X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=matrixlib.h;h=7673c5b35097e668da7e83b6f573a7503f81af5c;hb=a252b31c07fa820178ab39c13e95c354b86107e6;hp=8e1e65379c85361c4ef31b1936e276b65398d8ae;hpb=49527da111ad96c720d540effb651e9c32a4899b;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.h b/matrixlib.h index 8e1e6537..7673c5b3 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -95,6 +95,15 @@ 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 @@ -124,6 +133,10 @@ void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4] //void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float 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]); +// 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); +// 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); // ease of use functions // immediately applies a Translate to the matrix @@ -146,5 +159,7 @@ void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z); 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