#include "quakedef.h" #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 = { { {1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1} } }; void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in) { *out = *in; } void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in) { out->m[0][0] = in->m[0][0]; out->m[0][1] = in->m[0][1]; out->m[0][2] = in->m[0][2]; out->m[0][3] = 0.0f; out->m[1][0] = in->m[1][0]; out->m[1][1] = in->m[1][1]; out->m[1][2] = in->m[1][2]; out->m[1][3] = 0.0f; out->m[2][0] = in->m[2][0]; out->m[2][1] = in->m[2][1]; out->m[2][2] = in->m[2][2]; out->m[2][3] = 0.0f; out->m[3][0] = 0.0f; out->m[3][1] = 0.0f; out->m[3][2] = 0.0f; out->m[3][3] = 1.0f; } 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; out->m[0][3] = in->m[0][3]; out->m[1][0] = 0.0f; out->m[1][1] = 1.0f; out->m[1][2] = 0.0f; out->m[1][3] = in->m[1][3]; out->m[2][0] = 0.0f; out->m[2][1] = 0.0f; out->m[2][2] = 1.0f; out->m[2][3] = in->m[2][3]; out->m[3][0] = 0.0f; 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]; out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3] * in2->m[3][3]; out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0] + in1->m[1][3] * in2->m[3][0]; out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1] + in1->m[1][3] * in2->m[3][1]; out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2] + in1->m[1][3] * in2->m[3][2]; out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3] * in2->m[3][3]; out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0] + in1->m[2][3] * in2->m[3][0]; out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1] + in1->m[2][3] * in2->m[3][1]; out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2] + in1->m[2][3] * in2->m[3][2]; out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3] * in2->m[3][3]; out->m[3][0] = in1->m[3][0] * in2->m[0][0] + in1->m[3][1] * in2->m[1][0] + in1->m[3][2] * in2->m[2][0] + in1->m[3][3] * in2->m[3][0]; 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) { 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[0][3] = in1->m[3][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[1][3] = in1->m[3][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]; out->m[2][3] = in1->m[3][2]; 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]; } #if 1 // Adapted from code contributed to Mesa by David Moore (Mesa 7.6 under SGI Free License B - which is MIT/X11-type) // added helper for common subexpression elimination by eihrul, and other optimizations by div0 int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1) { float det; // note: orientation does not matter, as transpose(invert(transpose(m))) == invert(m), proof: // transpose(invert(transpose(m))) * m // = transpose(invert(transpose(m))) * transpose(transpose(m)) // = transpose(transpose(m) * invert(transpose(m))) // = transpose(identity) // = identity // this seems to help gcc's common subexpression elimination, and also makes the code look nicer float m00 = in1->m[0][0], m01 = in1->m[0][1], m02 = in1->m[0][2], m03 = in1->m[0][3], m10 = in1->m[1][0], m11 = in1->m[1][1], m12 = in1->m[1][2], m13 = in1->m[1][3], m20 = in1->m[2][0], m21 = in1->m[2][1], m22 = in1->m[2][2], m23 = in1->m[2][3], m30 = in1->m[3][0], m31 = in1->m[3][1], m32 = in1->m[3][2], m33 = in1->m[3][3]; // calculate the adjoint out->m[0][0] = (m11*(m22*m33 - m23*m32) - m21*(m12*m33 - m13*m32) + m31*(m12*m23 - m13*m22)); out->m[0][1] = -(m01*(m22*m33 - m23*m32) - m21*(m02*m33 - m03*m32) + m31*(m02*m23 - m03*m22)); out->m[0][2] = (m01*(m12*m33 - m13*m32) - m11*(m02*m33 - m03*m32) + m31*(m02*m13 - m03*m12)); out->m[0][3] = -(m01*(m12*m23 - m13*m22) - m11*(m02*m23 - m03*m22) + m21*(m02*m13 - m03*m12)); out->m[1][0] = -(m10*(m22*m33 - m23*m32) - m20*(m12*m33 - m13*m32) + m30*(m12*m23 - m13*m22)); out->m[1][1] = (m00*(m22*m33 - m23*m32) - m20*(m02*m33 - m03*m32) + m30*(m02*m23 - m03*m22)); out->m[1][2] = -(m00*(m12*m33 - m13*m32) - m10*(m02*m33 - m03*m32) + m30*(m02*m13 - m03*m12)); out->m[1][3] = (m00*(m12*m23 - m13*m22) - m10*(m02*m23 - m03*m22) + m20*(m02*m13 - m03*m12)); out->m[2][0] = (m10*(m21*m33 - m23*m31) - m20*(m11*m33 - m13*m31) + m30*(m11*m23 - m13*m21)); out->m[2][1] = -(m00*(m21*m33 - m23*m31) - m20*(m01*m33 - m03*m31) + m30*(m01*m23 - m03*m21)); out->m[2][2] = (m00*(m11*m33 - m13*m31) - m10*(m01*m33 - m03*m31) + m30*(m01*m13 - m03*m11)); out->m[2][3] = -(m00*(m11*m23 - m13*m21) - m10*(m01*m23 - m03*m21) + m20*(m01*m13 - m03*m11)); out->m[3][0] = -(m10*(m21*m32 - m22*m31) - m20*(m11*m32 - m12*m31) + m30*(m11*m22 - m12*m21)); out->m[3][1] = (m00*(m21*m32 - m22*m31) - m20*(m01*m32 - m02*m31) + m30*(m01*m22 - m02*m21)); out->m[3][2] = -(m00*(m11*m32 - m12*m31) - m10*(m01*m32 - m02*m31) + m30*(m01*m12 - m02*m11)); out->m[3][3] = (m00*(m11*m22 - m12*m21) - m10*(m01*m22 - m02*m21) + m20*(m01*m12 - m02*m11)); // calculate the determinant (as inverse == 1/det * adjoint, adjoint * m == identity * det, so this calculates the det) det = m00*out->m[0][0] + m10*out->m[0][1] + m20*out->m[0][2] + m30*out->m[0][3]; if (det == 0.0f) return 0; // multiplications are faster than divisions, usually det = 1.0f / det; // manually unrolled loop to multiply all matrix elements by 1/det out->m[0][0] *= det; out->m[0][1] *= det; out->m[0][2] *= det; out->m[0][3] *= det; out->m[1][0] *= det; out->m[1][1] *= det; out->m[1][2] *= det; out->m[1][3] *= det; out->m[2][0] *= det; out->m[2][1] *= det; out->m[2][2] *= det; out->m[2][3] *= det; out->m[3][0] *= det; out->m[3][1] *= det; out->m[3][2] *= det; out->m[3][3] *= det; return 1; } #elif 1 // Adapted from code contributed to Mesa by David Moore (Mesa 7.6 under SGI Free License B - which is MIT/X11-type) int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1) { matrix4x4_t temp; double det; int i, j; #ifdef MATRIX4x4_OPENGLORIENTATION temp.m[0][0] = in1->m[1][1]*in1->m[2][2]*in1->m[3][3] - in1->m[1][1]*in1->m[2][3]*in1->m[3][2] - in1->m[2][1]*in1->m[1][2]*in1->m[3][3] + in1->m[2][1]*in1->m[1][3]*in1->m[3][2] + in1->m[3][1]*in1->m[1][2]*in1->m[2][3] - in1->m[3][1]*in1->m[1][3]*in1->m[2][2]; temp.m[1][0] = -in1->m[1][0]*in1->m[2][2]*in1->m[3][3] + in1->m[1][0]*in1->m[2][3]*in1->m[3][2] + in1->m[2][0]*in1->m[1][2]*in1->m[3][3] - in1->m[2][0]*in1->m[1][3]*in1->m[3][2] - in1->m[3][0]*in1->m[1][2]*in1->m[2][3] + in1->m[3][0]*in1->m[1][3]*in1->m[2][2]; temp.m[2][0] = in1->m[1][0]*in1->m[2][1]*in1->m[3][3] - in1->m[1][0]*in1->m[2][3]*in1->m[3][1] - in1->m[2][0]*in1->m[1][1]*in1->m[3][3] + in1->m[2][0]*in1->m[1][3]*in1->m[3][1] + in1->m[3][0]*in1->m[1][1]*in1->m[2][3] - in1->m[3][0]*in1->m[1][3]*in1->m[2][1]; temp.m[3][0] = -in1->m[1][0]*in1->m[2][1]*in1->m[3][2] + in1->m[1][0]*in1->m[2][2]*in1->m[3][1] + in1->m[2][0]*in1->m[1][1]*in1->m[3][2] - in1->m[2][0]*in1->m[1][2]*in1->m[3][1] - in1->m[3][0]*in1->m[1][1]*in1->m[2][2] + in1->m[3][0]*in1->m[1][2]*in1->m[2][1]; temp.m[0][1] = -in1->m[0][1]*in1->m[2][2]*in1->m[3][3] + in1->m[0][1]*in1->m[2][3]*in1->m[3][2] + in1->m[2][1]*in1->m[0][2]*in1->m[3][3] - in1->m[2][1]*in1->m[0][3]*in1->m[3][2] - in1->m[3][1]*in1->m[0][2]*in1->m[2][3] + in1->m[3][1]*in1->m[0][3]*in1->m[2][2]; temp.m[1][1] = in1->m[0][0]*in1->m[2][2]*in1->m[3][3] - in1->m[0][0]*in1->m[2][3]*in1->m[3][2] - in1->m[2][0]*in1->m[0][2]*in1->m[3][3] + in1->m[2][0]*in1->m[0][3]*in1->m[3][2] + in1->m[3][0]*in1->m[0][2]*in1->m[2][3] - in1->m[3][0]*in1->m[0][3]*in1->m[2][2]; temp.m[2][1] = -in1->m[0][0]*in1->m[2][1]*in1->m[3][3] + in1->m[0][0]*in1->m[2][3]*in1->m[3][1] + in1->m[2][0]*in1->m[0][1]*in1->m[3][3] - in1->m[2][0]*in1->m[0][3]*in1->m[3][1] - in1->m[3][0]*in1->m[0][1]*in1->m[2][3] + in1->m[3][0]*in1->m[0][3]*in1->m[2][1]; temp.m[3][1] = in1->m[0][0]*in1->m[2][1]*in1->m[3][2] - in1->m[0][0]*in1->m[2][2]*in1->m[3][1] - in1->m[2][0]*in1->m[0][1]*in1->m[3][2] + in1->m[2][0]*in1->m[0][2]*in1->m[3][1] + in1->m[3][0]*in1->m[0][1]*in1->m[2][2] - in1->m[3][0]*in1->m[0][2]*in1->m[2][1]; temp.m[0][2] = in1->m[0][1]*in1->m[1][2]*in1->m[3][3] - in1->m[0][1]*in1->m[1][3]*in1->m[3][2] - in1->m[1][1]*in1->m[0][2]*in1->m[3][3] + in1->m[1][1]*in1->m[0][3]*in1->m[3][2] + in1->m[3][1]*in1->m[0][2]*in1->m[1][3] - in1->m[3][1]*in1->m[0][3]*in1->m[1][2]; temp.m[1][2] = -in1->m[0][0]*in1->m[1][2]*in1->m[3][3] + in1->m[0][0]*in1->