1646 lines
44 KiB
C
1646 lines
44 KiB
C
//=======================================================================
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// Copyright XashXT Group 2008 ©
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// matrix_lib.h - inline matrix library
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//=======================================================================
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#ifndef MATRIX_LIB_H
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#define MATRIX_LIB_H
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//#define OPENGL_STYLE // TODO: enable OpenGL style someday
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//#define RHAND_STYLE // right hand style euler engles
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/*
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Quake engine tranformation matrix
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Quake OpenGL other changes
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{ 0, 0,-1, 0, }, [ROLL] [PITCH] also put Z going up
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{-1, 0, 0, 0, }, [PITCH] [YAW] also put Z going up
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{ 0, 1, 0, 0, }, [YAW] [ROLL]
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{ 0, 0, 0, 1, }, [ORIGIN] [ORIGIN]
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*/
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/*
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========================================================================
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Matrix3x3 operations
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matrix3x3 always keep in opengl style
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========================================================================
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*/
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#define Matrix3x3_LoadIdentity( mat ) Matrix3x3_Copy( mat, matrix3x3_identity )
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static const matrix3x3 matrix3x3_identity =
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{
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{ 1, 0, 0 }, // PITCH [forward]
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{ 0, 1, 0 }, // YAW [right]
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{ 0, 0, 1 }, // ROLL [up]
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};
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_inline void Matrix3x3_Copy( matrix3x3 out, const matrix3x3 in )
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{
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Mem_Copy( out, in, sizeof( matrix3x3 ));
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}
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_inline void Matrix3x3_FromNormal( const vec3_t normal, matrix3x3 out )
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{
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out[0][0] = normal[0];
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out[0][1] = normal[1];
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out[0][2] = normal[2];
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if( normal[0] || normal[1] )
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{
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double length;
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out[1][0] = normal[1];
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out[1][1] = -normal[0];
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out[1][2] = 0;
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length = out[1][0] * out[1][0] + out[1][1] * out[1][1] + out[1][2] * out[1][2];
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if( length != 0.0f )
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{
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double ilength;
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ilength = 1.0f / com.sqrt( length );
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out[1][0] *= ilength;
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out[1][1] *= ilength;
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out[1][2] *= ilength;
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}
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out[2][0] = out[0][1] * out[1][2] - out[0][2] * out[1][1];
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out[2][1] = out[0][2] * out[1][0] - out[0][0] * out[1][2];
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out[2][2] = out[0][0] * out[1][1] - out[0][1] * out[1][0];
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}
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else
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{
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// set identity
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out[1][0] = 1.0f;
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out[1][1] = 0.0f;
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out[1][2] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 1.0f;
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out[2][2] = 0.0f;
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}
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}
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_inline void Matrix3x3_FromAngles( const vec3_t angles, matrix3x3 out )
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{
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double sp, sy, sr, cp, cy, cr;
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double angle;
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angle = DEG2RAD( angles[PITCH] );
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sp = com.sin( angle );
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cp = com.cos( angle );
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angle = DEG2RAD( angles[YAW] );
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sy = com.sin( angle );
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cy = com.cos( angle );
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angle = DEG2RAD( angles[ROLL] );
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sr = com.sin( angle );
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cr = com.cos( angle );
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out[0][0] = cp*cy;
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out[0][1] = cp*sy;
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out[0][2] = -sp;
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out[1][0] = sr*sp*cy+cr*-sy;
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out[1][1] = sr*sp*sy+cr*cy;
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out[1][2] = sr*cp;
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out[2][0] = cr*sp*cy+-sr*-sy;
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out[2][1] = cr*sp*sy+-sr*cy;
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out[2][2] = cr*cp;
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}
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_inline void Matrix3x3_FromMatrix4x4( matrix3x3 out, const matrix4x4 in )
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{
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#ifdef OPENGL_STYLE
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out[0][0] = in[0][0];
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out[1][0] = in[1][0];
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out[2][0] = in[2][0];
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out[0][1] = in[0][1];
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out[1][1] = in[1][1];
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out[2][1] = in[2][1];
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out[0][2] = in[0][2];
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out[1][2] = in[1][2];
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out[2][2] = in[2][2];
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#else
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out[0][0] = in[0][0];
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out[1][0] = in[0][1];
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out[2][0] = in[0][2];
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out[0][1] = in[1][0];
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out[1][1] = in[1][1];
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out[2][1] = in[1][2];
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out[0][2] = in[2][0];
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out[1][2] = in[2][1];
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out[2][2] = in[2][2];
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#endif
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}
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_inline void Matrix3x3_ToAngles( const matrix3x3 matrix, vec3_t out )
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{
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double pitch, cpitch, yaw, roll;
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pitch = -com.asin( matrix[0][2] );
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cpitch = com.cos( pitch );
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if( fabs( cpitch ) > EQUAL_EPSILON ) // gimball lock?
