X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.h;h=ae83c1d68901cab73bf8642990b7ebb8bde2f7cf;hp=f510f3d9d567975b99ad0c624f89a0383d334871;hb=6e45cfae05dccca77437f738a699583b6e6ed202;hpb=6806798554012f2d994a33282c60795c330beeb3 diff --git a/matrixlib.h b/matrixlib.h index f510f3d9..ae83c1d6 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -39,9 +39,26 @@ int Matrix4x4_Invert_Full (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); +// blends between two matrices, used primarily for animation interpolation +// (note: it is recommended to follow this with Matrix4x4_Normalize, a method +// known as nlerp rotation, often better for animation purposes than slerp) +void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac); +// zeros all matrix components, used with Matrix4x4_Accumulate +void Matrix4x4_Clear (matrix4x4_t *out); +// adds a weighted contribution from the supplied matrix, used to blend 3 or +// more matrices with weighting, it is recommended that Matrix4x4_Normalize be +// called afterward (a method known as nlerp rotation, often better for +// animation purposes than slerp) +void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight); // creates a matrix that does the same rotation and translation as the matrix // provided, but no uniform scaling, does not support scale3 matrices void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1); +// creates a matrix with vectors normalized individually (use after +// Matrix4x4_Accumulate) +void Matrix4x4_Normalize3 (matrix4x4_t *out, matrix4x4_t *in1); +// modifies a matrix to have all vectors and origin reflected across the plane +// to the opposite side (at least if axisscale is -2) +void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale); // creates an identity matrix // (a matrix which does nothing) @@ -78,6 +95,15 @@ void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]); // creates a matrix4x4 from a double[16] array in the Direct3D orientation void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[16]); +// converts a matrix4x4 to a float[16] array in the OpenGL orientation +void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16]); +// creates a matrix4x4 from a float[16] array in the OpenGL orientation +void Matrix4x4_FromArrayFloatGL(matrix4x4_t *out, const float in[16]); +// converts a matrix4x4 to a float[16] array in the Direct3D orientation +void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16]); +// creates a matrix4x4 from a float[16] array in the Direct3D orientation +void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16]); + // converts a matrix4x4 to a float[12] array in the OpenGL orientation void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]); // creates a matrix4x4 from a float[12] array in the OpenGL orientation @@ -89,9 +115,16 @@ void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]); // creates a matrix4x4 from an origin and quaternion (used mostly with skeletal model formats such as PSK) void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w); +// creates an origin and quaternion from a matrix4x4_t, quat[3] is always positive +void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat); // creates a matrix4x4 from an origin and canonical unit-length quaternion (used mostly with skeletal model formats such as MD5) void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z); +// creates a matrix4x4_t from an origin and canonical unit-length quaternion in short[6] normalized format +void Matrix4x4_FromBonePose6s(matrix4x4_t *m, float originscale, const short *pose6s); +// creates a short[6] representation from normalized matrix4x4_t +void Matrix4x4_ToBonePose6s(const matrix4x4_t *m, float origininvscale, short *pose6s); + // 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, double blend); @@ -107,6 +140,10 @@ void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4] //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]); +// 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); +// 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); // ease of use functions // immediately applies a Translate to the matrix @@ -129,5 +166,7 @@ void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z); void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z); // scales vectors of a matrix in place and allows you to scale origin as well void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale); +// ensures each element of the 3x3 rotation matrix is facing in the + direction +void Matrix4x4_Abs (matrix4x4_t *out); #endif