#ifndef MATRIXLIB_H #define MATRIXLIB_H #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif //#define MATRIX4x4_OPENGLORIENTATION typedef struct matrix4x4_s { vec_t m[4][4]; } matrix4x4_t; extern const matrix4x4_t identitymatrix; // functions for manipulating 4x4 matrices // copy a matrix4x4 void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in); // copy only the rotation portion of a matrix4x4 void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in); // copy only the translate portion of a matrix4x4 void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in); // multiply two matrix4x4 together, combining their transformations // (warning: order matters - Concat(a, b, c) != Concat(a, c, b)) void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2); // swaps the rows and columns of the matrix // (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) void Matrix4x4_CreateIdentity (matrix4x4_t *out); // creates a translate matrix // (moves vectors) void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z); // creates a rotate matrix // (rotates vectors) void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z); // creates a scaling matrix // (expands or contracts vectors) // (warning: do not apply this kind of matrix to direction vectors) void Matrix4x4_CreateScale (matrix4x4_t *out, double x); // creates a squishing matrix // (expands or contracts vectors differently in different axis) // (warning: this is not reversed by Invert_Simple) // (warning: do not apply this kind of matrix to direction vectors) void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z); // creates a matrix for a quake entity void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale); // creates a duke3d view matrix for a quake view matrix ;) void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle); // converts a matrix4x4 to a set of 3D vectors for the 3 axial directions, and the translate void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3]); // creates a matrix4x4 from a set of 3D vectors for axial directions, and translate void Matrix4x4_FromVectors(matrix4x4_t *out, const vec_t vx[3], const vec_t vy[3], const vec_t vz[3], const vec_t t[3]); // 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]); // 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[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 void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]); // converts a matrix4x4 to a float[12] array in the Direct3D orientation void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]); // creates a matrix4x4 from a float[12] array in the Direct3D orientation 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[7] normalized format void Matrix4x4_FromBonePose7s(matrix4x4_t *m, float originscale, const short *pose7s); // creates a short[7] representation from normalized matrix4x4_t void Matrix4x4_ToBonePose7s(const matrix4x4_t *m, float origininvscale, short *pose7s); // 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); // transforms a 3D vector through a matrix4x4 void Matrix4x4_Transform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]); // transforms a 4D vector through a matrix4x4 // (warning: if you don't know why you would need this, you don't need it) // (warning: the 4th component of the vector should be 1.0) void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec_t v[4], vec_t out[4]); // reverse transforms a 3D vector through a matrix4x4, at least for *simple* // cases (rotation and translation *ONLY*), this attempts to undo the results // of Transform //void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]); // transforms a direction vector through the rotation part of a matrix void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]); // 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, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o); // 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, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o); // ease of use functions // immediately applies a Translate to the matrix void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z); // immediately applies a Rotate to the matrix void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z); // immediately applies a Scale to the matrix void Matrix4x4_ConcatScale (matrix4x4_t *out, double x); // immediately applies a Scale3 to the matrix void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z); // extracts origin vector (translate) from matrix void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, vec_t *out); // extracts scaling factor from matrix (only works for uniform scaling) double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in); // replaces origin vector (translate) in matrix 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); // ensures each element of the 3x3 rotation matrix is facing in the + direction void Matrix4x4_Abs (matrix4x4_t *out); #endif