#include "matrixlib.h" #include 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) { out->m[0][0] = 0.0f; 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] = 0.0f; 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] = 0.0f; 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; } void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2) { 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]; } 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]; } void Matrix4x4_Transpose3x3 (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[1][0] = in1->m[0][1]; out->m[1][1] = in1->m[1][1]; out->m[1][2] = in1->m[2][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[0][3] = in1->m[0][3]; out->m[1][3] = in1->m[1][3]; out->m[2][3] = in1->m[2][3]; 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]; } 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] = (float)(in1->m[0][0] * scale); out->m[0][1] = (float)(in1->m[1][0] * scale); out->m[0][2] = (float)(in1->m[2][0] * scale); out->m[1][0] = (float)(in1->m[0][1] * scale); out->m[1][1] = (float)(in1->m[1][1] * scale); out->m[1][2] = (float)(in1->m[2][1] * scale); out->m[2][0] = (float)(in1->m[0][2] * scale); out->m[2][1] = (float)(in1->m[1][2] * scale); out->m[2][2] = (float)(in1->m[2][2] * scale); // 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; } 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, float x, float y, float z) { 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; } void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z) { float len, c, s; len = x*x+y*y+z*z; if (len != 0.0f) len = 1.0f / (float)sqrt(len); x *= len; y *= len; z *= len; angle *= (float)(-M_PI / 180.0); c = (float)cos(angle); s = (float)sin(angle); 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; } void Matrix4x4_CreateScale (matrix4x4_t *out, float 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, float x, float y, float 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, float x, float y, float z, float pitch, float yaw, float roll, float scale) { double angle, sr, sp, sy, cr, cp, cy; 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); out->m[0][0] = (float)((cp*cy) * scale); out->m[0][1] = (float)((sr*sp*cy+cr*-sy) * scale); out->m[0][2] = (float)((cr*sp*cy+-sr*-sy) * scale); out->m[0][3] = x; out->m[1][0] = (float)((cp*sy) * scale); out->m[1][1] = (float)((sr*sp*sy+cr*cy) * scale); out->m[1][2] = (float)((cr*sp*sy+-sr*cy) * scale); out->m[1][3] = y; out->m[2][0] = (float)((-sp) * scale); out->m[2][1] = (float)((sr*cp) * scale); out->m[2][2] = (float)((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; } void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]) { 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]; } void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]) { 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; } void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]) { 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]; } void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4]) { 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]; } void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3]) { 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]; } /* void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]) { float t[3]; 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]; } */ // FIXME: optimize void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float 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, float angle, float x, float y, float 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, float x) { matrix4x4_t base, temp; base = *out; Matrix4x4_CreateScale(&temp, x); Matrix4x4_Concat(out, &base, &temp); } // FIXME: optimize void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) { matrix4x4_t base, temp; base = *out; Matrix4x4_CreateScale3(&temp, x, y, z); Matrix4x4_Concat(out, &base, &temp); }