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{
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cpitch = 1.0f / cpitch;
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pitch = RAD2DEG( pitch );
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#ifdef RHAND_STYLE
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yaw = RAD2DEG( com.atan2( matrix[0][1] * cpitch, matrix[0][0] * cpitch ));
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#else
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yaw = RAD2DEG( com.atan2((-1)*-matrix[0][1] * cpitch, matrix[0][0] * cpitch ));
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#endif
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roll = RAD2DEG( com.atan2( -matrix[1][2] * cpitch, matrix[2][2] * cpitch ));
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}
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else
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{
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pitch = matrix[0][2] > 0 ? -90.0f : 90.0f;
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yaw = RAD2DEG( atan2( matrix[1][0], -matrix[1][1] ));
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#ifdef RHAND_STYLE
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roll = 180;
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#else
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roll = 0;
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#endif
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}
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out[PITCH] = pitch;
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out[YAW] = yaw;
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out[ROLL] = roll;
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}
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_inline bool Matrix3x3_Compare( const matrix3x3 mat1, const matrix3x3 mat2 )
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{
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if( mat1[0][0] != mat2[0][0] || mat1[0][1] != mat2[0][1] || mat1[0][2] != mat2[0][2] )
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return false;
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if( mat1[1][0] != mat2[1][0] || mat1[1][1] != mat2[1][1] || mat1[1][2] != mat2[1][2] )
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return false;
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if( mat1[2][0] != mat2[2][0] || mat1[2][1] != mat2[2][1] || mat1[2][2] != mat2[2][2] )
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return false;
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return true;
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}
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_inline void Matrix3x3_Transpose( matrix3x3 out, const matrix3x3 in )
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{
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out[0][0] = in[0][0];
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out[1][0] = in[0][1];
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out[2][0] = in[0][2];
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out[0][1] = in[1][0];
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out[1][1] = in[1][1];
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out[2][1] = in[1][2];
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out[0][2] = in[2][0];
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out[1][2] = in[2][1];
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out[2][2] = in[2][2];
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}
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_inline void Matrix3x3_Transform( matrix3x3 in, const float v[3], float out[3] )
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{
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out[0] = in[0][0] * v[0] + in[0][1] * v[1] + in[0][2] * v[2];
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out[1] = in[1][0] * v[0] + in[1][1] * v[1] + in[1][2] * v[2];
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out[2] = in[2][0] * v[0] + in[2][1] * v[1] + in[2][2] * v[2];
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}
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_inline void Matrix3x3_CreateRotate( matrix3x3 out, float angle, float x, float y, float z )
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{
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double len, c, s;
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len = x * x + y * y + z * z;
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if( len != 0.0f ) len = 1.0f / sqrt( len );
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x *= len;
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y *= len;
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z *= len;
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angle = DEG2RAD( angle );
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c = com.cos( angle );
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s = com.sin( angle );
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out[0][0] = x * x + c * (1 - x * x);
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out[0][1] = x * y * (1 - c) + z * s;
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out[0][2] = x * z * (1 - c) - y * s;
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out[1][0] = x * y * (1 - c) - z * s;
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out[1][1] = y * y + c * (1 - y * y);
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out[1][2] = y * z * (1 - c) + x * s;
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out[2][0] = x * z * (1 - c) + y * s;
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out[2][1] = y * z * (1 - c) - x * s;
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out[2][2] = z * z + c * (1 - z * z);
