X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=matrixlib.c;h=550a511837d6981c196204e21f8d6618334bcea8;hb=259805bfa4bc021a5d33c17f859e90941ad0ffdf;hp=c6c4161afc796318d30155fcb6f7f93d66855a7c;hpb=a93c26c05ad8a678959a745ad4a5c61e545b912e;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.c b/matrixlib.c index c6c4161a..550a5118 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -1,14 +1,23 @@ -#include "quakedef.h" -#include "matrixlib.h" #include +#include "matrixlib.h" + +const matrix4x4_t identitymatrix = +{ + { + {1, 0, 0, 0}, + {0, 1, 0, 0}, + {0, 0, 1, 0}, + {0, 0, 0, 1} + } +}; -void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in) +void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in) { *out = *in; } -void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, matrix4x4_t *in) +void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in) { out->m[0][0] = in->m[0][0]; out->m[0][1] = in->m[0][1]; @@ -28,7 +37,7 @@ void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, matrix4x4_t *in) out->m[3][3] = 1.0f; } -void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, matrix4x4_t *in) +void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in) { out->m[0][0] = 0.0f; out->m[0][1] = 0.0f; @@ -37,30 +46,10 @@ void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, matrix4x4_t *in) out->m[1][0] = 0.0f; out->m[1][1] = 0.0f; out->m[1][2] = 0.0f; - out->m[1][3] = in->m[0][3]; + out->m[1][3] = in->m[1][3]; out->m[2][0] = 0.0f; out->m[2][1] = 0.0f; out->m[2][2] = 0.0f; - out->m[2][3] = in->m[0][3]; - out->m[3][0] = 0.0f; - out->m[3][1] = 0.0f; - out->m[3][2] = 0.0f; - out->m[3][3] = 1.0f; -} - -void Matrix4x4_FromMatrix3x4 (matrix4x4_t *out, matrix3x4_t *in) -{ - out->m[0][0] = in->m[0][0]; - out->m[0][1] = in->m[0][1]; - out->m[0][2] = in->m[0][2]; - out->m[0][3] = in->m[0][3]; - out->m[1][0] = in->m[1][0]; - out->m[1][1] = in->m[1][1]; - out->m[1][2] = in->m[1][2]; - out->m[1][3] = in->m[1][3]; - out->m[2][0] = in->m[2][0]; - out->m[2][1] = in->m[2][1]; - out->m[2][2] = in->m[2][2]; out->m[2][3] = in->m[2][3]; out->m[3][0] = 0.0f; out->m[3][1] = 0.0f; @@ -90,27 +79,17 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1) { - float scale; - scale = 3.0 / (in1->m[0][0] * in1->m[0][0] - + in1->m[0][1] * in1->m[0][1] - + in1->m[0][2] * in1->m[0][2] - + in1->m[1][0] * in1->m[1][0] - + in1->m[1][1] * in1->m[1][1] - + in1->m[1][2] * in1->m[1][2] - + in1->m[2][0] * in1->m[2][0] - + in1->m[2][1] * in1->m[2][1] - + in1->m[2][2] * in1->m[2][2]); - 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[0][0] = in1->m[0][0]; + out->m[0][1] = in1->m[1][0]; + out->m[0][2] = in1->m[2][0]; out->m[0][3] = in1->m[3][0]; - 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[1][0] = in1->m[0][1]; + out->m[1][1] = in1->m[1][1]; + out->m[1][2] = in1->m[2][1]; out->m[1][3] = in1->m[3][1]; - 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; + 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[2][3] = in1->m[3][2]; out->m[3][0] = in1->m[0][3]; out->m[3][1] = in1->m[1][3]; @@ -118,6 +97,67 @@ 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 + // (note the lack of sqrt here, because we're trying to undo the scaling, + // this means multiplying by the inverse scale twice - squaring it, which + // makes the sqrt a waste of time) +#if 1 + double scale = 1.0 / (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]); +#else + double scale = 3.0 / 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] + + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2] + + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]); + scale *= scale; +#endif + + // 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); + + // 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]); + out->m[2][3] = -(in1->m[0][3] * out->m[2][0] + in1->m[1][3] * out->m[2][1] + in1->m[2][3] * out->m[2][2]); + + // don't know if there's anything worth doing here + out->m[3][0] = 0; + out->m[3][1] = 0; + out->m[3][2] = 0; + out->m[3][3] = 1; +} + void Matrix4x4_CreateIdentity (matrix4x4_t *out) { out->m[0][0]=1.0f; @@ -164,14 +204,14 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, fl len = x*x+y*y+z*z; if (len != 0.0f) - len = 1.0f / sqrt(len); + len = 1.0f / (float)sqrt(len); x *= len; y *= len; z *= len; - angle *= M_PI / 180.0; - c = cos(angle); - s = sin(angle); + angle *= (float)(-M_PI / 180.0); + c = (float)cos(angle); + s = (float)sin(angle); out->m[0][0]=x * x + c * (1 - x * x); out->m[0][1]=x * y * (1 - c) + z * s; @@ -231,6 +271,106 @@ void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z) out->m[3][3]=1.0f; } +void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale) +{ + double angle, sr, sp, sy, cr, cp, cy; + + if (roll) + { + angle = yaw * (M_PI*2 / 360); + sy = sin(angle); + cy = cos(angle); + angle = pitch * (M_PI*2 / 360); + sp = sin(angle); + cp = cos(angle); + 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); + 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][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][3] = z; + out->m[3][0] = 0; + out->m[3][1] = 0; + out->m[3][2] = 0; + out->m[3][3] = 1; + } + else if (pitch) + { + angle = yaw * (M_PI*2 / 360); + sy = sin(angle); + cy = cos(angle); + 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); + 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][3] = y; + out->m[2][0] = (float)((-sp) * scale); + out->m[2][1] = 0; + out->m[2][2] = (float)((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; + } + 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); + 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][2] = 0; + out->m[1][3] = y; + out->m[2][0] = 0; + out->m[2][1] = 0; + out->m[2][2] = 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; + } + else + { + out->m[0][0] = scale; + out->m[0][1] = 0; + out->m[0][2] = 0; + out->m[0][3] = x; + out->m[1][0] = 0; + out->m[1][1] = scale; + out->m[1][2] = 0; + out->m[1][3] = y; + out->m[2][0] = 0; + out->m[2][1] = 0; + out->m[2][2] = 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; + } +} + void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]) { vx[0] = in->m[0][0]; @@ -267,6 +407,28 @@ void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3 out->m[3][3] = 1.0f; } +void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, float blend) +{ + float iblend = 1 - blend; + out->m[0][0] = in1->m[0][0] * iblend + in2->m[0][0] * blend; + out->m[0][1] = in1->m[0][1] * iblend + in2->m[0][1] * blend; + out->m[0][2] = in1->m[0][2] * iblend + in2->m[0][2] * blend; + out->m[0][3] = in1->m[0][3] * iblend + in2->m[0][3] * blend; + out->m[1][0] = in1->m[1][0] * iblend + in2->m[1][0] * blend; + out->m[1][1] = in1->m[1][1] * iblend + in2->m[1][1] * blend; + out->m[1][2] = in1->m[1][2] * iblend + in2->m[1][2] * blend; + out->m[1][3] = in1->m[1][3] * iblend + in2->m[1][3] * blend; + out->m[2][0] = in1->m[2][0] * iblend + in2->m[2][0] * blend; + out->m[2][1] = in1->m[2][1] * iblend + in2->m[2][1] * blend; + out->m[2][2] = in1->m[2][2] * iblend + in2->m[2][2] * blend; + out->m[2][3] = in1->m[2][3] * iblend + in2->m[2][3] * blend; + out->m[3][0] = in1->m[3][0] * iblend + in2->m[3][0] * blend; + out->m[3][1] = in1->m[3][1] * iblend + in2->m[3][1] * blend; + out->m[3][2] = in1->m[3][2] * iblend + in2->m[3][2] * blend; + out->m[3][3] = in1->m[3][3] * iblend + in2->m[3][3] * blend; +} + + void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]) { out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3]; @@ -282,6 +444,14 @@ void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4] 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]; } +void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3]) +{ + 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]; +} + +/* void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]) { float t[3]; @@ -292,12 +462,13 @@ void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float 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]; } +*/ // FIXME: optimize void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateTranslate(&temp, x, y, z); Matrix4x4_Concat(out, &base, &temp); } @@ -306,7 +477,7 @@ void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateRotate(&temp, angle, x, y, z); Matrix4x4_Concat(out, &base, &temp); } @@ -315,7 +486,7 @@ void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, fl void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateScale(&temp, x); Matrix4x4_Concat(out, &base, &temp); } @@ -324,288 +495,21 @@ void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateScale3(&temp, x, y, z); Matrix4x4_Concat(out, &base, &temp); } - - - - - - - -void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in) -{ - *out = *in; -} - -void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, matrix3x4_t *in) -{ - out->m[0][0] = in->m[0][0]; - out->m[0][1] = in->m[0][1]; - out->m[0][2] = in->m[0][2]; - out->m[0][3] = 0.0f; - out->m[1][0] = in->m[1][0]; - out->m[1][1] = in->m[1][1]; - out->m[1][2] = in->m[1][2]; - out->m[1][3] = 0.0f; - out->m[2][0] = in->m[2][0]; - out->m[2][1] = in->m[2][1]; - out->m[2][2] = in->m[2][2]; - out->m[2][3] = 0.0f; -} - -void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, matrix3x4_t *in) -{ - out->m[0][0] = 0.0f; - out->m[0][1] = 0.0f; - out->m[0][2] = 0.0f; - out->m[0][3] = in->m[0][3]; - out->m[1][0] = 0.0f; - out->m[1][1] = 0.0f; - out->m[1][2] = 0.0f; - out->m[1][3] = in->m[0][3]; - out->m[2][0] = 0.0f; - out->m[2][1] = 0.0f; - out->m[2][2] = 0.0f; - out->m[2][3] = in->m[0][3]; -} - -void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, matrix4x4_t *in) -{ - out->m[0][0] = in->m[0][0]; - out->m[0][1] = in->m[0][1]; - out->m[0][2] = in->m[0][2]; - out->m[0][3] = in->m[0][3]; - out->m[1][0] = in->m[1][0]; - out->m[1][1] = in->m[1][1]; - out->m[1][2] = in->m[1][2]; - out->m[1][3] = in->m[1][3]; - out->m[2][0] = in->m[2][0]; - out->m[2][1] = in->m[2][1]; - out->m[2][2] = in->m[2][2]; - out->m[2][3] = in->m[2][3]; -} - -void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2) -{ - 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]; - 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]; - 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]; - out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3]; - out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0]; - out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1]; - out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2]; - out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3]; - out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0]; - out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1]; - out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2]; - out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3]; -} - -void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1) -{ - float scale; - scale = 3.0 / (in1->m[0][0] * in1->m[0][0] - + in1->m[0][1] * in1->m[0][1] - + in1->m[0][2] * in1->m[0][2] - + in1->m[1][0] * in1->m[1][0] - + in1->m[1][1] * in1->m[1][1] - + in1->m[1][2] * in1->m[1][2] - + in1->m[2][0] * in1->m[2][0] - + in1->m[2][1] * in1->m[2][1] - + in1->m[2][2] * in1->m[2][2]); - 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[0][3] = 0.0f; - 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[1][3] = 0.0f; - 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; - out->m[2][3] = 0.0f; -} - -void Matrix3x4_CreateIdentity (matrix3x4_t *out) -{ - out->m[0][0]=1.0f; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=1.0f; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=1.0f; - out->m[2][3]=0.0f; -} - -void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z) -{ - out->m[0][0]=1.0f; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=x; - out->m[1][0]=0.0f; - out->m[1][1]=1.0f; - out->m[1][2]=0.0f; - out->m[1][3]=y; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=1.0f; - out->m[2][3]=z; -} - -void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z) -{ - float len, c, s; - - len = x*x+y*y+z*z; - if (len != 0.0f) - len = 1.0f / sqrt(len); - x *= len; - y *= len; - z *= len; - - angle *= M_PI / 180.0; - c = cos(angle); - s = sin(angle); - - 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; - out->m[0][3]=0.0f; - out->m[1][0]=x * y * (1 - c) - z * s; - out->m[1][1]=y * y + c * (1 - y * y); - out->m[1][2]=y * z * (1 - c) + x * s; - out->m[1][3]=0.0f; - out->m[2][0]=z * x * (1 - c) + y * s; - out->m[2][1]=y * z * (1 - c) - x * s; - out->m[2][2]=z * z + c * (1 - z * z); - out->m[2][3]=0.0f; -} - -void Matrix3x4_CreateScale (matrix3x4_t *out, float x) -{ - out->m[0][0]=x; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=x; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=x; - out->m[2][3]=0.0f; -} - -void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z) -{ - out->m[0][0]=x; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=y; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=z; - out->m[2][3]=0.0f; -} - -void Matrix3x4_ToVectors(const matrix3x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]) +void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out) { - vx[0] = in->m[0][0]; - vx[1] = in->m[1][0]; - vx[2] = in->m[2][0]; - vy[0] = in->m[0][1]; - vy[1] = in->m[1][1]; - vy[2] = in->m[2][1]; - 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]; + out[0] = in->m[0][3]; + out[1] = in->m[1][3]; + out[2] = in->m[2][3]; } -void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]) +float Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in) { - out->m[0][0] = vx[0]; - out->m[0][1] = vy[0]; - out->m[0][2] = vz[0]; - out->m[0][3] = t[0]; - out->m[1][0] = vx[1]; - out->m[1][1] = vy[1]; - out->m[1][2] = vz[1]; - out->m[1][3] = t[1]; - out->m[2][0] = vx[2]; - out->m[2][1] = vy[2]; - out->m[2][2] = vz[2]; - out->m[2][3] = t[2]; + // 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]); } -void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3]) -{ - 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]; -} - -void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3]) -{ - float t[3]; - 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]; -} - -// FIXME: optimize -void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateTranslate(&temp, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateRotate(&temp, angle, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatScale (matrix3x4_t *out, float x) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateScale(&temp, x); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateScale3(&temp, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -}