X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=matrixlib.c;h=e430a7d476a03693e16e2c157a4043f100b1c0dd;hb=7f043025258a677f89d5d54130a42bfad0552abd;hp=2800ac0d8f3d4a7fb91c4efa7c6c628b02e9b0a7;hpb=2fe9d8457697fb9d9846e1464829bd976da30cfc;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.c b/matrixlib.c index 2800ac0d..e430a7d4 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -2,6 +2,11 @@ #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 +#endif + const matrix4x4_t identitymatrix = { { @@ -39,6 +44,24 @@ void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in) void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = 1.0f; + out->m[1][0] = 0.0f; + out->m[2][0] = 0.0f; + out->m[3][0] = in->m[0][3]; + out->m[0][1] = 0.0f; + out->m[1][1] = 1.0f; + out->m[2][1] = 0.0f; + out->m[3][1] = in->m[1][3]; + out->m[0][2] = 0.0f; + out->m[1][2] = 0.0f; + out->m[2][2] = 1.0f; + out->m[3][2] = in->m[2][3]; + out->m[0][3] = 0.0f; + out->m[1][3] = 0.0f; + out->m[2][3] = 0.0f; + out->m[3][3] = 1.0f; +#else out->m[0][0] = 1.0f; out->m[0][1] = 0.0f; out->m[0][2] = 0.0f; @@ -55,10 +78,29 @@ void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in) out->m[3][1] = 0.0f; out->m[3][2] = 0.0f; out->m[3][3] = 1.0f; +#endif } void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[1][0] * in2->m[0][1] + in1->m[2][0] * in2->m[0][2] + in1->m[3][0] * in2->m[0][3]; + out->m[1][0] = in1->m[0][0] * in2->m[1][0] + in1->m[1][0] * in2->m[1][1] + in1->m[2][0] * in2->m[1][2] + in1->m[3][0] * in2->m[1][3]; + out->m[2][0] = in1->m[0][0] * in2->m[2][0] + in1->m[1][0] * in2->m[2][1] + in1->m[2][0] * in2->m[2][2] + in1->m[3][0] * in2->m[2][3]; + out->m[3][0] = in1->m[0][0] * in2->m[3][0] + in1->m[1][0] * in2->m[3][1] + in1->m[2][0] * in2->m[3][2] + in1->m[3][0] * in2->m[3][3]; + out->m[0][1] = in1->m[0][1] * in2->m[0][0] + in1->m[1][1] * in2->m[0][1] + in1->m[2][1] * in2->m[0][2] + in1->m[3][1] * in2->m[0][3]; + out->m[1][1] = in1->m[0][1] * in2->m[1][0] + in1->m[1][1] * in2->m[1][1] + in1->m[2][1] * in2->m[1][2] + in1->m[3][1] * in2->m[1][3]; + out->m[2][1] = in1->m[0][1] * in2->m[2][0] + in1->m[1][1] * in2->m[2][1] + in1->m[2][1] * in2->m[2][2] + in1->m[3][1] * in2->m[2][3]; + out->m[3][1] = in1->m[0][1] * in2->m[3][0] + in1->m[1][1] * in2->m[3][1] + in1->m[2][1] * in2->m[3][2] + in1->m[3][1] * in2->m[3][3]; + out->m[0][2] = in1->m[0][2] * in2->m[0][0] + in1->m[1][2] * in2->m[0][1] + in1->m[2][2] * in2->m[0][2] + in1->m[3][2] * in2->m[0][3]; + out->m[1][2] = in1->m[0][2] * in2->m[1][0] + in1->m[1][2] * in2->m[1][1] + in1->m[2][2] * in2->m[1][2] + in1->m[3][2] * in2->m[1][3]; + out->m[2][2] = in1->m[0][2] * in2->m[2][0] + in1->m[1][2] * in2->m[2][1] + in1->m[2][2] * in2->m[2][2] + in1->m[3][2] * in2->m[2][3]; + out->m[3][2] = in1->m[0][2] * in2->m[3][0] + in1->m[1][2] * in2->m[3][1] + in1->m[2][2] * in2->m[3][2] + in1->m[3][2] * in2->m[3][3]; + out->m[0][3] = in1->m[0][3] * in2->m[0][0] + in1->m[1][3] * in2->m[0][1] + in1->m[2][3] * in2->m[0][2] + in1->m[3][3] * in2->m[0][3]; + out->m[1][3] = in1->m[0][3] * in2->m[1][0] + in1->m[1][3] * in2->m[1][1] + in1->m[2][3] * in2->m[1][2] + in1->m[3][3] * in2->m[1][3]; + out->m[2][3] = in1->m[0][3] * in2->m[2][0] + in1->m[1][3] * in2->m[2][1] + in1->m[2][3] * in2->m[2][2] + in1->m[3][3] * in2->m[2][3]; + out->m[3][3] = in1->m[0][3] * in2->m[3][0] + in1->m[1][3] * in2->m[3][1] + in1->m[2][3] * in2->m[3][2] + in1->m[3][3] * in2->m[3][3]; +#else 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] + in1->m[0][3] * in2->m[3][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] + in1->m[0][3] * in2->m[3][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] + in1->m[0][3] * in2->m[3][2]; @@ -75,6 +117,7 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 out->m[3][1] = in1->m[3][0] * in2->m[0][1] + in1->m[3][1] * in2->m[1][1] + in1->m[3][2] * in2->m[2][1] + in1->m[3][3] * in2->m[3][1]; out->m[3][2] = in1->m[3][0] * in2->m[0][2] + in1->m[3][1] * in2->m[1][2] + in1->m[3][2] * in2->m[2][2] + in1->m[3][3] * in2->m[3][2]; out->m[3][3] = in1->m[3][0] * in2->m[0][3] + in1->m[3][1] * in2->m[1][3] + in1->m[3][2] * in2->m[2][3] + in1->m[3][3] * in2->m[3][3]; +#endif } void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1) @@ -97,25 +140,172 @@ 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) +int Matrix4x4_Invert_Full (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]; + double *temp; + double *r[4]; + double rtemp[4][8]; + double m[4]; + double s; - 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]; + r[0] = rtemp[0]; + r[1] = rtemp[1]; + r[2] = rtemp[2]; + r[3] = rtemp[3]; + +#ifdef MATRIX4x4_OPENGLORIENTATION + r[0][0] = in1->m[0][0]; r[0][1] = in1->m[1][0]; r[0][2] = in1->m[2][0]; r[0][3] = in1->m[3][0]; + r[0][4] = 1.0; r[0][5] = r[0][6] = r[0][7] = 0.0; + + r[1][0] = in1->m[0][1]; r[1][1] = in1->m[1][1]; r[1][2] = in1->m[2][1]; r[1][3] = in1->m[3][1]; + r[1][5] = 1.0; r[1][4] = r[1][6] = r[1][7] = 0.0; + + r[2][0] = in1->m[0][2]; r[2][1] = in1->m[1][2]; r[2][2] = in1->m[2][2]; r[2][3] = in1->m[3][2]; + r[2][6] = 1.0; r[2][4] = r[2][5] = r[2][7] = 0.0; + + r[3][0] = in1->m[0][3]; r[3][1] = in1->m[1][3]; r[3][2] = in1->m[2][3]; r[3][3] = in1->m[3][3]; + r[3][7] = 1.0; r[3][4] = r[3][5] = r[3][6] = 0.0; +#else + r[0][0] = in1->m[0][0]; r[0][1] = in1->m[0][1]; r[0][2] = in1->m[0][2]; r[0][3] = in1->m[0][3]; + r[0][4] = 1.0; r[0][5] = r[0][6] = r[0][7] = 0.0; + + r[1][0] = in1->m[1][0]; r[1][1] = in1->m[1][1]; r[1][2] = in1->m[1][2]; r[1][3] = in1->m[1][3]; + r[1][5] = 1.0; r[1][4] = r[1][6] = r[1][7] = 0.0; + + r[2][0] = in1->m[2][0]; r[2][1] = in1->m[2][1]; r[2][2] = in1->m[2][2]; r[2][3] = in1->m[2][3]; + r[2][6] = 1.0; r[2][4] = r[2][5] = r[2][7] = 0.0; + + r[3][0] = in1->m[3][0]; r[3][1] = in1->m[3][1]; r[3][2] = in1->m[3][2]; r[3][3] = in1->m[3][3]; + r[3][7] = 1.0; r[3][4] = r[3][5] = r[3][6] = 0.0; +#endif + + if (fabs (r[3][0]) > fabs (r[2][0])) { temp = r[3]; r[3] = r[2]; r[2] = temp; } + if (fabs (r[2][0]) > fabs (r[1][0])) { temp = r[2]; r[2] = r[1]; r[1] = temp; } + if (fabs (r[1][0]) > fabs (r[0][0])) { temp = r[1]; r[1] = r[0]; r[0] = temp; } + + if (r[0][0]) + { + m[1] = r[1][0] / r[0][0]; + m[2] = r[2][0] / r[0][0]; + m[3] = r[3][0] / r[0][0]; + + s = r[0][1]; r[1][1] -= m[1] * s; r[2][1] -= m[2] * s; r[3][1] -= m[3] * s; + s = r[0][2]; r[1][2] -= m[1] * s; r[2][2] -= m[2] * s; r[3][2] -= m[3] * s; + s = r[0][3]; r[1][3] -= m[1] * s; r[2][3] -= m[2] * s; r[3][3] -= m[3] * s; + + s = r[0][4]; if (s) { r[1][4] -= m[1] * s; r[2][4] -= m[2] * s; r[3][4] -= m[3] * s; } + s = r[0][5]; if (s) { r[1][5] -= m[1] * s; r[2][5] -= m[2] * s; r[3][5] -= m[3] * s; } + s = r[0][6]; if (s) { r[1][6] -= m[1] * s; r[2][6] -= m[2] * s; r[3][6] -= m[3] * s; } + s = r[0][7]; if (s) { r[1][7] -= m[1] * s; r[2][7] -= m[2] * s; r[3][7] -= m[3] * s; } + + if (fabs (r[3][1]) > fabs (r[2][1])) { temp = r[3]; r[3] = r[2]; r[2] = temp; } + if (fabs (r[2][1]) > fabs (r[1][1])) { temp = r[2]; r[2] = r[1]; r[1] = temp; } + + if (r[1][1]) + { + m[2] = r[2][1] / r[1][1]; + m[3] = r[3][1] / r[1][1]; + r[2][2] -= m[2] * r[1][2]; + r[3][2] -= m[3] * r[1][2]; + r[2][3] -= m[2] * r[1][3]; + r[3][3] -= m[3] * r[1][3]; + + s = r[1][4]; if (s) { r[2][4] -= m[2] * s; r[3][4] -= m[3] * s; } + s = r[1][5]; if (s) { r[2][5] -= m[2] * s; r[3][5] -= m[3] * s; } + s = r[1][6]; if (s) { r[2][6] -= m[2] * s; r[3][6] -= m[3] * s; } + s = r[1][7]; if (s) { r[2][7] -= m[2] * s; r[3][7] -= m[3] * s; } + + if (fabs (r[3][2]) > fabs (r[2][2])) { temp = r[3]; r[3] = r[2]; r[2] = temp; } + + if (r[2][2]) + { + m[3] = r[3][2] / r[2][2]; + r[3][3] -= m[3] * r[2][3]; + r[3][4] -= m[3] * r[2][4]; + r[3][5] -= m[3] * r[2][5]; + r[3][6] -= m[3] * r[2][6]; + r[3][7] -= m[3] * r[2][7]; + + if (r[3][3]) + { + s = 1.0 / r[3][3]; + r[3][4] *= s; + r[3][5] *= s; + r[3][6] *= s; + r[3][7] *= s; + + m[2] = r[2][3]; + s = 1.0 / r[2][2]; + r[2][4] = s * (r[2][4] - r[3][4] * m[2]); + r[2][5] = s * (r[2][5] - r[3][5] * m[2]); + r[2][6] = s * (r[2][6] - r[3][6] * m[2]); + r[2][7] = s * (r[2][7] - r[3][7] * m[2]); + + m[1] = r[1][3]; + r[1][4] -= r[3][4] * m[1], r[1][5] -= r[3][5] * m[1]; + r[1][6] -= r[3][6] * m[1], r[1][7] -= r[3][7] * m[1]; + + m[0] = r[0][3]; + r[0][4] -= r[3][4] * m[0], r[0][5] -= r[3][5] * m[0]; + r[0][6] -= r[3][6] * m[0], r[0][7] -= r[3][7] * m[0]; + + m[1] = r[1][2]; + s = 1.0 / r[1][1]; + r[1][4] = s * (r[1][4] - r[2][4] * m[1]), r[1][5] = s * (r[1][5] - r[2][5] * m[1]); + r[1][6] = s * (r[1][6] - r[2][6] * m[1]), r[1][7] = s * (r[1][7] - r[2][7] * m[1]); + + m[0] = r[0][2]; + r[0][4] -= r[2][4] * m[0], r[0][5] -= r[2][5] * m[0]; + r[0][6] -= r[2][6] * m[0], r[0][7] -= r[2][7] * m[0]; + + m[0] = r[0][1]; + s = 1.0 / r[0][0]; + r[0][4] = s * (r[0][4] - r[1][4] * m[0]), r[0][5] = s * (r[0][5] - r[1][5] * m[0]); + r[0][6] = s * (r[0][6] - r[1][6] * m[0]), r[0][7] = s * (r[0][7] - r[1][7] * m[0]); + +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = r[0][4]; + out->m[0][1] = r[1][4]; + out->m[0][2] = r[2][4]; + out->m[0][3] = r[3][4]; + out->m[1][0] = r[0][5]; + out->m[1][1] = r[1][5]; + out->m[1][2] = r[2][5]; + out->m[1][3] = r[3][5]; + out->m[2][0] = r[0][6]; + out->m[2][1] = r[1][6]; + out->m[2][2] = r[2][6]; + out->m[2][3] = r[3][6]; + out->m[3][0] = r[0][7]; + out->m[3][1] = r[1][7]; + out->m[3][2] = r[2][7]; + out->m[3][3] = r[3][7]; +#else + out->m[0][0] = r[0][4]; + out->m[0][1] = r[0][5]; + out->m[0][2] = r[0][6]; + out->m[0][3] = r[0][7]; + out->m[1][0] = r[1][4]; + out->m[1][1] = r[1][5]; + out->m[1][2] = r[1][6]; + out->m[1][3] = r[1][7]; + out->m[2][0] = r[2][4]; + out->m[2][1] = r[2][5]; + out->m[2][2] = r[2][6]; + out->m[2][3] = r[2][7]; + out->m[3][0] = r[3][4]; + out->m[3][1] = r[3][5]; + out->m[3][2] = r[3][6]; + out->m[3][3] = r[3][7]; +#endif + + return 1; + } + } + } + } + + return 0; } void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) @@ -136,16 +326,28 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) // 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); + 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[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[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; +#ifdef MATRIX4x4_OPENGLORIENTATION + // invert the translate + out->m[3][0] = -(in1->m[3][0] * out->m[0][0] + in1->m[3][1] * out->m[1][0] + in1->m[3][2] * out->m[2][0]); + out->m[3][1] = -(in1->m[3][0] * out->m[0][1] + in1->m[3][1] * out->m[1][1] + in1->m[3][2] * out->m[2][1]); + out->m[3][2] = -(in1->m[3][0] * out->m[0][2] + in1->m[3][1] * out->m[1][2] + in1->m[3][2] * out->m[2][2]); + + // don't know if there's anything worth doing here + out->m[0][3] = 0; + out->m[1][3] = 0; + out->m[2][3] = 0; + out->m[3][3] = 1; +#else // 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]); @@ -156,6 +358,7 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; +#endif } void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1) @@ -163,22 +366,37 @@ void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1) // scale rotation matrix vectors to a length of 1 // note: this is only designed to undo uniform scaling double scale = 1.0 / 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]); - out->m[0][0] = (float)(in1->m[0][0] * scale); - out->m[0][1] = (float)(in1->m[0][1] * scale); - out->m[0][2] = (float)(in1->m[0][2] * scale); - out->m[0][3] = (float)(in1->m[0][3]); - out->m[1][0] = (float)(in1->m[1][0] * scale); - out->m[1][1] = (float)(in1->m[1][1] * scale); - out->m[1][2] = (float)(in1->m[1][2] * scale); - out->m[1][3] = (float)(in1->m[1][3]); - out->m[2][0] = (float)(in1->m[2][0] * scale); - out->m[2][1] = (float)(in1->m[2][1] * scale); - out->m[2][2] = (float)(in1->m[2][2] * scale); - out->m[2][3] = (float)(in1->m[2][3]); - out->m[3][0] = 0; - out->m[3][1] = 0; - out->m[3][2] = 0; - out->m[3][3] = 1; + *out = *in1; + Matrix4x4_Scale(out, scale, 1); +} + +void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale) +{ + int i; + double d; + double p[4], p2[4]; + p[0] = normalx; + p[1] = normaly; + p[2] = normalz; + p[3] = -dist; + p2[0] = p[0] * axisscale; + p2[1] = p[1] * axisscale; + p2[2] = p[2] * axisscale; + p2[3] = 0; + for (i = 0;i < 4;i++) + { +#ifdef MATRIX4x4_OPENGLORIENTATION + d = out->m[i][0] * p[0] + out->m[i][1] * p[1] + out->m[i][2] * p[2] + out->m[i][3] * p[3]; + out->m[i][0] += p2[0] * d; + out->m[i][1] += p2[1] * d; + out->m[i][2] += p2[2] * d; +#else + d = out->m[0][i] * p[0] + out->m[1][i] * p[1] + out->m[2][i] * p[2] + out->m[3][i] * p[3]; + out->m[0][i] += p2[0] * d; + out->m[1][i] += p2[1] * d; + out->m[2][i] += p2[2] * d; +#endif + } } void Matrix4x4_CreateIdentity (matrix4x4_t *out) @@ -203,6 +421,24 @@ void Matrix4x4_CreateIdentity (matrix4x4_t *out) void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0]=1.0f; + out->m[1][0]=0.0f; + out->m[2][0]=0.0f; + out->m[3][0]=x; + out->m[0][1]=0.0f; + out->m[1][1]=1.0f; + out->m[2][1]=0.0f; + out->m[3][1]=y; + out->m[0][2]=0.0f; + out->m[1][2]=0.0f; + out->m[2][2]=1.0f; + out->m[3][2]=z; + out->m[0][3]=0.0f; + out->m[1][3]=0.0f; + out->m[2][3]=0.0f; + out->m[3][3]=1.0f; +#else out->m[0][0]=1.0f; out->m[0][1]=0.0f; out->m[0][2]=0.0f; @@ -219,6 +455,7 @@ void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z) out->m[3][1]=0.0f; out->m[3][2]=0.0f; out->m[3][3]=1.0f; +#endif } void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z) @@ -227,15 +464,33 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, len = x*x+y*y+z*z; if (len != 0.0f) - len = 1.0f / (float)sqrt(len); + len = 1.0f / sqrt(len); x *= len; y *= len; z *= len; - angle *= (float)(-M_PI / 180.0); - c = (float)cos(angle); - s = (float)sin(angle); + angle *= (-M_PI / 180.0); + c = cos(angle); + s = sin(angle); +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0]=x * x + c * (1 - x * x); + out->m[1][0]=x * y * (1 - c) + z * s; + out->m[2][0]=z * x * (1 - c) - y * s; + out->m[3][0]=0.0f; + out->m[0][1]=x * y * (1 - c) - z * s; + out->m[1][1]=y * y + c * (1 - y * y); + out->m[2][1]=y * z * (1 - c) + x * s; + out->m[3][1]=0.0f; + out->m[0][2]=z * x * (1 - c) + y * s; + out->m[1][2]=y * z * (1 - c) - x * s; + out->m[2][2]=z * z + c * (1 - z * z); + out->m[3][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][3]=0.0f; + out->m[2][3]=0.0f; + out->m[3][3]=1.0f; +#else 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; @@ -252,6 +507,7 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, out->m[3][1]=0.0f; out->m[3][2]=0.0f; out->m[3][3]=1.0f; +#endif } void Matrix4x4_CreateScale (matrix4x4_t *out, double x) @@ -309,22 +565,41 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl 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); +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = (cp*cy) * scale; + out->m[1][0] = (sr*sp*cy+cr*-sy) * scale; + out->m[2][0] = (cr*sp*cy+-sr*-sy) * scale; + out->m[3][0] = x; + out->m[0][1] = (cp*sy) * scale; + out->m[1][1] = (sr*sp*sy+cr*cy) * scale; + out->m[2][1] = (cr*sp*sy+-sr*cy) * scale; + out->m[3][1] = y; + out->m[0][2] = (-sp) * scale; + out->m[1][2] = (sr*cp) * scale; + out->m[2][2] = (cr*cp) * scale; + out->m[3][2] = z; + out->m[0][3] = 0; + out->m[1][3] = 0; + out->m[2][3] = 0; + out->m[3][3] = 1; +#else + out->m[0][0] = (cp*cy) * scale; + out->m[0][1] = (sr*sp*cy+cr*-sy) * scale; + out->m[0][2] = (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][0] = (cp*sy) * scale; + out->m[1][1] = (sr*sp*sy+cr*cy) * scale; + out->m[1][2] = (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][0] = (-sp) * scale; + out->m[2][1] = (sr*cp) * scale; + out->m[2][2] = (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; +#endif } else if (pitch) { @@ -334,34 +609,71 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl 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); +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = (cp*cy) * scale; + out->m[1][0] = (-sy) * scale; + out->m[2][0] = (sp*cy) * scale; + out->m[3][0] = x; + out->m[0][1] = (cp*sy) * scale; + out->m[1][1] = (cy) * scale; + out->m[2][1] = (sp*sy) * scale; + out->m[3][1] = y; + out->m[0][2] = (-sp) * scale; + out->m[1][2] = 0; + out->m[2][2] = (cp) * scale; + out->m[3][2] = z; + out->m[0][3] = 0; + out->m[1][3] = 0; + out->m[2][3] = 0; + out->m[3][3] = 1; +#else + out->m[0][0] = (cp*cy) * scale; + out->m[0][1] = (-sy) * scale; + out->m[0][2] = (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][0] = (cp*sy) * scale; + out->m[1][1] = (cy) * scale; + out->m[1][2] = (sp*sy) * scale; out->m[1][3] = y; - out->m[2][0] = (float)((-sp) * scale); + out->m[2][0] = (-sp) * scale; out->m[2][1] = 0; - out->m[2][2] = (float)((cp) * scale); + out->m[2][2] = (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; +#endif } 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); +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = (cy) * scale; + out->m[1][0] = (-sy) * scale; + out->m[2][0] = 0; + out->m[3][0] = x; + out->m[0][1] = (sy) * scale; + out->m[1][1] = (cy) * scale; + out->m[2][1] = 0; + out->m[3][1] = y; + out->m[0][2] = 0; + out->m[1][2] = 0; + out->m[2][2] = scale; + out->m[3][2] = z; + out->m[0][3] = 0; + out->m[1][3] = 0; + out->m[2][3] = 0; + out->m[3][3] = 1; +#else + out->m[0][0] = (cy) * scale; + out->m[0][1] = (-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][0] = (sy) * scale; + out->m[1][1] = (cy) * scale; out->m[1][2] = 0; out->m[1][3] = y; out->m[2][0] = 0; @@ -372,9 +684,28 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; +#endif } else { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = scale; + out->m[1][0] = 0; + out->m[2][0] = 0; + out->m[3][0] = x; + out->m[0][1] = 0; + out->m[1][1] = scale; + out->m[2][1] = 0; + out->m[3][1] = y; + out->m[0][2] = 0; + out->m[1][2] = 0; + out->m[2][2] = scale; + out->m[3][2] = z; + out->m[0][3] = 0; + out->m[1][3] = 0; + out->m[2][3] = 0; + out->m[3][3] = 1; +#else out->m[0][0] = scale; out->m[0][1] = 0; out->m[0][2] = 0; @@ -391,11 +722,26 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, doubl out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; +#endif } } void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + vx[0] = in->m[0][0]; + vx[1] = in->m[0][1]; + vx[2] = in->m[0][2]; + vy[0] = in->m[1][0]; + vy[1] = in->m[1][1]; + vy[2] = in->m[1][2]; + vz[0] = in->m[2][0]; + vz[1] = in->m[2][1]; + vz[2] = in->m[2][2]; + t [0] = in->m[3][0]; + t [1] = in->m[3][1]; + t [2] = in->m[3][2]; +#else vx[0] = in->m[0][0]; vx[1] = in->m[1][0]; vx[2] = in->m[2][0]; @@ -405,13 +751,32 @@ void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float 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]; + t [0] = in->m[0][3]; + t [1] = in->m[1][3]; + t [2] = in->m[2][3]; +#endif } void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = vx[0]; + out->m[1][0] = vy[0]; + out->m[2][0] = vz[0]; + out->m[3][0] = t[0]; + out->m[0][1] = vx[1]; + out->m[1][1] = vy[1]; + out->m[2][1] = vz[1]; + out->m[3][1] = t[1]; + out->m[0][2] = vx[2]; + out->m[1][2] = vy[2]; + out->m[2][2] = vz[2]; + out->m[3][2] = t[2]; + out->m[0][3] = 0.0f; + out->m[1][3] = 0.0f; + out->m[2][3] = 0.0f; + out->m[3][3] = 1.0f; +#else out->m[0][0] = vx[0]; out->m[0][1] = vy[0]; out->m[0][2] = vz[0]; @@ -428,10 +793,29 @@ void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3 out->m[3][1] = 0.0f; out->m[3][2] = 0.0f; out->m[3][3] = 1.0f; +#endif } void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]) { +#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[0][3]; + out[ 4] = in->m[1][0]; + out[ 5] = in->m[1][1]; + out[ 6] = in->m[1][2]; + out[ 7] = in->m[1][3]; + out[ 8] = in->m[2][0]; + out[ 9] = in->m[2][1]; + out[10] = in->m[2][2]; + out[11] = in->m[2][3]; + out[12] = in->m[3][0]; + out[13] = in->m[3][1]; + out[14] = in->m[3][2]; + out[15] = in->m[3][3]; +#else out[ 0] = in->m[0][0]; out[ 1] = in->m[1][0]; out[ 2] = in->m[2][0]; @@ -448,10 +832,29 @@ void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]) out[13] = in->m[1][3]; out[14] = in->m[2][3]; out[15] = in->m[3][3]; +#endif } void Matrix4x4_FromArrayDoubleGL (matrix4x4_t *out, const double in[16]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + 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]; +#else out->m[0][0] = in[0]; out->m[1][0] = in[1]; out->m[2][0] = in[2]; @@ -468,10 +871,29 @@ void Matrix4x4_FromArrayDoubleGL (matrix4x4_t *out, const double in[16]) out->m[1][3] = in[13]; out->m[2][3] = in[14]; out->m[3][3] = in[15]; +#endif } void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out[ 0] = in->m[0][0]; + out[ 1] = in->m[1][0]; + out[ 2] = in->m[2][0]; + out[ 3] = in->m[3][0]; + out[ 4] = in->m[0][1]; + out[ 5] = in->m[1][1]; + out[ 6] = in->m[2][1]; + out[ 7] = in->m[3][1]; + out[ 8] = in->m[0][2]; + out[ 9] = in->m[1][2]; + out[10] = in->m[2][2]; + out[11] = in->m[3][2]; + out[12] = in->m[0][3]; + out[13] = in->m[1][3]; + out[14] = in->m[2][3]; + out[15] = in->m[3][3]; +#else out[ 0] = in->m[0][0]; out[ 1] = in->m[0][1]; out[ 2] = in->m[0][2]; @@ -488,10 +910,29 @@ void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]) out[13] = in->m[3][1]; out[14] = in->m[3][2]; out[15] = in->m[3][3]; +#endif } void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16]) { +#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]; +#else out->m[0][0] = in[0]; out->m[0][1] = in[1]; out->m[0][2] = in[2]; @@ -508,10 +949,25 @@ void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16]) out->m[3][1] = in[13]; out->m[3][2] = in[14]; out->m[3][3] = in[15]; +#endif } void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]) { +#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]; +#else out[ 0] = in->m[0][0]; out[ 1] = in->m[1][0]; out[ 2] = in->m[2][0]; @@ -524,10 +980,29 @@ void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]) out[ 9] = in->m[0][3]; out[10] = in->m[1][3]; out[11] = in->m[2][3]; +#endif } void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[0][0] = in[0]; + out->m[0][1] = in[1]; + out->m[0][2] = in[2]; + out->m[0][3] = 0; + out->m[1][0] = in[3]; + out->m[1][1] = in[4]; + out->m[1][2] = in[5]; + out->m[1][3] = 0; + out->m[2][0] = in[6]; + out->m[2][1] = in[7]; + out->m[2][2] = in[8]; + out->m[2][3] = 0; + out->m[3][0] = in[9]; + out->m[3][1] = in[10]; + out->m[3][2] = in[11]; + out->m[3][3] = 1; +#else out->m[0][0] = in[0]; out->m[1][0] = in[1]; out->m[2][0] = in[2]; @@ -544,10 +1019,25 @@ void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]) out->m[1][3] = in[10]; out->m[2][3] = in[11]; out->m[3][3] = 1; +#endif } void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out[ 0] = in->m[0][0]; + out[ 1] = in->m[1][0]; + out[ 2] = in->m[2][0]; + out[ 3] = in->m[3][0]; + out[ 4] = in->m[0][1]; + out[ 5] = in->m[1][1]; + out[ 6] = in->m[2][1]; + out[ 7] = in->m[3][1]; + out[ 8] = in->m[0][2]; + out[ 9] = in->m[1][2]; + out[10] = in->m[2][2]; + out[11] = in->m[3][2]; +#else out[ 0] = in->m[0][0]; out[ 1] = in->m[0][1]; out[ 2] = in->m[0][2]; @@ -560,10 +1050,29 @@ void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]) out[ 9] = in->m[2][1]; out[10] = in->m[2][2]; out[11] = in->m[2][3]; +#endif } void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]) { +#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] = 0; + out->m[1][3] = 0; + out->m[2][3] = 0; + out->m[3][3] = 1; +#else out->m[0][0] = in[0]; out->m[0][1] = in[1]; out->m[0][2] = in[2]; @@ -580,14 +1089,22 @@ void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]) out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; +#endif } void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w) { +#ifdef MATRIX4x4_OPENGLORIENTATION + m->m[0][0]=1-2*(y*y+z*z);m->m[1][0]= 2*(x*y-z*w);m->m[2][0]= 2*(x*z+y*w);m->m[3][0]=ox; + m->m[0][1]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[2][1]= 2*(y*z-x*w);m->m[3][1]=oy; + m->m[0][2]= 2*(x*z-y*w);m->m[1][2]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[3][2]=oz; + m->m[0][3]= 0 ;m->m[1][3]= 0 ;m->m[2][3]= 0 ;m->m[3][3]=1; +#else m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=ox; m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=oy; m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz; m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1; +#endif } // LordHavoc: I got this code from: @@ -596,10 +1113,17 @@ void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, d { double w = 1.0 - (x*x+y*y+z*z); w = w > 0.0 ? -sqrt(w) : 0.0; +#ifdef MATRIX4x4_OPENGLORIENTATION + m->m[0][0]=1-2*(y*y+z*z);m->m[1][0]= 2*(x*y-z*w);m->m[2][0]= 2*(x*z+y*w);m->m[3][0]=ox; + m->m[0][1]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[2][1]= 2*(y*z-x*w);m->m[3][1]=oy; + m->m[0][2]= 2*(x*z-y*w);m->m[1][2]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[3][2]=oz; + m->m[0][3]= 0 ;m->m[1][3]= 0 ;m->m[2][3]= 0 ;m->m[3][3]=1; +#else m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=ox; m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=oy; m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz; m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1; +#endif } void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend) @@ -626,36 +1150,64 @@ void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_ void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0] + in->m[3][0]; + out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1] + in->m[3][1]; + out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2] + in->m[3][2]; +#else 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]; +#endif } void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0] + v[3] * in->m[3][0]; + out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1] + v[3] * in->m[3][1]; + out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2] + v[3] * in->m[3][2]; + out[3] = v[0] * in->m[0][3] + v[1] * in->m[1][3] + v[2] * in->m[2][3] + v[3] * in->m[3][3]; +#else out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + v[3] * in->m[0][3]; out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + v[3] * in->m[1][3]; out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + v[3] * in->m[2][3]; 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]; +#endif } void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3]) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0]; + out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1]; + out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2]; +#else 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]; +#endif } /* void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]) { double t[3]; +#ifdef MATRIX4x4_OPENGLORIENTATION + t[0] = v[0] - in->m[3][0]; + t[1] = v[1] - in->m[3][1]; + t[2] = v[2] - in->m[3][2]; + out[0] = t[0] * in->m[0][0] + t[1] * in->m[0][1] + t[2] * in->m[0][2]; + out[1] = t[0] * in->m[1][0] + t[1] * in->m[1][1] + t[2] * in->m[1][2]; + out[2] = t[0] * in->m[2][0] + t[1] * in->m[2][1] + t[2] * in->m[2][2]; +#else 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]; +#endif } */ @@ -697,29 +1249,47 @@ void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z) void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out[0] = in->m[3][0]; + out[1] = in->m[3][1]; + out[2] = in->m[3][2]; +#else out[0] = in->m[0][3]; out[1] = in->m[1][3]; out[2] = in->m[2][3]; +#endif } double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in) { // 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]); + return 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 Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[3][0] = x; + out->m[3][1] = y; + out->m[3][2] = z; +#else out->m[0][3] = x; out->m[1][3] = y; out->m[2][3] = z; +#endif } void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z) { +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[3][0] += x; + out->m[3][1] += y; + out->m[3][2] += z; +#else out->m[0][3] += x; out->m[1][3] += y; out->m[2][3] += z; +#endif } void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale) @@ -727,13 +1297,19 @@ void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale) out->m[0][0] *= rotatescale; out->m[0][1] *= rotatescale; out->m[0][2] *= rotatescale; - out->m[0][3] *= originscale; out->m[1][0] *= rotatescale; out->m[1][1] *= rotatescale; out->m[1][2] *= rotatescale; - out->m[1][3] *= originscale; out->m[2][0] *= rotatescale; out->m[2][1] *= rotatescale; out->m[2][2] *= rotatescale; +#ifdef MATRIX4x4_OPENGLORIENTATION + out->m[3][0] *= originscale; + out->m[3][1] *= originscale; + out->m[3][2] *= originscale; +#else + out->m[0][3] *= originscale; + out->m[1][3] *= originscale; out->m[2][3] *= originscale; +#endif }