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}
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_inline void Matrix3x3_Concat( matrix3x3 out, const matrix3x3 in1, const matrix3x3 in2 )
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
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}
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_inline void Matrix3x3_FromPoints( const vec3_t v1, const vec3_t v2, const vec3_t v3, matrix3x3 out )
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{
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float d;
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out[2][0] = (v1[1] - v2[1]) * (v3[2] - v2[2]) - (v1[2] - v2[2]) * (v3[1] - v2[1]);
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out[2][1] = (v1[2] - v2[2]) * (v3[0] - v2[0]) - (v1[0] - v2[0]) * (v3[2] - v2[2]);
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out[2][2] = (v1[0] - v2[0]) * (v3[1] - v2[1]) - (v1[1] - v2[1]) * (v3[0] - v2[0]);
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d = rsqrt( out[2][0] * out[2][0] + out[2][1] * out[2][1] + out[2][2] * out[2][2]);
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out[2][0] *= d;
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out[2][1] *= d;
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out[2][2] *= d;
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// this rotate and negate guarantees a vector not colinear with the original
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out[1][0] = out[2][2];
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out[1][1] = -out[2][0];
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out[1][2] = out[2][1];
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d = -( out[1][0] * out[2][0] + out[1][1] * out[2][1] + out[1][2] * out[2][2] );
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out[1][0] = out[1][0] + d * out[2][0];
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out[1][1] = out[1][1] + d * out[2][1];
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out[1][2] = out[1][2] + d * out[2][2];
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d = rsqrt( out[1][0] * out[1][0] + out[1][1] * out[1][1] + out[1][2] * out[1][2]);
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out[1][0] *= d;
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out[1][1] *= d;
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out[1][2] *= d;
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out[0][0] = out[1][1] * out[2][2] - out[1][2] * out[2][1];
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out[0][1] = out[1][2] * out[2][0] - out[1][0] * out[2][2];
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out[0][2] = out[1][0] * out[2][1] - out[1][1] * out[2][0];
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}
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// FIXME: optimize
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_inline void Matrix3x3_ConcatRotate( matrix3x3 out, double angle, double x, double y, double z )
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{
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matrix3x3 base, temp;
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Matrix3x3_Copy( base, out );
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Matrix3x3_CreateRotate( temp, angle, x, y, z );
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Matrix3x3_Concat( out, base, temp );
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}
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/*
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========================================================================
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Matrix4x4 operations
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========================================================================
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*/
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#define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, identitymatrix )
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static const matrix4x4 identitymatrix =
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{
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{ 1, 0, 0, 0 }, // PITCH
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{ 0, 1, 0, 0 }, // YAW
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{ 0, 0, 1, 0 }, // ROLL
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{ 0, 0, 0, 1 }, // ORIGIN
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};
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static const matrix4x4 matrix4x4_halfidentity =
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{
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{ 0.5, 0.0, 0.0, 0.0 }, // PITCH
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{ 0.0, 0.5, 0.0, 0.0 }, // YAW
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{ 0.0, 0.0, 0.5, 0.0 }, // ROLL
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{ 0.5, 0.5, 0.5, 1.0 }, // ORIGIN
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};
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_inline void Matrix4x4_Copy( matrix4x4 out, const matrix4x4 in )
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{
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// FIXME: replace with Mem_Copy
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memcpy( out, in, sizeof(matrix4x4));
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}
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_inline void Matrix4x4_TransformPoint( const matrix4x4 in, vec3_t point )
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{
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float out1, out2, out3;
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#ifdef OPENGL_STYLE
