X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.h;h=06890e294b9171ff6d18bfa3f7e4ca4677ec69b0;hp=77c20b0cec8830bf784039f9fb330e064527fe3a;hb=71c61efff50dd075867e9d047770c59f7c0b8437;hpb=56b60280e816b41ce6201f21a1921d2f59d32566 diff --git a/matrixlib.h b/matrixlib.h index 77c20b0c..06890e29 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -2,36 +2,38 @@ #ifndef MATRIXLIB_H #define MATRIXLIB_H +#ifndef M_PI +#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h +#endif + typedef struct matrix4x4_s { float m[4][4]; } matrix4x4_t; -typedef struct matrix3x4_s -{ - float m[3][4]; -} -matrix3x4_t; +extern const matrix4x4_t identitymatrix; // functions for manipulating 4x4 matrices // copy a matrix4x4 -void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in); +void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in); // copy only the rotation portion of a matrix4x4 -void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, matrix4x4_t *in); +void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in); // copy only the translate portion of a matrix4x4 -void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, matrix4x4_t *in); -// make a matrix4x4 from a matrix3x4 -void Matrix4x4_FromMatrix3x4 (matrix4x4_t *out, matrix3x4_t *in); +void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in); // multiply two matrix4x4 together, combining their transformations // (warning: order matters - Concat(a, b, c) != Concat(a, c, b)) void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2); -// swaps the rows and columns of the matrix4x4 and attempts to undo uniform -// scaling (Scale, not Scale3), resulting in a matrix that will do the opposite -// (warning: this only inverts rotation, uniform scaling and translation, -// do not use with shearing, Scale3, or other complex matrices) +// swaps the rows and columns of the matrix +// (is this useful for anything?) void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1); +// swaps the rows and columns of the rotation matrix +// (inverting the rotation, but leaving everything else the same) +void Matrix4x4_Transpose3x3 (matrix4x4_t *out, const matrix4x4_t *in1); +// creates a matrix that does the opposite of the matrix provided +// only supports translate, rotate, scale (not scale3) matrices +void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1); // creates an identity matrix // (a matrix which does nothing) @@ -44,19 +46,24 @@ void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z); void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z); // creates a scaling matrix // (expands or contracts vectors) -// (warning: this is not reversed by Transpose) +// (warning: do not apply this kind of matrix to direction vectors) void Matrix4x4_CreateScale (matrix4x4_t *out, float x); // creates a squishing matrix // (expands or contracts vectors differently in different axis) -// (warning: this is not reversed by Transpose) +// (warning: this is not reversed by Invert_Simple) // (warning: do not apply this kind of matrix to direction vectors) void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z); +// creates a matrix for a quake entity +void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale); // converts a matrix4x4 to a set of 3D vectors for the 3 axial directions, and the translate void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]); // creates a matrix4x4 from a set of 3D vectors for axial directions, and translate void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]); +// blends two matrices together, at a given percentage (blend controls percentage of in2) +void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, float blend); + // transforms a 3D vector through a matrix4x4 void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]); // transforms a 4D vector through a matrix4x4 @@ -66,7 +73,9 @@ void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4] // reverse transforms a 3D vector through a matrix4x4, at least for *simple* // cases (rotation and translation *ONLY*), this attempts to undo the results // of Transform -void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]); +//void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]); +// transforms a direction vector through the rotation part of a matrix +void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3]); // ease of use functions // immediately applies a Translate to the matrix @@ -78,67 +87,9 @@ void Matrix4x4_ConcatScale (matrix4x4_t *out, float x); // immediately applies a Scale3 to the matrix void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z); - - -// functions for manipulating 3x4 matrices - -// copy a matrix3x4 -void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in); -// copy only the rotation portion of a matrix3x4 -void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, matrix3x4_t *in); -// copy only the translate portion of a matrix3x4 -void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, matrix3x4_t *in); -// make a matrix3x4 from a matrix4x4 -void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, matrix4x4_t *in); -// multiply two matrix3x4 together, combining their transformations -// (warning: order matters - Concat(a, b, c) != Concat(a, c, b)) -void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2); -// swaps the rows and columns of the rotation portion of the matrix, and -// attempts to undo uniform scaling (Scale, not Scale3), resulting in a -// matrix that will do the opposite -// (warning: this only inverts rotation and uniform scaling, do not use with -// translation, shearing, Scale3 or other complex matrices) -void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1); - -// creates an identity matrix -// (a matrix which does nothing) -void Matrix3x4_CreateIdentity (matrix3x4_t *out); -// creates a translate matrix -// (moves vectors) -void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z); -// creates a rotate matrix -// (rotates vectors) -void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z); -// creates a scaling matrix -// (expands or contracts vectors) -// (warning: this is not reversed by Transpose) -void Matrix3x4_CreateScale (matrix3x4_t *out, float x); -// creates a squishing matrix -// (expands or contracts vectors differently in different axis) -// (warning: this is not reversed by Transpose) -// (warning: do not apply this kind of matrix to direction vectors) -void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z); - -// converts a matrix3x4 to a set of 3D vectors for the 3 axial directions, and the translate -void Matrix3x4_ToVectors(const matrix3x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]); -// creates a matrix3x4 from a set of 3D vectors for axial directions, and translate -void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]); - -// transforms a 3D vector through a matrix3x4 -void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3]); -// reverse transforms a 3D vector through a matrix3x4, at least for *simple* -// cases (rotation and translation *ONLY*), this attempts to undo the results -// of Transform -void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3]); - -// ease of use functions -// immediately applies a Translate to the matrix -void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z); -// immediately applies a Rotate to the matrix -void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z); -// immediately applies a Scale to the matrix -void Matrix3x4_ConcatScale (matrix3x4_t *out, float x); -// immediately applies a Scale3 to the matrix -void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z); +// extracts origin vector (translate) from matrix +void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out); +// extracts scaling factor from matrix (only works for uniform scaling) +float Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in); #endif