X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=matrixlib.h;h=8e1e65379c85361c4ef31b1936e276b65398d8ae;hb=2c25118536d3ae0fd015df7b82325211c8c3d72a;hp=7d834eac38d28df04a676aac8960a6febd14e6f1;hpb=bd270585afd105bf528073877de78bca7d4c2e43;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.h b/matrixlib.h index 7d834eac..8e1e6537 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -6,7 +6,7 @@ #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif -#define MATRIX4x4_OPENGLORIENTATION +//#define MATRIX4x4_OPENGLORIENTATION typedef struct matrix4x4_s { @@ -31,11 +31,34 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 // (is this useful for anything?) void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1); // creates a matrix that does the opposite of the matrix provided +// this is a full matrix inverter, it should be able to invert any matrix that +// is possible to invert +// (non-uniform scaling, rotation, shearing, and translation, possibly others) +// warning: this function is SLOW +int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1); +// creates a matrix that does the opposite of the matrix provided // only supports translate, rotate, scale (not scale3) matrices void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1); +// blends between two matrices, used primarily for animation interpolation +// (note: it is recommended to follow this with Matrix4x4_Normalize, a method +// known as nlerp rotation, often better for animation purposes than slerp) +void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac); +// zeros all matrix components, used with Matrix4x4_Accumulate +void Matrix4x4_Clear (matrix4x4_t *out); +// adds a weighted contribution from the supplied matrix, used to blend 3 or +// more matrices with weighting, it is recommended that Matrix4x4_Normalize be +// called afterward (a method known as nlerp rotation, often better for +// animation purposes than slerp) +void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight); // creates a matrix that does the same rotation and translation as the matrix // provided, but no uniform scaling, does not support scale3 matrices void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1); +// creates a matrix with vectors normalized individually (use after +// Matrix4x4_Accumulate) +void Matrix4x4_Normalize3 (matrix4x4_t *out, matrix4x4_t *in1); +// modifies a matrix to have all vectors and origin reflected across the plane +// to the opposite side (at least if axisscale is -2) +void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale); // creates an identity matrix // (a matrix which does nothing)