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out1 = in[0][0] * point[0];
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out2 = in[0][1] * point[0];
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out3 = in[0][2] * point[0];
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out1 += in[1][0] * point[1];
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out2 += in[1][1] * point[1];
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out3 += in[1][2] * point[1];
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out1 += in[2][0] * point[2];
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out2 += in[2][1] * point[2];
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out3 += in[2][2] * point[2];
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out1 += in[3][0];
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out2 += in[3][1];
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out3 += in[3][2];
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#else
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out1 = in[0][0] * point[0];
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out2 = in[1][0] * point[0];
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out3 = in[2][0] * point[0];
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out1 += in[0][1] * point[1];
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out2 += in[1][1] * point[1];
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out3 += in[2][1] * point[1];
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out1 += in[0][2] * point[2];
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out2 += in[1][2] * point[2];
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out3 += in[2][2] * point[2];
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out1 += in[0][3];
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out2 += in[1][3];
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out3 += in[2][3];
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#endif
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point[0] = out1;
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point[1] = out2;
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point[2] = out3;
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}
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_inline void Matrix4x4_Transform3x3( const matrix4x4 in, const float v[3], float out[3] )
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{
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#ifdef OPENGL_STYLE
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out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0];
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out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1];
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out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2];
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#else
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out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2];
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out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2];
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out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2];
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#endif
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}
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// same as Matrix4x4_Transform3x3 but transpose matrix before
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_inline void Matrix4x4_Rotate3x3( const matrix4x4 in, const float v[3], float out[3] )
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{
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#ifdef OPENGL_STYLE
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out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2];
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out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2];
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out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2];
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#else
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out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0];
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out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1];
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out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2];
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#endif
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}
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_inline void Matrix4x4_Transform( const matrix4x4 in, const float v[3], float out[3] )
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{
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#ifdef OPENGL_STYLE
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out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0] + in[3][0];
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out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1] + in[3][1];
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out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2] + in[3][2];
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#else
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out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2] + in[0][3];
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out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2] + in[1][3];
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out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2] + in[2][3];
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#endif
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}
