][0]) * inv; + quat[2] = (m->m[1][0] - m->m[0][1]) * inv; + quat[3] = 0.5f * r; + } + else if(m->m[0][0] > m->m[1][1] && m->m[0][0] > m->m[2][2]) + { + float r = sqrt(1.0f + m->m[0][0] - m->m[1][1] - m->m[2][2]), inv = 0.5f / r; + quat[0] = 0.5f * r; + quat[1] = (m->m[1][0] + m->m[0][1]) * inv; + quat[2] = (m->m[0][2] + m->m[2][0]) * inv; + quat[3] = (m->m[2][1] - m->m[1][2]) * inv; + } + else if(m->m[1][1] > m->m[2][2]) + { + float r = sqrt(1.0f + m->m[1][1] - m->m[0][0] - m->m[2][2]), inv = 0.5f / r; + quat[0] = (m->m[1][0] + m->m[0][1]) * inv; + quat[1] = 0.5f * r; + quat[2] = (m->m[2][1] + m->m[1][2]) * inv; + quat[3] = (m->m[0][2] - m->m[2][0]) * inv; + } + else + { + float r = sqrt(1.0f + m->m[2][2] - m->m[0][0] - m->m[1][1]), inv = 0.5f / r; + quat[0] = (m->m[0][2] + m->m[2][0]) * inv; + quat[1] = (m->m[2][1] + m->m[1][2]) * inv; + quat[2] = 0.5f * r; + quat[3] = (m->m[1][0] - m->m[0][1]) * inv; + } +#endif + +#endif } // LordHavoc: I got this code from: @@ -1488,26 +1569,20 @@ void Matrix4x4_ToBonePose6s(const matrix4x4_t *m, float origininvscale, short *p { float origin[3]; float quat[4]; - float s; + float quatscale; Matrix4x4_ToOrigin3Quat4Float(m, origin, quat); // normalize quaternion so that it is unit length - s = quat[0]*quat[0]+quat[1]*quat[1]+quat[2]*quat[2]+quat[3]*quat[3]; - if (s) - { - s = 1.0f / sqrt(s); - quat[0] *= s; - quat[1] *= s; - quat[2] *= s; - quat[3] *= s; - } + quatscale = quat[0]*quat[0]+quat[1]*quat[1]+quat[2]*quat[2]+quat[3]*quat[3]; + if (quatscale) + quatscale = (quat[3] >= 0 ? -32767.0f : 32767.0f) / sqrt(quatscale); // use a negative scale on the quat because the above function produces a // positive quat[3] and canonical quaternions have negative quat[3] pose6s[0] = origin[0] * origininvscale; pose6s[1] = origin[1] * origininvscale; pose6s[2] = origin[2] * origininvscale; - pose6s[3] = quat[0] * -32767.0f; - pose6s[4] = quat[1] * -32767.0f; - pose6s[5] = quat[2] * -32767.0f; + pose6s[3] = quat[0] * quatscale; + pose6s[4] = quat[1] * quatscale; + pose6s[5] = quat[2] * quatscale; } void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend) @@ -1573,6 +1648,7 @@ void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[ #endif } +// 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) { float scale = 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]); @@ -1590,6 +1666,7 @@ void Matrix4x4_TransformPositivePlane(const matrix4x4_t *in, float x, float y, f #endif } +// 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) { float scale = 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]);