X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.c;h=af5ec5ee5697ab7ff25e5cb668bc4769ff1a3e8d;hp=8f439107c0c6f8792bb322017bee186006910384;hb=35b6b522b4b9300121a15f94c1065273bab3e9a5;hpb=56b60280e816b41ce6201f21a1921d2f59d32566 diff --git a/matrixlib.c b/matrixlib.c index 8f439107..af5ec5ee 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -1,13 +1,14 @@ +#include "quakedef.h" #include "matrixlib.h" #include -void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in) +void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in) { *out = *in; } -void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, matrix4x4_t *in) +void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in) { out->m[0][0] = in->m[0][0]; out->m[0][1] = in->m[0][1]; @@ -27,7 +28,7 @@ void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, matrix4x4_t *in) out->m[3][3] = 1.0f; } -void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, matrix4x4_t *in) +void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in) { out->m[0][0] = 0.0f; out->m[0][1] = 0.0f; @@ -47,7 +48,7 @@ void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, matrix4x4_t *in) out->m[3][3] = 1.0f; } -void Matrix4x4_FromMatrix3x4 (matrix4x4_t *out, matrix3x4_t *in) +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]; @@ -89,32 +90,83 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1) { - float scale; - scale = 3.0 / (in1->m[0][0] * in1->m[0][0] - + in1->m[0][1] * in1->m[0][1] - + in1->m[0][2] * in1->m[0][2] - + 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]); + out->m[0][0] = in1->m[0][0]; + out->m[0][1] = in1->m[1][0]; + out->m[0][2] = in1->m[2][0]; + out->m[0][3] = in1->m[3][0]; + out->m[1][0] = in1->m[0][1]; + out->m[1][1] = in1->m[1][1]; + out->m[1][2] = in1->m[2][1]; + out->m[1][3] = in1->m[3][1]; + out->m[2][0] = in1->m[0][2]; + out->m[2][1] = in1->m[1][2]; + out->m[2][2] = in1->m[2][2]; + out->m[2][3] = in1->m[3][2]; + out->m[3][0] = in1->m[0][3]; + out->m[3][1] = in1->m[1][3]; + out->m[3][2] = in1->m[2][3]; + out->m[3][3] = in1->m[3][3]; +} + +void Matrix4x4_Transpose3x3 (matrix4x4_t *out, const matrix4x4_t *in1) +{ + out->m[0][0] = in1->m[0][0]; + out->m[0][1] = in1->m[1][0]; + out->m[0][2] = in1->m[2][0]; + out->m[1][0] = in1->m[0][1]; + out->m[1][1] = in1->m[1][1]; + out->m[1][2] = in1->m[2][1]; + out->m[2][0] = in1->m[0][2]; + out->m[2][1] = in1->m[1][2]; + out->m[2][2] = in1->m[2][2]; + + out->m[0][3] = in1->m[0][3]; + out->m[1][3] = in1->m[1][3]; + out->m[2][3] = in1->m[2][3]; + out->m[3][0] = in1->m[0][3]; + out->m[3][1] = in1->m[1][3]; + out->m[3][2] = in1->m[2][3]; + out->m[3][3] = in1->m[3][3]; +} + +void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) +{ + // we only support uniform scaling, so assume the first row is enough + // (note the lack of sqrt here, because we're trying to undo the scaling, + // this means multiplying by the inverse scale twice - squaring it, which + // makes the sqrt a waste of time) +#if 1 + double scale = 1.0 / (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]); +#else + double scale = 3.0 / sqrt + (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2] + + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2] + + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]); + scale *= scale; +#endif + + // invert the rotation by transposing and multiplying by the squared + // recipricol of the input matrix scale as described above out->m[0][0] = 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[0][3] = in1->m[3][0]; 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[1][3] = in1->m[3][1]; 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; - out->m[2][3] = in1->m[3][2]; - out->m[3][0] = in1->m[0][3]; - out->m[3][1] = in1->m[1][3]; - out->m[3][2] = in1->m[2][3]; - out->m[3][3] = in1->m[3][3]; + + // invert the translate + out->m[0][3] = -(in1->m[0][3] * out->m[0][0] + in1->m[1][3] * out->m[0][1] + in1->m[2][3] * out->m[0][2]); + out->m[1][3] = -(in1->m[0][3] * out->m[1][0] + in1->m[1][3] * out->m[1][1] + in1->m[2][3] * out->m[1][2]); + out->m[2][3] = -(in1->m[0][3] * out->m[2][0] + in1->m[1][3] * out->m[2][1] + in1->m[2][3] * out->m[2][2]); + + // don't know if there's anything worth doing here + out->m[3][0] = 0; + out->m[3][1] = 0; + out->m[3][2] = 0; + out->m[3][3] = 1; } void Matrix4x4_CreateIdentity (matrix4x4_t *out) @@ -168,7 +220,7 @@ 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); @@ -230,6 +282,37 @@ 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) +{ + 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; +} + void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]) { vx[0] = in->m[0][0]; @@ -281,6 +364,7 @@ void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4] out[3] = v[0] * in->m[3][0] + v[1] * in->m[3][1] + v[2] * in->m[3][2] + v[3] * in->m[3][3]; } +/* void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]) { float