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_inline void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 )
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{
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// we only support uniform scaling, so assume the first row is enough
|
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// (note the lack of sqrt here, because we're trying to undo the scaling,
|
|
// this means multiplying by the inverse scale twice - squaring it, which
|
|
// makes the sqrt a waste of time)
|
|
double scale = 1.0 / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]);
|
|
|
|
// invert the rotation by transposing and multiplying by the squared
|
|
// recipricol of the input matrix scale as described above
|
|
out[0][0] = in1[0][0] * scale;
|
|
out[0][1] = in1[1][0] * scale;
|
|
out[0][2] = in1[2][0] * scale;
|
|
out[1][0] = in1[0][1] * scale;
|
|
out[1][1] = in1[1][1] * scale;
|
|
out[1][2] = in1[2][1] * scale;
|
|
out[2][0] = in1[0][2] * scale;
|
|
out[2][1] = in1[1][2] * scale;
|
|
out[2][2] = in1[2][2] * scale;
|
|
|
|
#ifdef OPENGL_STYLE
|
|
// invert the translate
|
|
out[3][0] = -(in1[3][0] * out[0][0] + in1[3][1] * out[1][0] + in1[3][2] * out[2][0]);
|
|
out[3][1] = -(in1[3][0] * out[0][1] + in1[3][1] * out[1][1] + in1[3][2] * out[2][1]);
|
|
out[3][2] = -(in1[3][0] * out[0][2] + in1[3][1] * out[1][2] + in1[3][2] * out[2][2]);
|
|
|
|
// don't know if there's anything worth doing here
|
|
out[0][3] = 0;
|
|
out[1][3] = 0;
|
|
out[2][3] = 0;
|
|
out[3][3] = 1;
|
|
#else
|
|
// invert the translate
|
|
out[0][3] = -(in1[0][3] * out[0][0] + in1[1][3] * out[0][1] + in1[2][3] * out[0][2]);
|
|
out[1][3] = -(in1[0][3] * out[1][0] + in1[1][3] * out[1][1] + in1[2][3] * out[1][2]);
|
|
out[2][3] = -(in1[0][3] * out[2][0] + in1[1][3] * out[2][1] + in1[2][3] * out[2][2]);
|
|
|
|
// don't know if there's anything worth doing here
|
|
out[3][0] = 0;
|
|
out[3][1] = 0;
|
|
out[3][2] = 0;
|
|
out[3][3] = 1;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_CreateTranslate( matrix4x4 out, double x, double y, double z )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = 1.0f;
|
|
out[1][0] = 0.0f;
|
|
out[2][0] = 0.0f;
|
|
out[3][0] = x;
|
|
out[0][1] = 0.0f;
|
|
out[1][1] = 1.0f;
|
|
out[2][1] = 0.0f;
|
|
out[3][1] = y;
|
|
out[0][2] = 0.0f;
|
|
out[1][2] = 0.0f;
|
|
out[2][2] = 1.0f;
|
|
out[3][2] = z;
|
|
out[0][3] = 0.0f;
|
|
out[1][3] = 0.0f;
|
|
out[2][3] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#else
|
|
out[0][0] = 1.0f;
|
|
out[0][1] = 0.0f;
|
|
out[0][2] = 0.0f;
|
|
out[0][3] = x;
|
|
out[1][0] = 0.0f;
|
|
out[1][1] = 1.0f;
|
|
out[1][2] = 0.0f;
|
|
out[1][3] = y;
|
|
out[2][0] = 0.0f;
|
|
out[2][1] = 0.0f;
|
|
out[2][2] = 1.0f;
|
|
out[2][3] = z;
|
|
out[3][0] = 0.0f;
|
|
out[3][1] = 0.0f;
|
|
out[3][2] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_CreateRotate( matrix4x4 out, double angle, double x, double y, double z )
|
|
{
|
|
double len, c, s;
|
|
|
|
len = x * x + y * y + z * z;
|
|
if( len != 0.0f ) len = 1.0f / com.sqrt( len );
|
|
x *= len;
|
|
y *= len;
|
|
z *= len;
|
|
|
|
angle *= (-M_PI / 180.0);
|
|
c = com.cos( angle );
|
|
s = com.sin( angle );
|
|
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0]=x * x + c * (1 - x * x);
|
|
out[1][0]=x * y * (1 - c) + z * s;
|
|
out[2][0]=z * x * (1 - c) - y * s;
|
|
out[3][0]=0.0f;
|
|
out[0][1]=x * y * (1 - c) - z * s;
|
|
out[1][1]=y * y + c * (1 - y * y);
|
|
out[2][1]=y * z * (1 - c) + x * s;
|
|
out[3][1]=0.0f;
|
|
out[0][2]=z * x * (1 - c) + y * s;
|
|
out[1][2]=y * z * (1 - c) - x * s;
|
|
out[2][2]=z * z + c * (1 - z * z);
|
|
out[3][2]=0.0f;
|
|
out[0][3]=0.0f;
|
|
out[1][3]=0.0f;
|
|
out[2][3]=0.0f;
|
|
out[3][3]=1.0f;
|
|
#else
|
|
out[0][0]=x * x + c * (1 - x * x);
|
|
out[0][1]=x * y * (1 - c) + z * s;
|
|
out[0][2]=z * x * (1 - c) - y * s;
|
|
out[0][3]=0.0f;
|
|
out[1][0]=x * y * (1 - c) - z * s;
|
|
out[1][1]=y * y + c * (1 - y * y);
|
|
out[1][2]=y * z * (1 - c) + x * s;
|
|
out[1][3]=0.0f;
|
|
out[2][0]=z * x * (1 - c) + y * s;
|
|
out[2][1]=y * z * (1 - c) - x * s;
|
|
out[2][2]=z * z + c * (1 - z * z);
|
|
out[2][3]=0.0f;
|
|
out[3][0]=0.0f;
|
|
out[3][1]=0.0f;
|
|
out[3][2]=0.0f;
|
|
out[3][3]=1.0f;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_CreateScale( matrix4x4 out, double x )
|
|
{
|
|
out[0][0] = x;
|
|
out[0][1] = 0.0f;
|
|
out[0][2] = 0.0f;
|
|
out[0][3] = 0.0f;
|
|
out[1][0] = 0.0f;
|
|
out[1][1] = x;
|
|
out[1][2] = 0.0f;
|
|
out[1][3] = 0.0f;
|
|
out[2][0] = 0.0f;
|
|
out[2][1] = 0.0f;
|
|
out[2][2] = x;
|
|
out[2][3] = 0.0f;
|
|
out[3][0] = 0.0f;
|
|
out[3][1] = 0.0f;
|
|
out[3][2] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
}
|
|
|
|
_inline void Matrix4x4_CreateScale3( matrix4x4 out, double x, double y, double z )
|
|
{
|
|
out[0][0] = x;
|
|
out[0][1] = 0.0f;
|
|
out[0][2] = 0.0f;
|
|
out[0][3] = 0.0f;
|
|
out[1][0] = 0.0f;
|
|
out[1][1] = y;
|
|
out[1][2] = 0.0f;
|
|
out[1][3] = 0.0f;
|
|
out[2][0] = 0.0f;
|
|
out[2][1] = 0.0f;
|
|
out[2][2] = z;
|
|
out[2][3] = 0.0f;
|
|
out[3][0] = 0.0f;
|
|
out[3][1] = 0.0f;
|
|
out[3][2] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
}
|
|
|
|
_inline void Matrix4x4_CreateFromEntity( matrix4x4 out, double x, double y, double z, double pitch, double yaw, double roll, double scale )
|
|
{
|
|
double angle, sr, sp, sy, cr, cp, cy;
|
|
|
|
if( roll )
|
|
{
|
|
angle = yaw * (M_PI*2 / 360);
|
|
sy = com.sin( angle );
|
|
cy = com.cos( angle );
|
|
angle = pitch * (M_PI*2 / 360);
|
|
sp = com.sin( angle );
|
|
cp = com.cos( angle );
|
|
angle = roll * (M_PI*2 / 360);
|
|
sr = com.sin( angle );
|
|
cr = com.cos( angle );
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = (cp*cy) * scale;
|
|
out[1][0] = (sr*sp*cy+cr*-sy) * scale;
|
|
out[2][0] = (cr*sp*cy+-sr*-sy) * scale;
|
|
out[3][0] = x;
|
|
out[0][1] = (cp*sy) * scale;
|
|
out[1][1] = (sr*sp*sy+cr*cy) * scale;
|
|
