X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.c;h=89c131144dd7e9e71df20dbdbca81b1ad0c20696;hp=9ed67b59210b2c560c5cf70c30479a94a844df1a;hb=32bea9b074a4ee3e82fe0bbe82005da9f2d6f418;hpb=a9a18b4f32263ff48fa014efa6aeabe5f52e63b2 diff --git a/matrixlib.c b/matrixlib.c index 9ed67b59..89c13114 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -147,7 +147,6 @@ void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1) int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1) { float det; - int i, j; // note: orientation does not matter, as transpose(invert(transpose(m))) == invert(m), proof: // transpose(invert(transpose(m))) * m @@ -1428,12 +1427,35 @@ void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, d #endif } +// see http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm +void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat) +{ + 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 +} + // 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; + 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; @@ -1447,6 +1469,47 @@ void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, d #endif } +void Matrix4x4_FromBonePose6s(matrix4x4_t *m, float originscale, const short *pose6s) +{ + float origin[3]; + float quat[4]; + origin[0] = pose6s[0] * originscale; + origin[1] = pose6s[1] * originscale; + origin[2] = pose6s[2] * originscale; + quat[0] = pose6s[3] * (1.0f / 32767.0f); + quat[1] = pose6s[4] * (1.0f / 32767.0f); + quat[2] = pose6s[5] * (1.0f / 32767.0f); + quat[3] = 1.0f - (quat[0]*quat[0]+quat[1]*quat[1]+quat[2]*quat[2]); + quat[3] = quat[3] > 0.0f ? -sqrt(quat[3]) : 0.0f; + Matrix4x4_FromOriginQuat(m, origin[0], origin[1], origin[2], quat[0], quat[1], quat[2], quat[3]); +} + +void Matrix4x4_ToBonePose6s(const matrix4x4_t *m, float origininvscale, short *pose6s) +{ + float origin[3]; + float quat[4]; + float s; + Matrix4x4_ToOrigin3Quat4Float(m, origin, quat); + // normalize quaternion so that it is unit length + s = quat[0]*quat[0]+quat[1]*quat[1]+quat[2]*quat[2]+quat[3]*quat[3]; + if (s) + { + s = 1.0f / sqrt(s); + quat[0] *= s; + quat[1] *= s; + quat[2] *= s; + quat[3] *= s; + } + // use a negative scale on the quat because the above function produces a + // positive quat[3] and canonical quaternions have negative quat[3] + pose6s[0] = origin[0] * origininvscale; + pose6s[1] = origin[1] * origininvscale; + pose6s[2] = origin[2] * origininvscale; + pose6s[3] = quat[0] * -32767.0f; + pose6s[4] = quat[1] * -32767.0f; + pose6s[5] = quat[2] * -32767.0f; +} + void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend) { double iblend = 1 - blend; @@ -1512,31 +1575,35 @@ void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[ 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]; - o[1] = x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1]; - o[2] = x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2]; - o[3] = d + (x * in->m[3][0] + y * in->m[3][1] + z * in->m[3][2]); + 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]; - o[1] = x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2]; - o[2] = x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2]; - o[3] = d + (x * in->m[0][3] + y * in->m[1][3] + z * in->m[2][3]); + 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_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]; - o[1] = x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1]; - o[2] = x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2]; - o[3] = d - (x * in->m[3][0] + y * in->m[3][1] + z * in->m[3][2]); + 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]; - o[1] = x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2]; - o[2] = x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2]; - o[3] = d - (x * in->m[0][3] + y * in->m[1][3] + z * in->m[2][3]); + 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 } @@ -1664,3 +1731,17 @@ void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double 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]); +} +