X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.c;h=7e4783e2c7ec01c44c07f382b10319be352fdfcd;hp=af5ec5ee5697ab7ff25e5cb668bc4769ff1a3e8d;hb=302711d37e168e57a9e2c8003084a22a3285c555;hpb=a8e147ca855a521a60e4d1304d4a87fc164e6ec7 diff --git a/matrixlib.c b/matrixlib.c index af5ec5ee..7e4783e2 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -1,7 +1,16 @@ -#include "quakedef.h" -#include "matrixlib.h" #include +#include "matrixlib.h" + +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) { @@ -30,46 +39,63 @@ void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in) void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in) { - out->m[0][0] = 0.0f; +#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] = 0.0f; + out->m[1][1] = 1.0f; out->m[1][2] = 0.0f; - out->m[1][3] = in->m[0][3]; + 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[0][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_FromMatrix3x4 (matrix4x4_t *out, const matrix3x4_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] = in->m[0][3]; - 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] = in->m[1][3]; - 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][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]; @@ -86,6 +112,7 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 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) @@ -108,25 +135,172 @@ void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1) out->m[3][3] = in1->m[3][3]; } -void Matrix4x4_Transpose3x3 (matrix4x4_t *out, const matrix4x4_t *in1) +int Matrix4x4_Invert_Full (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]; + double *temp; + double *r[4]; + double rtemp[4][8]; + double m[4]; + double s; - 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]; + 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; } void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) @@ -157,6 +331,18 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) 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]); @@ -167,6 +353,16 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) out->m[3][1] = 0; out->m[3][2] = 0; out->m[3][3] = 1; +#endif +} + +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_CreateIdentity (matrix4x4_t *out) @@ -189,8 +385,26 @@ void Matrix4x4_CreateIdentity (matrix4x4_t *out) out->m[3][3]=1.0f; } -void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z) +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; @@ -207,11 +421,12 @@ void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z) 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, float angle, float x, float y, float z) +void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z) { - float len, c, s; + double len, c, s; len = x*x+y*y+z*z; if (len != 0.0f) @@ -220,10 +435,28 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, fl y *= len; z *= len; - angle *= -M_PI / 180.0; + 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; @@ -240,9 +473,10 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, fl 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, float x) +void Matrix4x4_CreateScale (matrix4x4_t *out, double x) { out->m[0][0]=x; out->m[0][1]=0.0f; @@ -262,7 +496,7 @@ void Matrix4x4_CreateScale (matrix4x4_t *out, float x) out->m[3][3]=1.0f; } -void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z) +void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z) { out->m[0][0]=x; out->m[0][1]=0.0f; @@ -282,39 +516,198 @@ void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z) 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) +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; - 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] = (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; + 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_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]; @@ -324,13 +717,32 @@ void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float 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]; + 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]; @@ -347,38 +759,426 @@ void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3 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_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 +} + +// 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 = 1.0 - (x*x+y*y+z*z); + w = w > 0.0 ? -sqrt(w) : 0.0; +#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_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 } /* void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]) { - float t[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, float x, float y, float z) +void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z) { matrix4x4_t base, temp; base = *out; @@ -387,7 +1187,7 @@ void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) } // FIXME: optimize -void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z) +void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z) { matrix4x4_t base, temp; base = *out; @@ -396,7 +1196,7 @@ void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, fl } // FIXME: optimize -void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) +void Matrix4x4_ConcatScale (matrix4x4_t *out, double x) { matrix4x4_t base, temp; base = *out; @@ -405,7 +1205,7 @@ void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) } // FIXME: optimize -void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) +void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z) { matrix4x4_t base, temp; base = *out; @@ -413,352 +1213,69 @@ void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) Matrix4x4_Concat(out, &base, &temp); } -void Matrix4x4_Print (const matrix4x4_t *in) -{ - Con_Printf("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n" - , in->m[0][0], in->m[0][1], in->m[0][2], in->m[0][3] - , in->m[1][0], in->m[1][1], in->m[1][2], in->m[1][3] - , in->m[2][0], in->m[2][1], in->m[2][2], in->m[2][3] - , in->m[3][0], in->m[3][1], in->m[3][2], in->m[3][3]); -} - - - - - - - -void Matrix3x4_Copy (matrix3x4_t *out, const matrix3x4_t *in) -{ - *out = *in; -} - -void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, const matrix3x4_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; -} - -void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, const matrix3x4_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[0][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[0][3]; -} - -void Matrix3x4_FromMatrix4x4 (matrix3x4_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] = in->m[0][3]; - 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] = in->m[1][3]; - 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] = in->m[2][3]; -} - -void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2) +void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out) { - 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]; - 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]; - 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]; - 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]; - 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]; - 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]; - 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]; - 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]; - 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]; - 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]; - 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]; - 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]; -} - -void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_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] = 0.0f; - 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] = 0.0f; - 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] = 0.0f; -} - -void Matrix3x4_Invert_Simple (matrix3x4_t *out, const matrix3x4_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]); +#ifdef MATRIX4x4_OPENGLORIENTATION + out[0] = in->m[3][0]; + out[1] = in->m[3][1]; + out[2] = in->m[3][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; + out[0] = in->m[0][3]; + out[1] = in->m[1][3]; + out[2] = in->m[2][3]; #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; - - // 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]); -} - - -void Matrix3x4_CreateIdentity (matrix3x4_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; -} - -void Matrix3x4_CreateTranslate (matrix3x4_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; -} - -void Matrix3x4_CreateRotate (matrix3x4_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 / sqrt(len); - x *= len; - y *= len; - z *= len; - - angle *= M_PI / 180.0; - c = cos(angle); - s = 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; } -void Matrix3x4_CreateScale (matrix3x4_t *out, float x) +double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in) { - 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; -} - -void Matrix3x4_CreateScale3 (matrix3x4_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; + // 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 Matrix3x4_CreateFromQuakeEntity(matrix3x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale) +void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z) { - 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] = (cp*cy) * scale; - out->m[0][1] = (sr*sp*cy+cr*-sy) * scale; - out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale; +#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][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; +#endif } -void Matrix3x4_ToVectors(const matrix3x4_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 Matrix3x4_FromVectors(matrix3x4_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]; -} - -void Matrix3x4_Transform (const matrix3x4_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 Matrix3x4_SimpleUntransform (const matrix3x4_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 Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z) -{ - matrix3x4_t base, temp; - base = *out; - Matrix3x4_CreateTranslate(&temp, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z) -{ - matrix3x4_t base, temp; - base = *out; - Matrix3x4_CreateRotate(&temp, angle, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatScale (matrix3x4_t *out, float x) -{ - matrix3x4_t base, temp; - base = *out; - Matrix3x4_CreateScale(&temp, x); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z) +void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z) { - matrix3x4_t base, temp; - base = *out; - Matrix3x4_CreateScale3(&temp, x, y, z); - Matrix3x4_Concat(out, &base, &temp); +#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 Matrix3x4_Print (const matrix3x4_t *in) +void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale) { - Con_Printf("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n" - , in->m[0][0], in->m[0][1], in->m[0][2], in->m[0][3] - , in->m[1][0], in->m[1][1], in->m[1][2], in->m[1][3] - , in->m[2][0], in->m[2][1], in->m[2][2], in->m[2][3]); + 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 } -