out[2][1] = (cr*sp*sy+-sr*cy) * scale;
|
|
out[3][1] = y;
|
|
out[0][2] = (-sp) * scale;
|
|
out[1][2] = (sr*cp) * scale;
|
|
out[2][2] = (cr*cp) * scale;
|
|
out[3][2] = z;
|
|
out[0][3] = 0;
|
|
out[1][3] = 0;
|
|
out[2][3] = 0;
|
|
out[3][3] = 1;
|
|
#else
|
|
out[0][0] = (cp*cy) * scale;
|
|
out[0][1] = (sr*sp*cy+cr*-sy) * scale;
|
|
out[0][2] = (cr*sp*cy+-sr*-sy) * scale;
|
|
out[0][3] = x;
|
|
out[1][0] = (cp*sy) * scale;
|
|
out[1][1] = (sr*sp*sy+cr*cy) * scale;
|
|
out[1][2] = (cr*sp*sy+-sr*cy) * scale;
|
|
out[1][3] = y;
|
|
out[2][0] = (-sp) * scale;
|
|
out[2][1] = (sr*cp) * scale;
|
|
out[2][2] = (cr*cp) * scale;
|
|
out[2][3] = z;
|
|
out[3][0] = 0;
|
|
out[3][1] = 0;
|
|
out[3][2] = 0;
|
|
out[3][3] = 1;
|
|
#endif
|
|
}
|
|
else if( pitch )
|
|
{
|
|
angle = yaw * (M_PI*2 / 360);
|
|
sy = com.sin( angle );
|
|
cy = com.cos( angle );
|
|
angle = pitch * (M_PI*2 / 360);
|
|
sp = com.sin( angle );
|
|
cp = com.cos( angle );
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = (cp*cy) * scale;
|
|
out[1][0] = (-sy) * scale;
|
|
out[2][0] = (sp*cy) * scale;
|
|
out[3][0] = x;
|
|
out[0][1] = (cp*sy) * scale;
|
|
out[1][1] = (cy) * scale;
|
|
out[2][1] = (sp*sy) * scale;
|
|
out[3][1] = y;
|
|
out[0][2] = (-sp) * scale;
|
|
out[1][2] = 0;
|
|
out[2][2] = (cp) * scale;
|
|
out[3][2] = z;
|
|
out[0][3] = 0;
|
|
out[1][3] = 0;
|
|
out[2][3] = 0;
|
|
out[3][3] = 1;
|
|
#else
|
|
out[0][0] = (cp*cy) * scale;
|
|
out[0][1] = (-sy) * scale;
|
|
out[0][2] = (sp*cy) * scale;
|
|
out[0][3] = x;
|
|
out[1][0] = (cp*sy) * scale;
|
|
out[1][1] = (cy) * scale;
|
|
out[1][2] = (sp*sy) * scale;
|
|
out[1][3] = y;
|
|
out[2][0] = (-sp) * scale;
|
|
out[2][1] = 0;
|
|
out[2][2] = (cp) * scale;
|
|
out[2][3] = z;
|
|
out[3][0] = 0;
|
|
out[3][1] = 0;
|
|
out[3][2] = 0;
|
|
out[3][3] = 1;
|
|
#endif
|
|
}
|
|
else if( yaw )
|
|
{
|
|
angle = yaw * (M_PI*2 / 360);
|
|
sy = com.sin( angle );
|
|
cy = com.cos( angle );
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = (cy) * scale;
|
|
out[1][0] = (-sy) * scale;
|
|
out[2][0] = 0;
|
|
out[3][0] = x;
|
|
out[0][1] = (sy) * scale;
|
|
out[1][1] = (cy) * scale;
|
|
out[2][1] = 0;
|
|
out[3][1] = y;
|
|
out[0][2] = 0;
|
|
out[1][2] = 0;
|
|
out[2][2] = scale;
|
|
out[3][2] = z;
|
|
out[0][3] = 0;
|
|
out[1][3] = 0;
|
|
out[2][3] = 0;
|
|
out[3][3] = 1;
|
|
#else
|
|
out[0][0] = (cy) * scale;
|
|
out[0][1] = (-sy) * scale;
|
|
out[0][2] = 0;
|
|
out[0][3] = x;
|
|
out[1][0] = (sy) * scale;
|
|
out[1][1] = (cy) * scale;
|
|
out[1][2] = 0;
|
|
out[1][3] = y;
|
|
out[2][0] = 0;
|
|
out[2][1] = 0;
|
|
out[2][2] = scale;
|
|
out[2][3] = z;
|
|
out[3][0] = 0;
|
|
out[3][1] = 0;
|
|
out[3][2] = 0;
|
|
out[3][3] = 1;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = scale;
|
|
out[1][0] = 0;
|
|
out[2][0] = 0;
|
|
out[3][0] = x;
|
|
out[0][1] = 0;
|
|
out[1][1] = scale;
|
|
out[2][1] = 0;
|
|
out[3][1] = y;
|
|
out[0][2] = 0;
|
|
out[1][2] = 0;
|
|
out[2][2] = scale;
|
|
out[3][2] = z;
|
|
out[0][3] = 0;
|
|
out[1][3] = 0;
|
|
out[2][3] = 0;
|
|
out[3][3] = 1;
|
|
#else
|
|
out[0][0] = scale;
|
|
out[0][1] = 0;
|
|
out[0][2] = 0;
|
|
out[0][3] = x;
|
|
out[1][0] = 0;
|
|
out[1][1] = scale;
|
|
out[1][2] = 0;
|
|
out[1][3] = y;
|
|
out[2][0] = 0;
|
|
out[2][1] = 0;
|
|
out[2][2] = scale;
|
|
out[2][3] = z;
|
|
out[3][0] = 0;
|
|
out[3][1] = 0;
|
|
out[3][2] = 0;
|
|
out[3][3] = 1;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
_inline void Matrix4x4_FromOriginQuat( matrix4x4 out, double ox, double oy, double oz, double x, double y, double z, double w )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = 1-2*(y*y+z*z);
|
|
out[1][0] = 2*(x*y-z*w);
|
|
out[2][0] = 2*(x*z+y*w);
|
|
out[3][0] = ox;
|
|
out[0][1] = 2*(x*y+z*w);
|
|
out[1][1] = 1-2*(x*x+z*z);
|
|
out[2][1] = 2*(y*z-x*w);
|
|
out[3][1] = oy;
|
|
out[0][2] = 2*(x*z-y*w);
|
|
out[1][2] = 2*(y*z+x*w);
|
|
out[2][2] = 1-2*(x*x+y*y);
|
|
out[3][2] = oz;
|
|
out[0][3] = 0;
|
|
out[1][3] = 0;
|
|
out[2][3] = 0;
|
|
out[3][3] = 1;
|
|
#else
|
|
out[0][0] = 1-2*(y*y+z*z);
|
|
out[0][1] = 2*(x*y-z*w);
|
|
out[0][2] = 2*(x*z+y*w);
|
|
out[0][3] = ox;
|
|
out[1][0] = 2*(x*y+z*w);
|
|
out[1][1] = 1-2*(x*x+z*z);
|
|
out[1][2] = 2*(y*z-x*w);
|
|
out[1][3] = oy;
|
|
out[2][0] = 2*(x*z-y*w);
|
|
out[2][1] = 2*(y*z+x*w);
|
|
out[2][2] = 1-2*(x*x+y*y);
|
|
out[2][3] = oz;
|
|
out[3][0] = 0;
|
|
out[3][1] = 0;
|
|
out[3][2] = 0;
|
|
out[3][3] = 1;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
ConcatTransforms
|
|
================
|
|
*/
|
|
_inline void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[1][0] * in2[0][1] + in1[2][0] * in2[0][2];
|
|
out[1][0] = in1[0][0] * in2[1][0] + in1[1][0] * in2[1][1] + in1[2][0] * in2[1][2];
|
|
out[2][0] = in1[0][0] * in2[2][0] + in1[1][0] * in2[2][1] + in1[2][0] * in2[2][2];
|
|
out[3][0] = in1[0][0] * in2[3][0] + in1[1][0] * in2[3][1] + in1[2][0] * in2[3][2] + in1[3][0];
|
|
out[0][1] = in1[0][1] * in2[0][0] + in1[1][1] * in2[0][1] + in1[2][1] * in2[0][2];
|
|
out[1][1] = in1[0][1] * in2[1][0] + in1[1][1] * in2[1][1] + in1[2][1] * in2[1][2];
|
|
out[2][1] = in1[0][1] * in2[2][0] + in1[1][1] * in2[2][1] + in1[2][1] * in2[2][2];
|
|
out[3][1] = in1[0][1] * in2[3][0] + in1[1][1] * in2[3][1] + in1[2][1] * in2[3][2] + in1[3][1];
|
|
out[0][2] = in1[0][2] * in2[0][0] + in1[1][2] * in2[0][1] + in1[2][2] * in2[0][2];
|
|
out[1][2] = in1[0][2] * in2[1][0] + in1[1][2] * in2[1][1] + in1[2][2] * in2[1][2];
|
|
out[2][2] = in1[0][2] * in2[2][0] + in1[1][2] * in2[2][1] + in1[2][2] * in2[2][2];
|
|
out[3][2] = in1[0][2] * in2[3][0] + in1[1][2] * in2[3][1] + in1[2][2] * in2[3][2] + in1[3][2];
|
|
#else
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
|
|
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
|
|
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
|
|
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3];
|
|
