X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=matrixlib.h;h=f510f3d9d567975b99ad0c624f89a0383d334871;hp=06890e294b9171ff6d18bfa3f7e4ca4677ec69b0;hb=397530aecdd5492236e3dc5620ee7126078c07f3;hpb=c3e8914018f3ee262d5e3aef0be7f7d26728a412 diff --git a/matrixlib.h b/matrixlib.h index 06890e29..f510f3d9 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -6,6 +6,8 @@ #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif +//#define MATRIX4x4_OPENGLORIENTATION + typedef struct matrix4x4_s { float m[4][4]; @@ -28,41 +30,70 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4 // 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 +// this is a full matrix inverter, it should be able to invert any matrix that +// is possible to invert +// (non-uniform scaling, rotation, shearing, and translation, possibly others) +// warning: this function is SLOW +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); +// 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 an identity matrix // (a matrix which does nothing) void Matrix4x4_CreateIdentity (matrix4x4_t *out); // creates a translate matrix // (moves vectors) -void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z); +void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z); // creates a rotate matrix // (rotates vectors) -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); // creates a scaling matrix // (expands or contracts vectors) // (warning: do not apply this kind of matrix to direction vectors) -void Matrix4x4_CreateScale (matrix4x4_t *out, float x); +void Matrix4x4_CreateScale (matrix4x4_t *out, double x); // creates a squishing matrix // (expands or contracts vectors differently in different axis) // (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); +void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double 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); +void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double 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]); +// converts a matrix4x4 to a double[16] array in the OpenGL orientation +void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]); +// creates a matrix4x4 from a double[16] array in the OpenGL orientation +void Matrix4x4_FromArrayDoubleGL(matrix4x4_t *out, const double in[16]); +// converts a matrix4x4 to a double[16] array in the Direct3D orientation +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[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 +void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]); +// converts a matrix4x4 to a float[12] array in the Direct3D orientation +void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]); +// creates a matrix4x4 from a float[12] array in the Direct3D orientation +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 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); + // 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); +void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend); // transforms a 3D vector through a matrix4x4 void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]); @@ -79,17 +110,24 @@ void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[ // ease of use functions // immediately applies a Translate to the matrix -void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z); +void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z); // immediately applies a Rotate to the matrix -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); // immediately applies a Scale to the matrix -void Matrix4x4_ConcatScale (matrix4x4_t *out, float x); +void Matrix4x4_ConcatScale (matrix4x4_t *out, double x); // immediately applies a Scale3 to the matrix -void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z); +void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double 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); +double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in); + +// replaces origin vector (translate) in matrix +void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z); +// moves origin vector (translate) in matrix by a simple translate +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); #endif