#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); }