m[1][3]*in1->m[3][2] + in1->m[1][0]*in1->m[0][2]*in1->m[3][3] - in1->m[1][0]*in1->m[0][3]*in1->m[3][2] - in1->m[3][0]*in1->m[0][2]*in1->m[1][3] + in1->m[3][0]*in1->m[0][3]*in1->m[1][2]; temp.m[2][2] = in1->m[0][0]*in1->m[1][1]*in1->m[3][3] - in1->m[0][0]*in1->m[1][3]*in1->m[3][1] - in1->m[1][0]*in1->m[0][1]*in1->m[3][3] + in1->m[1][0]*in1->m[0][3]*in1->m[3][1] + in1->m[3][0]*in1->m[0][1]*in1->m[1][3] - in1->m[3][0]*in1->m[0][3]*in1->m[1][1]; temp.m[3][2] = -in1->m[0][0]*in1->m[1][1]*in1->m[3][2] + in1->m[0][0]*in1->m[1][2]*in1->m[3][1] + in1->m[1][0]*in1->m[0][1]*in1->m[3][2] - in1->m[1][0]*in1->m[0][2]*in1->m[3][1] - in1->m[3][0]*in1->m[0][1]*in1->m[1][2] + in1->m[3][0]*in1->m[0][2]*in1->m[1][1]; temp.m[0][3] = -in1->m[0][1]*in1->m[1][2]*in1->m[2][3] + in1->m[0][1]*in1->m[1][3]*in1->m[2][2] + in1->m[1][1]*in1->m[0][2]*in1->m[2][3] - in1->m[1][1]*in1->m[0][3]*in1->m[2][2] - in1->m[2][1]*in1->m[0][2]*in1->m[1][3] + in1->m[2][1]*in1->m[0][3]*in1->m[1][2]; temp.m[1][3] = in1->m[0][0]*in1->m[1][2]*in1->m[2][3] - in1->m[0][0]*in1->m[1][3]*in1->m[2][2] - in1->m[1][0]*in1->m[0][2]*in1->m[2][3] + in1->m[1][0]*in1->m[0][3]*in1->m[2][2] + in1->m[2][0]*in1->m[0][2]*in1->m[1][3] - in1->m[2][0]*in1->m[0][3]*in1->m[1][2]; temp.m[2][3] = -in1->m[0][0]*in1->m[1][1]*in1->m[2][3] + in1->m[0][0]*in1->m[1][3]*in1->m[2][1] + in1->m[1][0]*in1->m[0][1]*in1->m[2][3] - in1->m[1][0]*in1->m[0][3]*in1->m[2][1] - in1->m[2][0]*in1->m[0][1]*in1->m[1][3] + in1->m[2][0]*in1->m[0][3]*in1->m[1][1]; temp.m[3][3] = in1->m[0][0]*in1->m[1][1]*in1->m[2][2] - in1->m[0][0]*in1->m[1][2]*in1->m[2][1] - in1->m[1][0]*in1->m[0][1]*in1->m[2][2] + in1->m[1][0]*in1->m[0][2]*in1->m[2][1] + in1->m[2][0]*in1->m[0][1]*in1->m[1][2] - in1->m[2][0]*in1->m[0][2]*in1->m[1][1]; #else temp.m[0][0] = in1->m[1][1]*in1->m[2][2]*in1->m[3][3] - in1->m[1][1]*in1->m[3][2]*in1->m[2][3] - in1->m[1][2]*in1->m[2][1]*in1->m[3][3] + in1->m[1][2]*in1->m[3][1]*in1->m[2][3] + in1->m[1][3]*in1->m[2][1]*in1->m[3][2] - in1->m[1][3]*in1->m[3][1]*in1->m[2][2]; temp.m[0][1] = -in1->m[0][1]*in1->m[2][2]*in1->m[3][3] + in1->m[0][1]*in1->m[3][2]*in1->m[2][3] + in1->m[0][2]*in1->m[2][1]*in1->m[3][3] - in1->m[0][2]*in1->m[3][1]*in1->m[2][3] - in1->m[0][3]*in1->m[2][1]*in1->m[3][2] + in1->m[0][3]*in1->m[3][1]*in1->m[2][2]; temp.m[0][2] = in1->m[0][1]*in1->m[1][2]*in1->m[3][3] - in1->m[0][1]*in1->m[3][2]*in1->m[1][3] - in1->m[0][2]*in1->m[1][1]*in1->m[3][3] + in1->m[0][2]*in1->m[3][1]*in1->m[1][3] + in1->m[0][3]*in1->m[1][1]*in1->m[3][2] - in1->m[0][3]*in1->m[3][1]*in1->m[1][2]; temp.m[0][3] = -in1->m[0][1]*in1->m[1][2]*in1->m[2][3] + in1->m[0][1]*in1->m[2][2]*in1->m[1][3] + in1->m[0][2]*in1->m[1][1]*in1->m[2][3] - in1->m[0][2]*in1->m[2][1]*in1->m[1][3] - in1->m[0][3]*in1->m[1][1]*in1->m[2][2] + in1->m[0][3]*in1->m[2][1]*in1->m[1][2]; temp.m[1][0] = -in1->m[1][0]*in1->m[2][2]*in1->m[3][3] + in1->m[1][0]*in1->m[3][2]*in1->m[2][3] + in1->m[1][2]*in1->m[2][0]*in1->m[3][3] - in1->m[1][2]*in1->m[3][0]*in1->m[2][3] - in1->m[1][3]*in1->m[2][0]*in1->m[3][2] + in1->m[1][3]*in1->m[3][0]*in1->m[2][2]; temp.m[1][1] = in1->m[0][0]*in1->m[2][2]*in1->m[3][3] - in1->m[0][0]*in1->m[3][2]*in1->m[2][3] - in1->m[0][2]*in1->m[2][0]*in1->m[3][3] + in1->m[0][2]*in1->m[3][0]*in1->m[2][3] + in1->m[0][3]*in1->m[2][0]*in1->m[3][2] - in1->m[0][3]*in1->m[3][0]*in1->m[2][2]; temp.m[1][2] = -in1->m[0][0]*in1->m[1][2]*in1->m[3][3] + in1->m[0][0]*in1->m[3][2]*in1->m[1][3] + in1->m[0][2]*in1->m[1][0]*in1->m[3][3] - in1->m[0][2]*in1->m[3][0]*in1->m[1][3] - in1->m[0][3]*in1->m[1][0]*in1->m[3][2] + in1->m[0][3]*in1->m[3][0]*in1->m[1][2]; temp.m[1][3] = in1->m[0][0]*in1->m[1][2]*in1->m[2][3] - in1->m[0][0]*in1->m[2][2]*in1->m[1][3] - in1->m[0][2]*in1->m[1][0]*in1->m[2][3] + in1->m[0][2]*in1->m[2][0]*in1->m[1][3] + in1->m[0][3]*in1->m[1][0]*in1->m[2][2] - in1->m[0][3]*in1->m[2][0]*in1->m[1][2]; temp.m[2][0] = in1->m[1][0]*in1->m[2][1]*in1->m[3][3] - in1->m[1][0]*in1->m[3][1]*in1->m[2][3] - in1->m[1][1]*in1->m[2][0]*in1->m[3][3] + in1->m[1][1]*in1->m[3][0]*in1->m[2][3] + in1->m[1][3]*in1->m[2][0]*in1->m[3][1] - in1->m[1][3]*in1->m[3][0]*in1->m[2][1]; temp.m[2][1] = -in1->m[0][0]*in1->m[2][1]*in1->m[3][3] + in1->m[0][0]*in1->m[3][1]*in1->m[2][3] + in1->m[0][1]*in1->m[2][0]*in1->m[3][3] - in1->m[0][1]*in1->m[3][0]*in1->m[2][3] - in1->m[0][3]*in1->m[2][0]*in1->m[3][1] + in1->m[0][3]*in1->m[3][0]*in1->m[2][1]; temp.m[2][2] = in1->m[0][0]*in1->m[1][1]*in1->m[3][3] - in1->m[0][0]*in1->m[3][1]*in1->m[1][3] - in1->m[0][1]*in1->m[1][0]*in1->m[3][3] + in1->m[0][1]*in1->m[3][0]*in1->m[1][3] + in1->m[0][3]*in1->m[1][0]*in1->m[3][1] - in1->m[0][3]*in1->m[3][0]*in1->m[1][1]; temp.m[2][3] = -in1->m[0][0]*in1->m[1][1]*in1->m[2][3] + in1->m[0][0]*in1->m[2][1]*in1->m[1][3] + in1->m[0][1]*in1->m[1][0]*in1->m[2][3] - in1->m[0][1]*in1->m[2][0]*in1->m[1][3] - in1->m[0][3]*in1->m[1][0]*in1->m[2][1] + in1->m[0][3]*in1->m[2][0]*in1->m[1][1]; temp.m[3][0] = -in1->m[1][0]*in1->m[2][1]*in1->m[3][2] + in1->m[1][0]*in1->m[3][1]*in1->m[2][2] + in1->m[1][1]*in1->m[2][0]*in1->m[3][2] - in1->m[1][1]*in1->m[3][0]*in1->m[2][2] - in1->m[1][2]*in1->m[2][0]*in1->m[3][1] + in1->m[1][2]*in1->m[3][0]*in1->m[2][1]; temp.m[3][1] = in1->m[0][0]*in1->m[2][1]*in1->m[3][2] - in1->m[0][0]*in1->m[3][1]*in1->m[2][2] - in1->m[0][1]*in1->m[2][0]*in1->m[3][2] + in1->m[0][1]*in1->m[3][0]*in1->m[2][2] + in1->m[0][2]*in1->m[2][0]*in1->m[3][1] - in1->m[0][2]*in1->m[3][0]*in1->m[2][1]; temp.m[3][2] = -in1->m[0][0]*in1->m[1][1]*in1->m[3][2] + in1->m[0][0]*in1->m[3][1]*in1->m[1][2] + in1->m[0][1]*in1->m[1][0]*in1->m[3][2] - in1->m[0][1]*in1->m[3][0]*in1->m[1][2] - in1->m[0][2]*in1->m[1][0]*in1->m[3][1] + in1->m[0][2]*in1->m[3][0]*in1->m[1][1]; temp.m[3][3] = in1->m[0][0]*in1->m[1][1]*in1->m[2][2] - in1->m[0][0]*in1->m[2][1]*in1->m[1][2] - in1->m[0][1]*in1->m[1][0]*in1->m[2][2] + in1->m[0][1]*in1->m[2][0]*in1->m[1][2] + in1->m[0][2]*in1->m[1][0]*in1->m[2][1] - in1->m[0][2]*in1->m[2][0]*in1->m[1][1]; #endif det = in1->m[0][0]*temp.m[0][0] + in1->m[1][0]*temp.m[0][1] + in1->m[2][0]*temp.m[0][2] + in1->m[3][0]*temp.m[0][3]; if (det == 0.0f) return 0; det = 1.0f / det; for (i = 0;i < 4;i++) for (j = 0;j < 4;j++) out->m[i][j] = temp.m[i][j] * det; return 1; } #else int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1) { double *temp; double *r[4]; double rtemp[4][8]; double m[4]; double s; 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; } #endif void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) { // we only support uniform scaling, so assume the first row is enough // (note the lack of sqrt here, because we're trying to undo the scaling, // this means multiplying by the inverse scale twice - squaring it, which // makes the sqrt a waste of time) #if 1 double scale = 1.0 / (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]); #else double scale = 3.0 / 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] + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2] + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]); scale *= scale; #endif // invert the rotation by transposing and multiplying by the squared // recipricol of the input matrix scale as described above 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]); out->m[2][3] = -(in1->m[0][3] * out->m[2][0] + in1->m[1][3] * out->m[2][1] + in1->m[2][3] * out->m[2][2]); // don't know if there's anything worth doing here out->m[3][0] = 0; out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; #endif } void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac) { int i, j; for (i = 0;i < 4;i++) for (j = 0;j < 4;j++) out->m[i][j] = in1->m[i][j] + frac * (in2->m[i][j] - in1->m[i][j]); } void Matrix4x4_Clear (matrix4x4_t *out) { int i, j; for (i = 0;i < 4;i++) for (j = 0;j < 4;j++) out->m[i][j] = 0; } void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight) { int i, j; for (i = 0;i < 4;i++) for (j = 0;j < 4;j++) out->m[i][j] += in->m[i][j] * weight; } 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 = *in1; Matrix4x4_Scale(out, scale, 1); } void Matrix4x4_Normalize3 (matrix4x4_t *out, matrix4x4_t *in1) { int i; double scale; // scale each rotation matrix vector to a length of 1 // intended for use after Matrix4x4_Interpolate or Matrix4x4_Accumulate *out = *in1; for (i = 0;i < 3;i++) { #ifdef MATRIX4x4_OPENGLORIENTATION scale = sqrt(in1->m[i][0] * in1->m[i][0] + in1->m[i][1] * in1->m[i][1] + in1->m[i][2] * in1->m[i][2]); if (scale) scale = 1.0 / scale; out->m[i][0] *= scale; out->m[i][1] *= scale; out->m[i][2] *= scale; #else scale = sqrt(in1->m[0][i] * in1->m[0][i] + in1->m[1][i] * in1->m[1][i] + in1->m[2][i] * in1->m[2][i]); if (scale) scale = 1.0 / scale; out->m[0][i] *= scale; out->m[1][i] *= scale; out->m[2][i] *= scale; #endif } } 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) { out->m[0][0]=1.0f; out->m[0][1]=0.0f; out->m[0][2]=0.0f; out->m[0][3]=0.0f; out->m[1][0]=0.0f; out->m[1][1]=1.0f; out->m[1][2]=0.0f; out->m[1][3]=0.0f; out->m[2][0]=0.0f; out->m[2][1]=0.0f; out->m[2][2]=1.0f; out->m[2][3]=0.0f; out->m[3][0]=0.0f; out->m[3][1]=0.0f; out->m[3][2]=0.0f; out->m[3][3]=1.0f; } 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; out->m[0][3]=x; out->m[1][0]=0.0f; out->m[1][1]=1.0f; out->m[1][2]=0.0f; out->m[1][3]=y; out->m[2][0]=0.0f; out->m[2][1]=0.0f; out->m[2][2]=1.0f; out->m[2][3]=z; out->m[3][0]=0.0f; 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) { double len, c, s; len = x*x+y*y+z*z; if (len != 0.0f) len = 1.0f / sqrt(len); x *= len; y *= len; z *= len; 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; out->m[0][3]=0.0f; out->m[1][0]=x * y * (1 - c) - z * s; out->m[1][1]=y * y + c * (1 - y * y); out->m[1][2]=y * z * (1 - c) + x * s; out->m[1][3]=0.0f; out->m[2][0]=z * x * (1 - c) + y * s; out->m[2][1]=y * z * (1 - c) - x * s; out->m[2][2]=z * z + c * (1 - z * z); out->m[2][3]=0.0f; out->m[3][0]=0.0f; 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) { out->m[0][0]=x; out->m[0][1]=0.0f; out->m[0][2]=0.0f; out->m[0][3]=0.0f; out->m[1][0]=0.0f; out->m[1][1]=x; out->m[1][2]=0.0f; out->m[1][3]=0.0f; out->m[2][0]=0.0f; out->m[2][1]=0.0f; out->m[2][2]=x; out->m[2][3]=0.0f; out->m[3][0]=0.0f; out->m[3][1]=0.0f; out->m[3][2]=0.0f; out->m[3][3]=1.0f; } void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z) { out->m[0][0]=x; out->m[0][1]=0.0f; out->m[0][2]=0.0f; out->m[0][3]=0.0f; out->m[1][0]=0.0f; out->m[1][1]=y; out->m[1][2]=0.0f; out->m[1][3]=0.0f; out->m[2][0]=0.0f; out->m[2][1]=0.0f; out->m[2][2]=z; out->m[2][3]=0.0f; out->m[3][0]=0.0f; out->m[3][1]=0.0f; out->m[3][2]=0.0f; out->m[3][3]=1.0f; } void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale) { double angle, sr, sp, sy, cr, cp, cy; if (roll) { angle = yaw * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = pitch * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = roll * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); #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] = (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] = (-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) { angle = yaw * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = pitch * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); #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] = (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] = (-sp) * scale; out->m[2][1] = 0; 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); #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] = (sy) * scale; out->m[1][1] = (cy) * scale; out->m[1][2] = 0; out->m[1][3] = y; out->m[2][0] = 0; out->m[2][1] = 0; out->m[2][2] = 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 { #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; out->m[0][3] = x; out->m[1][0] = 0; out->m[1][1] = scale; out->m[1][2] = 0; out->m[1][3] = y; out->m[2][0] = 0; out->m[2][1] = 0; out->m[2][2] = 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 } } void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle) { // Sorry - this isn't direct at all. We can't just use an alternative to // Matrix4x4_CreateFromQuakeEntity as in some cases the input for // generating the view matrix is generated externally. vec3_t forward, left, up, angles; double scaleforward, scaleleft, scaleup; #ifdef MATRIX4x4_OPENGLORIENTATION