From: havoc Date: Wed, 17 Jul 2002 05:24:16 +0000 (+0000) Subject: merged matrix4x4 and matrix3x4 into matrixlib, updated makefiles and dsp, some cleanu... X-Git-Tag: RELEASE_0_2_0_RC1~435 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=56b60280e816b41ce6201f21a1921d2f59d32566 merged matrix4x4 and matrix3x4 into matrixlib, updated makefiles and dsp, some cleanups to matrixlib as well git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2045 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/darkplaces.dsp b/darkplaces.dsp index b061b9bf..5f373267 100644 --- a/darkplaces.dsp +++ b/darkplaces.dsp @@ -232,11 +232,7 @@ SOURCE=.\mathlib.c # End Source File # Begin Source File -SOURCE=.\matrix3x4.c -# End Source File -# Begin Source File - -SOURCE=.\matrix4x4.c +SOURCE=.\matrixlib.c # End Source File # Begin Source File diff --git a/makefile b/makefile index abbb5bbf..ed179bbf 100644 --- a/makefile +++ b/makefile @@ -22,7 +22,7 @@ SOUNDLIB= #if you want no CD audio CD=cd_null.o -OBJECTS= builddate.o $(CD) $(SND) chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_explosion.o sbar.o sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o filematch.o collision.o cl_collision.o matrix4x4.o matrix3x4.o +OBJECTS= builddate.o $(CD) $(SND) chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_explosion.o sbar.o sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o filematch.o collision.o cl_collision.o matrixlib.o #K6/athlon optimizations CPUOPTIMIZATIONS=-march=k6 diff --git a/makefile.mingw b/makefile.mingw index 0b7a43f8..97ef1314 100644 --- a/makefile.mingw +++ b/makefile.mingw @@ -1,5 +1,5 @@ -OBJECTS= builddate.o chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_explosion.o sbar.o snd_dma.o snd_mem.o snd_mix.o sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o filematch.o collision.o cl_collision.o matrix4x4.o matrix3x4.o +OBJECTS= builddate.o chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_explosion.o sbar.o snd_dma.o snd_mem.o snd_mix.o sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o filematch.o collision.o cl_collision.o matrixlib.o #K6/athlon optimizations #CPUOPTIMIZATIONS=-march=k6 diff --git a/matrix3x4.c b/matrix3x4.c deleted file mode 100644 index a6a12910..00000000 --- a/matrix3x4.c +++ /dev/null @@ -1,220 +0,0 @@ - -#include "matrix3x4.h" -#include - -void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in) -{ - *out = *in; -} - -void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2) -{ - 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]; - 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]; - 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]; - out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3]; - out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0]; - out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1]; - out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2]; - out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3]; - out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0]; - out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1]; - out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2]; - out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3]; -} - -void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_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[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_CreateIdentity (matrix3x4_t *out) -{ - out->m[0][0]=1.0f; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=1.0f; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=1.0f; - out->m[2][3]=0.0f; -} - -void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z) -{ - out->m[0][0]=1.0f; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=x; - out->m[1][0]=0.0f; - out->m[1][1]=1.0f; - out->m[1][2]=0.0f; - out->m[1][3]=y; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=1.0f; - out->m[2][3]=z; -} - -void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z) -{ - float len, c, s; - - len = x*x+y*y+z*z; - if (len != 0.0f) - len = 1.0f / sqrt(len); - x *= len; - y *= len; - z *= len; - - angle *= M_PI / 180.0; - c = cos(angle); - s = sin(angle); - - 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; - out->m[0][3]=0.0f; - out->m[1][0]=x * y * (1 - c) - z * s; - out->m[1][1]=y * y + c * (1 - y * y); - out->m[1][2]=y * z * (1 - c) + x * s; - out->m[1][3]=0.0f; - out->m[2][0]=z * x * (1 - c) + y * s; - out->m[2][1]=y * z * (1 - c) - x * s; - out->m[2][2]=z * z + c * (1 - z * z); - out->m[2][3]=0.0f; -} - -void Matrix3x4_CreateScale (matrix3x4_t *out, float x) -{ - out->m[0][0]=x; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=x; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=x; - out->m[2][3]=0.0f; -} - -void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z) -{ - out->m[0][0]=x; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=y; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=z; - out->m[2][3]=0.0f; -} - -void Matrix3x4_ToVectors(const matrix3x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t) -{ - vx[0] = in->m[0][0]; - vx[1] = in->m[1][0]; - vx[2] = in->m[2][0]; - vy[0] = in->m[0][1]; - vy[1] = in->m[1][1]; - vy[2] = in->m[2][1]; - 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]; -} - -void Matrix3x4_FromVectors(matrix3x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t) -{ - out->m[0][0] = vx[0]; - out->m[0][1] = vy[0]; - out->m[0][2] = vz[0]; - out->m[0][3] = t[0]; - out->m[1][0] = vx[1]; - out->m[1][1] = vy[1]; - out->m[1][2] = vz[1]; - out->m[1][3] = t[1]; - out->m[2][0] = vx[2]; - out->m[2][1] = vy[2]; - out->m[2][2] = vz[2]; - out->m[2][3] = t[2]; -} - -void Matrix3x4_Transform (const matrix3x4_t *in, const vec3_t v, vec3_t out) -{ - 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]; -} - -void Matrix3x4_Untransform (const matrix3x4_t *in, const vec3_t v, vec3_t out) -{ - vec3_t t; - 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]; -} - -// FIXME: optimize -void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateTranslate(&temp, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateRotate(&temp, angle, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatScale (matrix3x4_t *out, float x) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateScale(&temp, x); - Matrix3x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z) -{ - matrix3x4_t base, temp; - Matrix3x4_Copy(out, &base); - Matrix3x4_CreateScale3(&temp, x, y, z); - Matrix3x4_Concat(out, &base, &temp); -} - diff --git a/matrix3x4.h b/matrix3x4.h deleted file mode 100644 index 4c16302d..00000000 --- a/matrix3x4.h +++ /dev/null @@ -1,35 +0,0 @@ - -#ifndef MATRIX3X4_H -#define MATRIX3X4_H - -// to get the vec3_t type -#include "mathlib.h" - -typedef struct matrix3x4_s -{ - float m[3][4]; -} -matrix3x4_t; - -void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in); -void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2); -void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1); - -void Matrix3x4_CreateIdentity (matrix3x4_t *out); -void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z); -void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z); -void Matrix3x4_CreateScale (matrix3x4_t *out, float x); -void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z); - -void Matrix3x4_ToVectors(const matrix3x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t); -void Matrix3x4_FromVectors(matrix3x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t); - -void Matrix3x4_Transform (const matrix3x4_t *in, const vec3_t v, vec3_t out); -void Matrix3x4_Untransform (const matrix3x4_t *in, const vec3_t v, vec3_t out); - -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); -void Matrix3x4_ConcatScale (matrix3x4_t *out, float x); -void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z); - -#endif diff --git a/matrix4x4.c b/matrix4x4.c deleted file mode 100644 index 0039d806..00000000 --- a/matrix4x4.c +++ /dev/null @@ -1,313 +0,0 @@ - -#include "matrix4x4.h" -#include - -void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in) -{ - *out = *in; -} - -void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2) -{ - 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]; - out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3] * in2->m[3][3]; - out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0] + in1->m[1][3] * in2->m[3][0]; - out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1] + in1->m[1][3] * in2->m[3][1]; - out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2] + in1->m[1][3] * in2->m[3][2]; - out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3] * in2->m[3][3]; - out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0] + in1->m[2][3] * in2->m[3][0]; - out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1] + in1->m[2][3] * in2->m[3][1]; - out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2] + in1->m[2][3] * in2->m[3][2]; - out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3] * in2->m[3][3]; - out->m[3][0] = in1->m[3][0] * in2->m[0][0] + in1->m[3][1] * in2->m[1][0] + in1->m[3][2] * in2->m[2][0] + in1->m[3][3] * in2->m[3][0]; - 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]; -} - -void Matrix4x4_Transpose (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[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_CreateIdentity (matrix4x4_t *out) -{ - out->m[0][0]=1.0f; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=1.0f; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=1.0f; - out->m[2][3]=0.0f; - out->m[3][0]=0.0f; - out->m[3][1]=0.0f; - out->m[3][2]=0.0f; - out->m[3][3]=1.0f; -} - -void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z) -{ - out->m[0][0]=1.0f; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=x; - out->m[1][0]=0.0f; - out->m[1][1]=1.0f; - out->m[1][2]=0.0f; - out->m[1][3]=y; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=1.0f; - out->m[2][3]=z; - out->m[3][0]=0.0f; - out->m[3][1]=0.0f; - out->m[3][2]=0.0f; - out->m[3][3]=1.0f; -} - -void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z) -{ - float len, c, s; - - len = x*x+y*y+z*z; - if (len != 0.0f) - len = 1.0f / sqrt(len); - x *= len; - y *= len; - z *= len; - - angle *= M_PI / 180.0; - c = cos(angle); - s = sin(angle); - - 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; - out->m[0][3]=0.0f; - out->m[1][0]=x * y * (1 - c) - z * s; - out->m[1][1]=y * y + c * (1 - y * y); - out->m[1][2]=y * z * (1 - c) + x * s; - out->m[1][3]=0.0f; - out->m[2][0]=z * x * (1 - c) + y * s; - out->m[2][1]=y * z * (1 - c) - x * s; - out->m[2][2]=z * z + c * (1 - z * z); - out->m[2][3]=0.0f; - out->m[3][0]=0.0f; - out->m[3][1]=0.0f; - out->m[3][2]=0.0f; - out->m[3][3]=1.0f; -} - -void Matrix4x4_CreateScale (matrix4x4_t *out, float x) -{ - out->m[0][0]=x; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=x; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=x; - out->m[2][3]=0.0f; - out->m[3][0]=0.0f; - out->m[3][1]=0.0f; - out->m[3][2]=0.0f; - out->m[3][3]=1.0f; -} - -void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z) -{ - out->m[0][0]=x; - out->m[0][1]=0.0f; - out->m[0][2]=0.0f; - out->m[0][3]=0.0f; - out->m[1][0]=0.0f; - out->m[1][1]=y; - out->m[1][2]=0.0f; - out->m[1][3]=0.0f; - out->m[2][0]=0.0f; - out->m[2][1]=0.0f; - out->m[2][2]=z; - out->m[2][3]=0.0f; - out->m[3][0]=0.0f; - out->m[3][1]=0.0f; - out->m[3][2]=0.0f; - out->m[3][3]=1.0f; -} - -void Matrix4x4_ToVectors(const matrix4x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t) -{ - vx[0] = in->m[0][0]; - vx[1] = in->m[1][0]; - vx[2] = in->m[2][0]; - vy[0] = in->m[0][1]; - vy[1] = in->m[1][1]; - vy[2] = in->m[2][1]; - 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]; -} - -void Matrix4x4_ToVectors4(const matrix4x4_t *in, vec4_t vx, vec4_t vy, vec4_t vz, vec4_t t) -{ - vx[0] = in->m[0][0]; - vx[1] = in->m[1][0]; - vx[2] = in->m[2][0]; - vx[3] = in->m[3][0]; - vy[0] = in->m[0][1]; - vy[1] = in->m[1][1]; - vy[2] = in->m[2][1]; - vy[3] = in->m[3][1]; - vz[0] = in->m[0][2]; - vz[1] = in->m[1][2]; - vz[2] = in->m[2][2]; - vz[3] = in->m[3][2]; - t[0] = in->m[0][3]; - t[1] = in->m[1][3]; - t[2] = in->m[2][3]; - t[3] = in->m[3][3]; -} - -void Matrix4x4_FromVectors(matrix4x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t) -{ - out->m[0][0] = vx[0]; - out->m[0][1] = vy[0]; - out->m[0][2] = vz[0]; - out->m[0][3] = t[0]; - out->m[1][0] = vx[1]; - out->m[1][1] = vy[1]; - out->m[1][2] = vz[1]; - out->m[1][3] = t[1]; - out->m[2][0] = vx[2]; - out->m[2][1] = vy[2]; - out->m[2][2] = vz[2]; - out->m[2][3] = t[2]; - out->m[3][0] = 0.0f; - out->m[3][1] = 0.0f; - out->m[3][2] = 0.0f; - out->m[3][3] = 1.0f; -} - -void Matrix4x4_FromVectors4(matrix4x4_t *out, const vec4_t vx, const vec4_t vy, const vec4_t vz, const vec4_t t) -{ - out->m[0][0] = vx[0]; - out->m[0][1] = vy[0]; - out->m[0][2] = vz[0]; - out->m[0][3] = t[0]; - out->m[1][0] = vx[1]; - out->m[1][1] = vy[1]; - out->m[1][2] = vz[1]; - out->m[1][3] = t[1]; - out->m[2][0] = vx[2]; - out->m[2][1] = vy[2]; - out->m[2][2] = vz[2]; - out->m[2][3] = t[2]; - out->m[3][0] = vx[3]; - out->m[3][1] = vy[3]; - out->m[3][2] = vz[3]; - out->m[3][3] = t[3]; -} - -void Matrix4x4_Transform (const matrix4x4_t *in, const vec3_t v, vec3_t out) -{ - 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]; -} - -void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out) -{ - 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]; -} - -void Matrix4x4_Untransform (const matrix4x4_t *in, const vec3_t v, vec3_t out) -{ - vec3_t t; - 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]; -} - -void Matrix4x4_Untransform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out) -{ - vec3_t t; - t[0] = v[0] - in->m[0][3]; - t[1] = v[1] - in->m[1][3]; - t[2] = v[2] - in->m[2][3]; - t[3] = v[3] - in->m[3][3]; - out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0] + t[3] * in->m[3][0]; - out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1] + t[3] * in->m[3][1]; - out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2] + t[3] * in->m[3][2]; - out[3] = t[0] * in->m[0][3] + t[1] * in->m[1][3] + t[2] * in->m[2][3] + t[3] * in->m[3][3]; -} - -// FIXME: optimize -void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) -{ - matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); - Matrix4x4_CreateTranslate(&temp, x, y, z); - Matrix4x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z) -{ - matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); - Matrix4x4_CreateRotate(&temp, angle, x, y, z); - Matrix4x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) -{ - matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); - Matrix4x4_CreateScale(&temp, x); - Matrix4x4_Concat(out, &base, &temp); -} - -// FIXME: optimize -void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) -{ - matrix4x4_t base, temp; - Matrix4x4_Copy(out, &base); - Matrix4x4_CreateScale3(&temp, x, y, z); - Matrix4x4_Concat(out, &base, &temp); -} - diff --git a/matrix4x4.h b/matrix4x4.h deleted file mode 100644 index 332ee254..00000000 --- a/matrix4x4.h +++ /dev/null @@ -1,39 +0,0 @@ - -#ifndef MATRIX4X4_H -#define MATRIX4X4_H - -// to get the vec3_t and vec4_t types -#include "mathlib.h" - -typedef struct matrix4x4_s -{ - float m[4][4]; -} -matrix4x4_t; - -void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in); -void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2); -void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1); - -void Matrix4x4_CreateIdentity (matrix4x4_t *out); -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); -void Matrix4x4_CreateScale (matrix4x4_t *out, float x); -void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z); - -void Matrix4x4_ToVectors(const matrix4x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t); -void Matrix4x4_ToVectors4(const matrix4x4_t *in, vec4_t vx, vec4_t vy, vec4_t vz, vec4_t t); -void Matrix4x4_FromVectors(matrix4x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t); -void Matrix4x4_FromVectors4(matrix4x4_t *out, const vec4_t vx, const vec4_t vy, const vec4_t vz, const vec4_t t); - -void Matrix4x4_Transform (const matrix4x4_t *in, const vec3_t v, vec3_t out); -void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out); -void Matrix4x4_Untransform (const matrix4x4_t *in, const vec3_t v, vec3_t out); -void Matrix4x4_Untransform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out); - -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); -void Matrix4x4_ConcatScale (matrix4x4_t *out, float x); -void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z); - -#endif diff --git a/matrixlib.c b/matrixlib.c new file mode 100644 index 00000000..8f439107 --- /dev/null +++ b/matrixlib.c @@ -0,0 +1,610 @@ + +#include "matrixlib.h" +#include + +void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in) +{ + *out = *in; +} + +void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, matrix4x4_t *in) +{ + out->m[0][0] = in->m[0][0]; + out->m[0][1] = in->m[0][1]; + out->m[0][2] = in->m[0][2]; + out->m[0][3] = 0.0f; + out->m[1][0] = in->m[1][0]; + out->m[1][1] = in->m[1][1]; + out->m[1][2] = in->m[1][2]; + out->m[1][3] = 0.0f; + out->m[2][0] = in->m[2][0]; + out->m[2][1] = in->m[2][1]; + out->m[2][2] = in->m[2][2]; + out->m[2][3] = 0.0f; + out->m[3][0] = 0.0f; + out->m[3][1] = 0.0f; + out->m[3][2] = 0.0f; + out->m[3][3] = 1.0f; +} + +void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, matrix4x4_t *in) +{ + out->m[0][0] = 0.0f; + 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][2] = 0.0f; + out->m[1][3] = in->m[0][3]; + out->m[2][0] = 0.0f; + out->m[2][1] = 0.0f; + out->m[2][2] = 0.0f; + out->m[2][3] = in->m[0][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; +} + +void Matrix4x4_FromMatrix3x4 (matrix4x4_t *out, matrix3x4_t *in) +{ + out->m[0][0] = in->m[0][0]; + out->m[0][1] = in->m[0][1]; + out->m[0][2] = in->m[0][2]; + out->m[0][3] = in->m[0][3]; + out->m[1][0] = in->m[1][0]; + out->m[1][1] = in->m[1][1]; + out->m[1][2] = in->m[1][2]; + out->m[1][3] = in->m[1][3]; + out->m[2][0] = in->m[2][0]; + out->m[2][1] = in->m[2][1]; + out->m[2][2] = in->m[2][2]; + 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; +} + +void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2) +{ + 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]; + out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3] * in2->m[3][3]; + out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0] + in1->m[1][3] * in2->m[3][0]; + out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1] + in1->m[1][3] * in2->m[3][1]; + out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2] + in1->m[1][3] * in2->m[3][2]; + out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3] * in2->m[3][3]; + out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0] + in1->m[2][3] * in2->m[3][0]; + out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1] + in1->m[2][3] * in2->m[3][1]; + out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2] + in1->m[2][3] * in2->m[3][2]; + out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3] * in2->m[3][3]; + out->m[3][0] = in1->m[3][0] * in2->m[0][0] + in1->m[3][1] * in2->m[1][0] + in1->m[3][2] * in2->m[2][0] + in1->m[3][3] * in2->m[3][0]; + 