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
|
|
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
|
|
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
|
|
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3];
|
|
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
|
|
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
|
|
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
|
|
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[1][0] * in2[0][1] + in1[2][0] * in2[0][2] + in1[3][0] * in2[0][3];
|
|
out[1][0] = in1[0][0] * in2[1][0] + in1[1][0] * in2[1][1] + in1[2][0] * in2[1][2] + in1[3][0] * in2[1][3];
|
|
out[2][0] = in1[0][0] * in2[2][0] + in1[1][0] * in2[2][1] + in1[2][0] * in2[2][2] + in1[3][0] * in2[2][3];
|
|
out[3][0] = in1[0][0] * in2[3][0] + in1[1][0] * in2[3][1] + in1[2][0] * in2[3][2] + in1[3][0] * in2[3][3];
|
|
out[0][1] = in1[0][1] * in2[0][0] + in1[1][1] * in2[0][1] + in1[2][1] * in2[0][2] + in1[3][1] * in2[0][3];
|
|
out[1][1] = in1[0][1] * in2[1][0] + in1[1][1] * in2[1][1] + in1[2][1] * in2[1][2] + in1[3][1] * in2[1][3];
|
|
out[2][1] = in1[0][1] * in2[2][0] + in1[1][1] * in2[2][1] + in1[2][1] * in2[2][2] + in1[3][1] * in2[2][3];
|
|
out[3][1] = in1[0][1] * in2[3][0] + in1[1][1] * in2[3][1] + in1[2][1] * in2[3][2] + in1[3][1] * in2[3][3];
|
|
out[0][2] = in1[0][2] * in2[0][0] + in1[1][2] * in2[0][1] + in1[2][2] * in2[0][2] + in1[3][2] * in2[0][3];
|
|
out[1][2] = in1[0][2] * in2[1][0] + in1[1][2] * in2[1][1] + in1[2][2] * in2[1][2] + in1[3][2] * in2[1][3];
|
|
out[2][2] = in1[0][2] * in2[2][0] + in1[1][2] * in2[2][1] + in1[2][2] * in2[2][2] + in1[3][2] * in2[2][3];
|
|
out[3][2] = in1[0][2] * in2[3][0] + in1[1][2] * in2[3][1] + in1[2][2] * in2[3][2] + in1[3][2] * in2[3][3];
|
|
out[0][3] = in1[0][3] * in2[0][0] + in1[1][3] * in2[0][1] + in1[2][3] * in2[0][2] + in1[3][3] * in2[0][3];
|
|
out[1][3] = in1[0][3] * in2[1][0] + in1[1][3] * in2[1][1] + in1[2][3] * in2[1][2] + in1[3][3] * in2[1][3];
|
|
out[2][3] = in1[0][3] * in2[2][0] + in1[1][3] * in2[2][1] + in1[2][3] * in2[2][2] + in1[3][3] * in2[2][3];
|
|
out[3][3] = in1[0][3] * in2[3][0] + in1[1][3] * in2[3][1] + in1[2][3] * in2[3][2] + in1[3][3] * in2[3][3];
|
|
#else
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0] + in1[0][3] * in2[3][0];
|
|
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1] + in1[0][3] * in2[3][1];
|
|
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2] + in1[0][3] * in2[3][2];
|
|
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3] * in2[3][3];
|
|
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0] + in1[1][3] * in2[3][0];
|
|
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1] + in1[1][3] * in2[3][1];
|
|
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2] + in1[1][3] * in2[3][2];
|
|
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3] * in2[3][3];
|
|
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0] + in1[2][3] * in2[3][0];
|
|
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1] + in1[2][3] * in2[3][1];
|
|
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2] + in1[2][3] * in2[3][2];
|
|
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3] * in2[3][3];
|
|
out[3][0] = in1[3][0] * in2[0][0] + in1[3][1] * in2[1][0] + in1[3][2] * in2[2][0] + in1[3][3] * in2[3][0];
|
|
out[3][1] = in1[3][0] * in2[0][1] + in1[3][1] * in2[1][1] + in1[3][2] * in2[2][1] + in1[3][3] * in2[3][1];
|
|
out[3][2] = in1[3][0] * in2[0][2] + in1[3][1] * in2[1][2] + in1[3][2] * in2[2][2] + in1[3][3] * in2[3][2];
|
|
out[3][3] = in1[3][0] * in2[0][3] + in1[3][1] * in2[1][3] + in1[3][2] * in2[2][3] + in1[3][3] * in2[3][3];
|
|
#endif
|
|
}
|
|
|
|
_inline bool Matrix4x4_CompareRotateOnly( const matrix4x4 mat1, const matrix4x4 mat2 )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
if( mat1[0][0] != mat2[0][0] || mat1[0][1] != mat2[0][1] || mat1[0][2] != mat2[0][2] )
|
|
return false;
|
|
if( mat1[1][0] != mat2[1][0] || mat1[1][1] != mat2[1][1] || mat1[1][2] != mat2[1][2] )
|
|
return false;
|
|
if( mat1[2][0] != mat2[2][0] || mat1[2][1] != mat2[2][1] || mat1[2][2] != mat2[2][2] )
|
|
return false;
|
|
#else
|
|
if( mat1[0][0] != mat2[0][0] || mat1[1][0] != mat2[1][0] || mat1[2][0] != mat2[2][0] )
|
|
return false;
|
|
if( mat1[0][1] != mat2[0][1] || mat1[1][1] != mat2[1][1] || mat1[2][1] != mat2[2][1] )
|
|
return false;
|
|
if( mat1[0][2] != mat2[0][2] || mat1[1][2] != mat2[1][2] || mat1[2][2] != mat2[2][2] )
|
|
return false;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
_inline bool Matrix4x4_Compare( const matrix4x4 mat1, const matrix4x4 mat2 )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
if( mat1[0][0] != mat2[0][0] || mat1[0][1] != mat2[0][1] || mat1[0][2] != mat2[0][2] )
|
|
return false;
|
|
if( mat1[1][0] != mat2[1][0] || mat1[1][1] != mat2[1][1] || mat1[1][2] != mat2[1][2] )
|
|
return false;
|
|
if( mat1[2][0] != mat2[2][0] || mat1[2][1] != mat2[2][1] || mat1[2][2] != mat2[2][2] )
|
|
return false;
|
|
if( mat1[3][0] != mat2[3][0] || mat1[3][1] != mat2[3][1] || mat1[3][2] != mat2[3][2] )
|
|
return false;
|
|
#else
|
|
if( mat1[0][0] != mat2[0][0] || mat1[1][0] != mat2[1][0] || mat1[2][0] != mat2[2][0] )
|
|
return false;
|
|
if( mat1[0][1] != mat2[0][1] || mat1[1][1] != mat2[1][1] || mat1[2][1] != mat2[2][1] )
|
|
return false;
|
|
if( mat1[0][2] != mat2[0][2] || mat1[1][2] != mat2[1][2] || mat1[2][2] != mat2[2][2] )
|
|
return false;
|
|
if( mat1[0][3] != mat2[0][3] || mat1[1][3] != mat2[1][3] || mat1[2][3] != mat2[2][3] )
|
|
return false;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
_inline void Matrix4x4_FromVectors( matrix4x4 out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = vx[0];
|
|
out[1][0] = vy[0];
|
|
out[2][0] = vz[0];
|
|
out[3][0] = t[0];
|
|
out[0][1] = vx[1];
|
|
out[1][1] = vy[1];
|
|
out[2][1] = vz[1];
|
|
out[3][1] = t[1];
|
|
out[0][2] = vx[2];
|
|
out[1][2] = vy[2];
|
|
out[2][2] = vz[2];