t[3]; @@ -291,12 +375,13 @@ void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1]; out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2]; } +*/ // FIXME: optimize void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateTranslate(&temp, x, y, z); Matrix4x4_Concat(out, &base, &temp); } @@ -305,7 +390,7 @@ void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateRotate(&temp, angle, x, y, z); Matrix4x4_Concat(out, &base, &temp); } @@ -314,7 +399,7 @@ void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, fl void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateScale(&temp, x); Matrix4x4_Concat(out, &base, &temp); } @@ -323,11 +408,19 @@ void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) { matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); + base = *out; Matrix4x4_CreateScale3(&temp, x, y, 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]); +} @@ -335,12 +428,12 @@ void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) -void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in) +void Matrix3x4_Copy (matrix3x4_t *out, const matrix3x4_t *in) { *out = *in; } -void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, matrix3x4_t *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]; @@ -356,7 +449,7 @@ void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, matrix3x4_t *in) out->m[2][3] = 0.0f; } -void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, matrix3x4_t *in) +void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, const matrix3x4_t *in) { out->m[0][0] = 0.0f; out->m[0][1] = 0.0f; @@ -372,7 +465,7 @@ void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, matrix3x4_t *in) out->m[2][3] = in->m[0][3]; } -void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, matrix4x4_t *in) +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]; @@ -406,30 +499,55 @@ void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4 void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1) { - float scale; - scale = 3.0 / (in1->m[0][0] * in1->m[0][0] - + in1->m[0][1] * in1->m[0][1] - + in1->m[0][2] * in1->m[0][2] - + 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]); + 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]); +#else + double scale = 3.0 / sqrt + (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2] + + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2] + + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]); + scale *= scale; +#endif + + // invert the rotation by transposing and multiplying by the squared + // recipricol of the input matrix scale as described above out->m[0][0] = 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[0][3] = 0.0f; 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[1][3] = 0.0f; 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; - out->m[2][3] = 0.0f; + + // 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; @@ -523,6 +641,33 @@ void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z) out->m[2][3]=0.0f; } +void Matrix3x4_CreateFromQuakeEntity(matrix3x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale) +{ + double angle, sr, sp, sy, cr, cp, cy; + + angle = yaw * (M_PI*2 / 360); + sy = sin(angle); + cy = cos(angle); + angle = pitch * (M_PI*2 / 360); + sp = sin(angle); + cp = cos(angle); + angle = roll * (M_PI*2 / 360); + sr = sin(angle); + cr = cos(angle); + out->m[0][0] = (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; +} + 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]; @@ -577,7 +722,7 @@ void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z) { matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); + base = *out; Matrix3x4_CreateTranslate(&temp, x, y, z); Matrix3x4_Concat(out, &base, &temp); } @@ -586,7 +731,7 @@ void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z) void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z) { matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); + base = *out; Matrix3x4_CreateRotate(&temp, angle, x, y, z); Matrix3x4_Concat(out, &base, &temp); } @@ -595,7 +740,7 @@ void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, fl void Matrix3x4_ConcatScale (matrix3x4_t *out, float x) { matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); + base = *out; Matrix3x4_CreateScale(&temp, x); Matrix3x4_Concat(out, &base, &temp); } @@ -604,7 +749,16 @@ void Matrix3x4_ConcatScale (matrix3x4_t *out, float x) void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z) { matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); + base = *out; Matrix3x4_CreateScale3(&temp, x, y, z); Matrix3x4_Concat(out, &base, &temp); } + +void Matrix3x4_Print (const matrix3x4_t *in) +{ + 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]); +} +