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]; +} + +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] * 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]; +} + +void Matrix4x4_CreateIdentity (matrix4x4_t *out) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=x; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=y; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=z; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z) +{ + float len, c, s; + + len = x*x+y*y+z*z; + if (len != 0.0f) + len = 1.0f / sqrt(len); + x *= len; + y *= len; + z *= len; + + angle *= M_PI / 180.0; + c = cos(angle); + s = sin(angle); + + 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; + out->m[0][3]=0.0f; + out->m[1][0]=x * y * (1 - c) - z * s; + out->m[1][1]=y * y + c * (1 - y * y); + out->m[1][2]=y * z * (1 - c) + x * s; + out->m[1][3]=0.0f; + out->m[2][0]=z * x * (1 - c) + y * s; + out->m[2][1]=y * z * (1 - c) - x * s; + out->m[2][2]=z * z + c * (1 - z * z); + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateScale (matrix4x4_t *out, float x) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=x; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=x; + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=y; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=z; + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +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]; + vx[1] = in->m[1][0]; + vx[2] = in->m[2][0]; + vy[0] = in->m[0][1]; + vy[1] = in->m[1][1]; + vy[2] = in->m[2][1]; + 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]; +} + +void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]) +{ + out->m[0][0] = vx[0]; + out->m[0][1] = vy[0]; + out->m[0][2] = vz[0]; + out->m[0][3] = t[0]; + out->m[1][0] = vx[1]; + out->m[1][1] = vy[1]; + out->m[1][2] = vz[1]; + out->m[1][3] = t[1]; + out->m[2][0] = vx[2]; + out->m[2][1] = vy[2]; + out->m[2][2] = vz[2]; + out->m[2][3] = t[2]; + out->m[3][0] = 0.0f; + out->m[3][1] = 0.0f; + out->m[3][2] = 0.0f; + out->m[3][3] = 1.0f; +} + +void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]) +{ + 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]; +} + +void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4]) +{ + 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]; +} + +void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]) +{ + float t[3]; + 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]; +} + +// FIXME: optimize +void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateTranslate(&temp, x, y, z); + Matrix4x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateRotate(&temp, angle, x, y, z); + Matrix4x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateScale(&temp, x); + Matrix4x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateScale3(&temp, x, y, z); + Matrix4x4_Concat(out, &base, &temp); +} + + + + + + + + +void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in) +{ + *out = *in; +} + +void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, matrix3x4_t *in) +{ + out->m[0][0] = in->m[0][0]; + out->m[0][1] = in->m[0][1]; + out->m[0][2] = in->m[0][2]; + out->m[0][3] = 0.0f; + out->m[1][0] = in->m[1][0]; + out->m[1][1] = in->m[1][1]; + out->m[1][2] = in->m[1][2]; + out->m[1][3] = 0.0f; + out->m[2][0] = in->m[2][0]; + out->m[2][1] = in->m[2][1]; + out->m[2][2] = in->m[2][2]; + out->m[2][3] = 0.0f; +} + +void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, matrix3x4_t *in) +{ + out->m[0][0] = 0.0f; + 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][2] = 0.0f; + out->m[1][3] = in->m[0][3]; + out->m[2][0] = 0.0f; + out->m[2][1] = 0.0f; + out->m[2][2] = 0.0f; + out->m[2][3] = in->m[0][3]; +} + +void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, matrix4x4_t *in) +{ + out->m[0][0] = in->m[0][0]; + out->m[0][1] = in->m[0][1]; + out->m[0][2] = in->m[0][2]; + out->m[0][3] = in->m[0][3]; + out->m[1][0] = in->m[1][0]; + out->m[1][1] = in->m[1][1]; + out->m[1][2] = in->m[1][2]; + out->m[1][3] = in->m[1][3]; + out->m[2][0] = in->m[2][0]; + out->m[2][1] = in->m[2][1]; + out->m[2][2] = in->m[2][2]; + out->m[2][3] = in->m[2][3]; +} + +void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2) +{ + 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]; + 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]; + 