VectorSet(forward, in->m[0][0], in->m[0][1], in->m[0][2]); VectorSet(left, in->m[1][0], in->m[1][1], in->m[1][2]); VectorSet(up, in->m[2][0], in->m[2][1], in->m[2][2]); #else VectorSet(forward, in->m[0][0], in->m[1][0], in->m[2][0]); VectorSet(left, in->m[0][1], in->m[1][1], in->m[2][1]); VectorSet(up, in->m[0][2], in->m[1][2], in->m[2][2]); #endif scaleforward = VectorNormalizeLength(forward); scaleleft = VectorNormalizeLength(left); scaleup = VectorNormalizeLength(up); AnglesFromVectors(angles, forward, up, false); AngleVectorsDuke3DFLU(angles, forward, left, up, maxShearAngle); VectorScale(forward, scaleforward, forward); VectorScale(left, scaleleft, left); VectorScale(up, scaleup, up); *out = *in; #ifdef MATRIX4x4_OPENGLORIENTATION out->m[0][0] = forward[0]; out->m[1][0] = left[0]; out->m[2][0] = up[0]; out->m[0][1] = forward[1]; out->m[1][1] = left[1]; out->m[2][1] = up[1]; out->m[0][2] = forward[2]; out->m[1][2] = left[2]; out->m[2][2] = up[2]; #else out->m[0][0] = forward[0]; out->m[0][1] = left[0]; out->m[0][2] = up[0]; out->m[1][0] = forward[1]; out->m[1][1] = left[1]; out->m[1][2] = up[1]; out->m[2][0] = forward[2]; out->m[2][1] = left[2]; out->m[2][2] = up[2]; #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]; vy[0] = in->m[0][1]; vy[1] = in->m[1][1]; vy[2] = in->m[2][1]; 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]; #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]; out->m[0][3] = t[0]; out->m[1][0] = vx[1]; out->m[1][1] = vy[1]; out->m[1][2] = vz[1]; out->m[1][3] = t[1]; out->m[2][0] = vx[2]; out->m[2][1] = vy[2]; out->m[2][2] = vz[2]; out->m[2][3] = t[2]; out->m[3][0] = 0.0f; 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]; 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]; #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]; 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]; #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]; 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]; #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]; 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]; #endif } void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float 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]; 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]; #endif } void Matrix4x4_FromArrayFloatGL (matrix4x4_t *out, const float 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]; 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]; #endif } void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float 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]; 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]; #endif } void Matrix4x4_FromArrayFloatD3D (matrix4x4_t *out, const float 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]; 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]; #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]; out[ 3] = in->m[0][1]; out[ 4] = in->m[1][1]; out[ 5] = in->m[2][1]; out[ 6] = in->m[0][2]; out[ 7] = in->m[1][2]; out[ 8] = in->m[2][2]; 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]; out->m[3][0] = 0; out->m[0][1] = in[3]; out->m[1][1] = in[4]; out->m[2][1] = in[5]; out->m[3][1] = 0; out->m[0][2] = in[6]; out->m[1][2] = in[7]; out->m[2][2] = in[8]; out->m[3][2] = 0; out->m[0][3] = in[9]; 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]; 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]; #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]; 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] = 0; 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 } // see http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat) { #if 0 float s; quat[3] = sqrt(1.0f + m->m[0][0] + m->m[1][1] + m->m[2][2]) * 0.5f; s = 0.25f / quat[3]; #ifdef MATRIX4x4_OPENGLORIENTATION origin[0] = m->m[3][0]; origin[1] = m->m[3][1]; origin[2] = m->m[3][2]; quat[0] = (m->m[1][2] - m->m[2][1]) * s; quat[1] = (m->m[2][0] - m->m[0][2]) * s; quat[2] = (m->m[0][1] - m->m[1][0]) * s; #else origin[0] = m->m[0][3]; origin[1] = m->m[1][3]; origin[2] = m->m[2][3]; quat[0] = (m->m[2][1] - m->m[1][2]) * s; quat[1] = (m->m[0][2] - m->m[2][0]) * s; quat[2] = (m->m[1][0] - m->m[0][1]) * s; #endif #else #ifdef MATRIX4x4_OPENGLORIENTATION float trace = m->m[0][0] + m->m[1][1] + m->m[2][2]; origin[0] = m->m[3][0]; origin[1] = m->m[3][1]; origin[2] = m->m[3][2]; if(trace > 0) { float r = sqrt(1.0f + trace), inv = 0.5f / r; quat[0] = (m->m[1][2] - m->m[2][1]) * inv; quat[1] = (m->m[2][0] - m->m[0][2]) * inv; quat[2] = (m->m[0][1] - m->m[1][0]) * inv; quat[3] = 0.5f * r; } else if(m->m[0][0] > m->m[1][1] && m->m[0][0] > m->m[2][2]) { float r = sqrt(1.0f + m->m[0][0] - m->m[1][1] - m->m[2][2]), inv = 0.5f / r; quat[0] = 0.5f * r; quat[1] = (m->m[0][1] + m->m[1][0]) * inv; quat[2] = (m->m[2][0] + m->m[0][2]) * inv; quat[3] = (m->m[1][2] - m->m[2][1]) * inv; } else if(m->m[1][1] > m->m[2][2]) { float r = sqrt(1.0f + m->m[1][1] - m->m[0][0] - m->m[2][2]), inv = 0.5f / r; quat[0] = (m->m[0][1] + m->m[1][0]) * inv; quat[1] = 0.5f * r; quat[2] = (m->m[1][2] + m->m[2][1]) * inv; quat[3] = (m->m[2][0] - m->m[0][2]) * inv; } else { float r = sqrt(1.0f + m->m[2][2] - m->m[0][0] - m->m[1][1]), inv = 0.5f / r; quat[0] = (m->m[2][0] + m->m[0][2]) * inv; quat[1] = (m->m[1][2] + m->m[2][1]) * inv; quat[2] = 0.5f * r; quat[3] = (m->m[0][1] - m->m[1][0]) * inv; } #else float trace = m->m[0][0] + m->m[1][1] + m->m[2][2]; origin[0] = m->m[0][3]; origin[1] = m->m[1][3]; origin[2] = m->m[2][3]; if(trace > 0) { float r = sqrt(1.0f + trace), inv = 0.5f / r; quat[0] = (m->m[2][1] - m->m[1][2]) * inv; quat[1] = (m->m[0][2] - m->m[2][0]) * inv; quat[2] = (m->m[1][0] - m->m[0][1]) * inv; quat[3] = 0.5f * r; } else if(m->m[0][0] > m->m[1][1] && m->m[0][0] > m->m[2][2]) { float r = sqrt(1.0f + m->m[0][0] - m->m[1][1] - m->m[2][2]), inv = 0.5f / r; quat[0] = 0.5f * r; quat[1] = (m->m[1][0] + m->m[0][1]) * inv; quat[2] = (m->m[0][2] + m->m[2][0]) * inv; quat[3] = (m->m[2][1] - m->m[1][2]) * inv; } else if(m->m[1][1] > m->m[2][2]) { float r = sqrt(1.0f + m->m[1][1] - m->m[0][0] - m->m[2][2]), inv = 0.5f / r; quat[0] = (m->m[1][0] + m->m[0][1]) * inv; quat[1] = 0.5f * r; quat[2] = (m->m[2][1] + m->m[1][2]) * inv; quat[3] = (m->m[0][2] - m->m[2][0]) * inv; } else { float r = sqrt(1.0f + m->m[2][2] - m->m[0][0] - m->m[1][1]), inv = 0.5f / r; quat[0] = (m->m[0][2] + m->m[2][0]) * inv; quat[1] = (m->m[2][1] + m->m[1][2]) * inv; quat[2] = 0.5f * r; quat[3] = (m->m[1][0] - m->m[0][1]) * inv; } #endif #endif } // LordHavoc: I got this code from: //http://www.doom3world.org/phpbb2/viewtopic.php?t=2884 void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z) { double w = 1.0f - (x*x+y*y+z*z); w = w > 0.0f ? -sqrt(w) : 0.0f; #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_FromBonePose7s(matrix4x4_t *m, float originscale, const short *pose7s) { float origin[3]; float quat[4]; float quatscale = pose7s[6] > 0 ? -1.0f / 32767.0f : 1.0f / 32767.0f; origin[0] = pose7s[0] * originscale; origin[1] = pose7s[1] * originscale; origin[2] = pose7s[2] * originscale; quat[0] = pose7s[3] * quatscale; quat[1] = pose7s[4] * quatscale; quat[2] = pose7s[5] * quatscale; quat[3] = pose7s[6] * quatscale; Matrix4x4_FromOriginQuat(m, origin[0], origin[1], origin[2], quat[0], quat[1], quat[2], quat[3]); } void Matrix4x4_ToBonePose7s(const matrix4x4_t *m, float origininvscale, short *pose7s) { float origin[3]; float quat[4]; float quatscale; Matrix4x4_ToOrigin3Quat4Float(m, origin, quat); // normalize quaternion so that it is unit length quatscale = quat[0]*quat[0]+quat[1]*quat[1]+quat[2]*quat[2]+quat[3]*quat[3]; if (quatscale) quatscale = (quat[3] >= 0 ? -32767.0f : 32767.0f) / sqrt(quatscale); // use a negative scale on the quat because the above function produces a // positive quat[3] and canonical quaternions have negative quat[3] pose7s[0] = origin[0] * origininvscale; pose7s[1] = origin[1] * origininvscale; pose7s[2] = origin[2] * origininvscale; pose7s[3] = quat[0] * quatscale; pose7s[4] = quat[1] * quatscale; pose7s[5] = quat[2] * quatscale; pose7s[6] = quat[3] * quatscale; } void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend) { double iblend = 1 - blend; out->m[0][0] = in1->m[0][0] * iblend + in2->m[0][0] * blend; out->m[0][1] = in1->m[0][1] * iblend + in2->m[0][1] * blend; out->m[0][2] = in1->m[0][2] * iblend + in2->m[0][2] * blend; out->m[0][3] = in1->m[0][3] * iblend + in2->m[0][3] * blend; out->m[1][0] = in1->m[1][0] * iblend + in2->m[1][0] * blend; out->m[1][1] = in1->m[1][1] * iblend + in2->m[1][1] * blend; out->m[1][2] = in1->m[1][2] * iblend + in2->m[1][2] * blend; out->m[1][3] = in1->m[1][3] * iblend + in2->m[1][3] * blend; out->m[2][0] = in1->m[2][0] * iblend + in2->m[2][0] * blend; out->m[2][1] = in1->m[2][1] * iblend + in2->m[2][1] * blend; out->m[2][2] = in1->m[2][2] * iblend + in2->m[2][2] * blend; out->m[2][3] = in1->m[2][3] * iblend + in2->m[2][3] * blend; out->m[3][0] = in1->m[3][0] * iblend + in2->m[3][0] * blend; out->m[3][1] = in1->m[3][1] * iblend + in2->m[3][1] * blend; out->m[3][2] = in1->m[3][2] * iblend + in2->m[3][2] * blend; out->m[3][3] = in1->m[3][3] * iblend + in2->m[3][3] * blend; } 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 } // 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) { float scale = 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]); float iscale = 1.0f / scale; #ifdef MATRIX4x4_OPENGLORIENTATION o[0] = (x * in->m[0][0] + y * in->m[1][0] + z * in->m[2][0]) * iscale; o[1] = (x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1]) * iscale; o[2] = (x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2]) * iscale; o[3] = d * scale + (o[0] * in->m[3][0] + o[1] * in->m[3][1] + o[2] * in->m[3][2]); #else o[0] = (x * in->m[0][0] + y * in->m[0][1] + z * in->m[0][2]) * iscale; o[1] = (x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2]) * iscale; o[2] = (x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2]) * iscale; o[3] = d * scale + (o[0] * in->m[0][3] + o[1] * in->m[1][3] + o[2] * in->m[2][3]); #endif } // 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) { float scale = 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]); float iscale = 1.0f / scale; #ifdef MATRIX4x4_OPENGLORIENTATION o[0] = (x * in->m[0][0] + y * in->m[1][0] + z * in->m[2][0]) * iscale; o[1] = (x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1]) * iscale; o[2] = (x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2]) * iscale; o[3] = d * scale - (o[0] * in->m[3][0] + o[1] * in->m[3][1] + o[2] * in->m[3][2]); #else o[0] = (x * in->m[0][0] + y * in->m[0][1] + z * in->m[0][2]) * iscale; o[1] = (x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2]) * iscale; o[2] = (x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2]) * iscale; o[3] = d * scale - (o[0] * in->m[0][3] + o[1] * in->m[1][3] + o[2] * in->m[2][3]); #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 } */ // FIXME: optimize void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z) { matrix4x4_t base, temp; base = *out; Matrix4x4_CreateTranslate(&temp, x, y, z); Matrix4x4_Concat(out, &base, &temp); } // FIXME: optimize void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z) { matrix4x4_t base, temp; base = *out; Matrix4x4_CreateRotate(&temp, angle, x, y, z); Matrix4x4_Concat(out, &base, &temp); } // FIXME: optimize void Matrix4x4_ConcatScale (matrix4x4_t *out, double x) { matrix4x4_t base, temp; base = *out; Matrix4x4_CreateScale(&temp, x); Matrix4x4_Concat(out, &base, &temp); } // FIXME: optimize void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z) { matrix4x4_t base, temp; base = *out; Matrix4x4_CreateScale3(&temp, x, y, z); Matrix4x4_Concat(out, &base, &temp); } 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 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) { out->m[0][0] *= rotatescale; out->m[0][1] *= rotatescale; out->m[0][2] *= rotatescale; out->m[1][0] *= rotatescale; out->m[1][1] *= rotatescale; out->m[1][2] *= rotatescale; 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 } void Matrix4x4_Abs (matrix4x4_t *out) { out->m[0][0] = fabs(out->m[0][0]); out->m[0][1] = fabs(out->m[0][1]); out->m[0][2] = fabs(out->m[0][2]); out->m[1][0] = fabs(out->m[1][0]); out->m[1][1] = fabs(out->m[1][1]); out->m[1][2] = fabs(out->m[1][2]); out->m[2][0] = fabs(out->m[2][0]); out->m[2][1] = fabs(out->m[2][1]); out->m[2][2] = fabs(out->m[2][2]); }