X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=matrixlib.h;h=f510f3d9d567975b99ad0c624f89a0383d334871;hb=018792046effbf5f5743d6ef9569f6c3a2480ae9;hp=af2555dd1fbe9b67a4f65c503b57807b3de26fc4;hpb=a26c29e7adac278a87059324e40868823c752680;p=xonotic%2Fdarkplaces.git diff --git a/matrixlib.h b/matrixlib.h index af2555dd..f510f3d9 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -6,6 +6,8 @@ #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif +//#define MATRIX4x4_OPENGLORIENTATION + typedef struct matrix4x4_s { float m[4][4]; @@ -28,9 +30,12 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 // swaps the rows and columns of the matrix // (is this useful for anything?) void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1); -// swaps the rows and columns of the rotation matrix -// (inverting the rotation, but leaving everything else the same) -void Matrix4x4_Transpose3x3 (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); @@ -64,9 +69,13 @@ void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float // creates a matrix4x4 from a set of 3D vectors for axial directions, and translate void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]); -// creates a matrix4x4 from a float[16] array in the OpenGL orientation +// converts a matrix4x4 to a double[16] array in the OpenGL orientation +void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]); +// creates a matrix4x4 from a double[16] array in the OpenGL orientation void Matrix4x4_FromArrayDoubleGL(matrix4x4_t *out, const double in[16]); -// creates a matrix4x4 from a float[16] array in the Direct3D orientation +// converts a matrix4x4 to a double[16] array in the Direct3D orientation +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[12] array in the OpenGL orientation @@ -118,5 +127,7 @@ double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in); void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z); // moves origin vector (translate) in matrix by a simple translate 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); #endif