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]; + out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3]; + out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0]; + out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1]; + out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2]; + out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3]; + out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0]; + out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1]; + out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2]; + out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3]; +} + +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] * 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; +} + +void Matrix3x4_CreateIdentity (matrix3x4_t *out) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=0.0f; +} + +void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=x; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=y; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=z; +} + +void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z) +{ + float len, c, s; + + len = x*x+y*y+z*z; + if (len != 0.0f) + len = 1.0f / sqrt(len); + x *= len; + y *= len; + z *= len; + + angle *= M_PI / 180.0; + c = cos(angle); + s = sin(angle); + + 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; + out->m[0][3]=0.0f; + out->m[1][0]=x * y * (1 - c) - z * s; + out->m[1][1]=y * y + c * (1 - y * y); + out->m[1][2]=y * z * (1 - c) + x * s; + out->m[1][3]=0.0f; + out->m[2][0]=z * x * (1 - c) + y * s; + out->m[2][1]=y * z * (1 - c) - x * s; + out->m[2][2]=z * z + c * (1 - z * z); + out->m[2][3]=0.0f; +} + +void Matrix3x4_CreateScale (matrix3x4_t *out, float x) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=x; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=x; + out->m[2][3]=0.0f; +} + +void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=y; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=z; + out->m[2][3]=0.0f; +} + +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]; + vx[1] = in->m[1][0]; + vx[2] = in->m[2][0]; + vy[0] = in->m[0][1]; + vy[1] = in->m[1][1]; + vy[2] = in->m[2][1]; + 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]; +} + +void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]) +{ + out->m[0][0] = vx[0]; + out->m[0][1] = vy[0]; + out->m[0][2] = vz[0]; + out->m[0][3] = t[0]; + out->m[1][0] = vx[1]; + out->m[1][1] = vy[1]; + out->m[1][2] = vz[1]; + out->m[1][3] = t[1]; + out->m[2][0] = vx[2]; + out->m[2][1] = vy[2]; + out->m[2][2] = vz[2]; + out->m[2][3] = t[2]; +} + +void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3]) +{ + 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]; +} + +void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3]) +{ + float t[3]; + 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]; +} + +// FIXME: optimize +void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateTranslate(&temp, x, y, z); + Matrix3x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateRotate(&temp, angle, x, y, z); + Matrix3x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix3x4_ConcatScale (matrix3x4_t *out, float x) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateScale(&temp, x); + Matrix3x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateScale3(&temp, x, y, z); + Matrix3x4_Concat(out, &base, &temp); +} diff --git a/matrixlib.h b/matrixlib.h new file mode 100644 index 00000000..77c20b0c --- /dev/null +++ b/matrixlib.h @@ -0,0 +1,144 @@ + +#ifndef MATRIXLIB_H +#define MATRIXLIB_H + +typedef struct matrix4x4_s +{ + float m[4][4]; +} +matrix4x4_t; + +typedef struct matrix3x4_s +{ + float m[3][4]; +} +matrix3x4_t; + +// functions for manipulating 4x4 matrices + +// copy a matrix4x4 +void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in); +// copy only the rotation portion of a matrix4x4 +void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, 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); +// 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) +void Matrix4x4_Transpose (matrix4x4_t *out, const 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); +// creates a rotate matrix +// (rotates vectors) +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) +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: do not apply this kind of matrix to direction vectors) +void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z); + +// 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]); + +// 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 +// (warning: if you don't know why you would need this, you don't need it) +// (warning: the 4th component of the vector should be 1.0) +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]); + +// ease of use functions +// immediately applies a Translate to the matrix +void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z); +// immediately applies a Rotate to the matrix +void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z); +// immediately applies a Scale to the matrix +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); + +#endif