X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.c;h=911f9ace0de4fbc3c59de2ae1fbfab0e072bf1ee;hp=a036d822053a494c8ae1d23058e7bfa54814e73e;hb=2075ae43356d724bae305ce8fd36ea570718b14a;hpb=9966a66abf1877c448f36aa012fd1d5e38063568 diff --git a/matrixlib.c b/matrixlib.c index a036d822..911f9ace 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -1,7 +1,23 @@ +#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; @@ -29,26 +45,63 @@ 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[1][3]; out->m[2][0] = 0.0f; out->m[2][1] = 0.0f; - out->m[2][2] = 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]; @@ -65,6 +118,7 @@ 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) @@ -87,26 +141,285 @@ 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) +#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) { - 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]; + float det; - 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]; + // 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) { @@ -126,16 +439,28 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) // 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); + 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]); @@ -146,6 +471,96 @@ 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_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) @@ -168,8 +583,26 @@ 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; @@ -186,23 +619,42 @@ 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) - len = 1.0f / (float)sqrt(len); + len = 1.0f / sqrt(len); x *= len; y *= len; z *= len; - angle *= (float)(-M_PI / 180.0); - c = (float)cos(angle); - s = (float)sin(angle); + 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; @@ -219,9 +671,10 @@ 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; @@ -241,7 +694,7 @@ 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; @@ -261,7 +714,7 @@ 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; @@ -276,22 +729,41 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z 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); +#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] = (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][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] = (float)((-sp) * scale); - out->m[2][1] = (float)((sr*cp) * scale); - out->m[2][2] = (float)((cr*cp) * scale); + 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) { @@ -301,34 +773,71 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z angle = pitch * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); - out->m[0][0] = (float)((cp*cy) * scale); - out->m[0][1] = (float)((-sy) * scale); - out->m[0][2] = (float)((sp*cy) * scale); +#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] = (float)((cp*sy) * scale); - out->m[1][1] = (float)((cy) * scale); - out->m[1][2] = (float)((sp*sy) * scale); + 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] = (float)((-sp) * scale); + out->m[2][0] = (-sp) * scale; out->m[2][1] = 0; - out->m[2][2] = (float)((cp) * scale); + 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); - out->m[0][0] = (float)((cy) * scale); - out->m[0][1] = (float)((-sy) * scale); +#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] = (float)((sy) * scale); - out->m[1][1] = (float)((cy) * scale); + 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; @@ -339,9 +848,28 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z 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; @@ -358,11 +886,74 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z 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]; @@ -372,13 +963,32 @@ 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]; @@ -395,11 +1005,638 @@ 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_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 } -void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, float blend) +// 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) { - float iblend = 1 - blend; + 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; @@ -421,41 +1658,105 @@ void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_ 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]) { - 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; @@ -464,7 +1765,7 @@ 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; @@ -473,7 +1774,7 @@ 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; @@ -482,7 +1783,7 @@ 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; @@ -492,14 +1793,81 @@ void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) 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 } -float Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in) +double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in) { // we only support uniform scaling, so assume the first row is enough - return (float)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]); + 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]); }