X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=matrixlib.h;h=ae83c1d68901cab73bf8642990b7ebb8bde2f7cf;hb=0915d731759ea1a90cbb4080ecfd49904196e4f2;hp=505f7f91d41c31850439f9385b59a66c6345f20a;hpb=3f7971e7701e45c3c14f2e744b7f74f35144af94;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.h b/matrixlib.h index 505f7f91..ae83c1d6 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 @@ -106,9 +115,16 @@ void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]); // creates a matrix4x4 from an origin and quaternion (used mostly with skeletal model formats such as PSK) void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w); +// creates an origin and quaternion from a matrix4x4_t, quat[3] is always positive +void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat); // creates a matrix4x4 from an origin and canonical unit-length quaternion (used mostly with skeletal model formats such as MD5) void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z); +// creates a matrix4x4_t from an origin and canonical unit-length quaternion in short[6] normalized format +void Matrix4x4_FromBonePose6s(matrix4x4_t *m, float originscale, const short *pose6s); +// creates a short[6] representation from normalized matrix4x4_t +void Matrix4x4_ToBonePose6s(const matrix4x4_t *m, float origininvscale, short *pose6s); + // blends two matrices together, at a given percentage (blend controls percentage of in2) void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend); @@ -150,5 +166,7 @@ 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