|
|
out[3][2] = t[2];
|
|
out[0][3] = 0.0f;
|
|
out[1][3] = 0.0f;
|
|
out[2][3] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#else
|
|
out[0][0] = vx[0];
|
|
out[0][1] = vy[0];
|
|
out[0][2] = vz[0];
|
|
out[0][3] = t[0];
|
|
out[1][0] = vx[1];
|
|
out[1][1] = vy[1];
|
|
out[1][2] = vz[1];
|
|
out[1][3] = t[1];
|
|
out[2][0] = vx[2];
|
|
out[2][1] = vy[2];
|
|
out[2][2] = vz[2];
|
|
out[2][3] = t[2];
|
|
out[3][0] = 0.0f;
|
|
out[3][1] = 0.0f;
|
|
out[3][2] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_FromMatrix3x3( matrix4x4 out, const matrix3x3 in )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = in[0][0];
|
|
out[1][0] = in[1][0];
|
|
out[2][0] = in[2][0];
|
|
out[3][0] = 0.0f;
|
|
out[0][1] = in[0][1];
|
|
out[1][1] = in[1][1];
|
|
out[2][1] = in[2][1];
|
|
out[3][1] = 0.0f;
|
|
out[0][2] = in[0][2];
|
|
out[1][2] = in[1][2];
|
|
out[2][2] = in[2][2];
|
|
out[3][2] = 0.0f;
|
|
out[0][3] = 0.0f;
|
|
out[1][3] = 0.0f;
|
|
out[2][3] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#else
|
|
out[0][0] = in[0][0];
|
|
out[0][1] = in[1][0];
|
|
out[0][2] = in[2][0];
|
|
out[0][3] = 0.0f;
|
|
out[1][0] = in[0][1];
|
|
out[1][1] = in[1][1];
|
|
out[1][2] = in[2][1];
|
|
out[1][3] = 0.0f;
|
|
out[2][0] = in[0][2];
|
|
out[2][1] = in[1][2];
|
|
out[2][2] = in[2][2];
|
|
out[2][3] = 0.0f;
|
|
out[3][0] = 0.0f;
|
|
out[3][1] = 0.0f;
|
|
out[3][2] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
Matrix4x4_CreateModelview_FromAxis
|
|
|
|
NOTE: produce quake style world orientation
|
|
================
|
|
*/
|
|
_inline void Matrix4x4_CreateModelview_FromAxis( matrix4x4 out, float vx[3], float vy[3], float vz[3], float t[3] )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = -vy[0];
|
|
out[1][0] = -vy[1];
|
|
out[2][0] = -vy[2];
|
|
out[3][0] = t[0] * vy[0] + t[1] * vy[1]+ t[2] * vy[2];
|
|
|
|
out[0][1] = vz[0];
|
|
out[1][1] = vz[1];
|
|
out[2][1] = vz[2];
|
|
out[3][1] = -(t[0] * vz[0] + t[1] * vz[1]+ t[2] * vz[2]);
|
|
|
|
out[0][2] = -vx[0];
|
|
out[1][2] = -vx[1];
|
|
out[2][2] = -vx[2];
|
|
out[3][2] = t[0] * vx[0] + t[1] * vx[1]+ t[2] * vx[2];
|
|
|
|
out[0][3] = 0.0f;
|
|
out[1][3] = 0.0f;
|
|
out[2][3] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#else
|
|
out[0][0] = -vy[0];
|
|
out[0][1] = -vy[1];
|
|
out[0][2] = -vy[2];
|
|
out[0][3] = t[0] * vy[0] + t[1] * vy[1]+ t[2] * vy[2];
|
|
|
|
out[1][0] = vz[0];
|
|
out[1][1] = vz[1];
|
|
out[1][2] = vz[2];
|
|
out[1][3] = -(t[0] * vz[0] + t[1] * vz[1]+ t[2] * vz[2]);
|
|
|
|
out[2][0] = -vx[0];
|
|
out[2][1] = -vx[1];
|
|
out[2][2] = -vx[2];
|
|
out[2][3] = t[0] * vx[0] + t[1] * vx[1]+ t[2] * vx[2];
|
|
|
|
out[3][0] = 0.0f;
|
|
out[3][1] = 0.0f;
|
|
out[3][2] = 0.0f;
|
|
out[3][3] = 1.0f;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[ 0] = in[0][0];
|
|
out[ 1] = in[0][1];
|
|
out[ 2] = in[0][2];
|
|
out[ 3] = in[0][3];
|
|
out[ 4] = in[1][0];
|
|
out[ 5] = in[1][1];
|
|
out[ 6] = in[1][2];
|
|
out[ 7] = in[1][3];
|
|
out[ 8] = in[2][0];
|
|
out[ 9] = in[2][1];
|
|
out[10] = in[2][2];
|
|
out[11] = in[2][3];
|
|
out[12] = in[3][0];
|
|
out[13] = in[3][1];
|
|
out[14] = in[3][2];
|
|
out[15] = in[3][3];
|
|
#else
|
|
out[ 0] = in[0][0];
|
|
out[ 1] = in[1][0];
|
|
out[ 2] = in[2][0];
|
|
out[ 3] = in[3][0];
|
|
out[ 4] = in[0][1];
|
|
out[ 5] = in[1][1];
|
|
out[ 6] = in[2][1];
|
|
out[ 7] = in[3][1];
|
|
out[ 8] = in[0][2];
|
|
out[ 9] = in[1][2];
|
|
out[10] = in[2][2];
|
|
out[11] = in[3][2];
|
|
out[12] = in[0][3];
|
|
out[13] = in[1][3];
|
|
out[14] = in[2][3];
|
|
out[15] = in[3][3];
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = in[0];
|
|
out[0][1] = in[1];
|
|
out[0][2] = in[2];
|
|
out[0][3] = in[3];
|
|
out[1][0] = in[4];
|
|
out[1][1] = in[5];
|
|
out[1][2] = in[6];
|
|
out[1][3] = in[7];
|
|
out[2][0] = in[8];
|
|
out[2][1] = in[9];
|
|
out[2][2] = in[10];
|
|
out[2][3] = in[11];
|
|
out[3][0] = in[12];
|
|
out[3][1] = in[13];
|
|
out[3][2] = in[14];
|
|
out[3][3] = in[15];
|
|
#else
|
|
out[0][0] = in[0];
|
|
out[1][0] = in[1];
|
|
out[2][0] = in[2];
|
|
out[3][0] = in[3];
|
|
out[0][1] = in[4];
|
|
out[1][1] = in[5];
|
|
out[2][1] = in[6];
|
|
out[3][1] = in[7];
|
|
out[0][2] = in[8];
|
|
out[1][2] = in[9];
|
|
out[2][2] = in[10];
|
|
out[3][2] = in[11];
|
|
out[0][3] = in[12];
|
|
out[1][3] = in[13];
|
|
out[2][3] = in[14];
|
|
out[3][3] = in[15];
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_FromArrayFloatD3D( matrix4x4 out, const float in[16] )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = in[0];
|
|
out[1][0] = in[1];
|
|
out[2][0] = in[2];
|
|
out[3][0] = in[3];
|
|
out[0][1] = in[4];
|
|
out[1][1] = in[5];
|
|
out[2][1] = in[6];
|
|
out[3][1] = in[7];
|
|
out[0][2] = in[8];
|
|
out[1][2] = in[9];
|
|
out[2][2] = in[10];
|
|
out[3][2] = in[11];
|
|
out[0][3] = in[12];
|
|
out[1][3] = in[13];
|
|
out[2][3] = in[14];
|
|
out[3][3] = in[15];
|
|
#else
|
|
out[0][0] = in[0];
|
|
out[0][1] = in[1];
|
|
out[0][2] = in[2];
|
|
out[0][3] = in[3];
|
|
out[1][0] = in[4];
|
|
out[1][1] = in[5];
|
|
out[1][2] = in[6];
|
|
out[1][3] = in[7];
|
|
out[2][0] = in[8];
|
|
out[2][1] = in[9];
|
|
out[2][2] = in[10];
|
|
out[2][3] = in[11];
|
|
out[3][0] = in[12];
|
|
out[3][1] = in[13];
|
|
out[3][2] = in[14];
|
|
out[3][3] = in[15];
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_ToMatrix3x3( matrix3x3 out, const matrix4x4 in )
|
|
{
|
|
out[0][0] = in[0][0];
|
|
out[1][1] = in[1][1];
|
|
out[2][2] = in[2][2];
|
|
|
|
#ifdef OPENGL_STYLE
|
|
out[0][1] = in[1][0];
|
|
out[0][2] = in[1][0];
|
|
out[1][0] = in[0][1];
|
|
out[1][2] = in[2][1];
|
|
out[2][0] = in[0][2];
|
|
out[2][1] = in[1][2];
|
|
#else
|
|
out[0][1] = in[0][1];
|
|
out[0][2] = in[0][2];
|
|
out[1][0] = in[1][0];
|
|
out[1][2] = in[1][2];
|
|
out[2][0] = in[2][0];
|
|
out[2][1] = in[2][1];
|
|
#endif
|
|
}
|
|
|
|
_inline bool Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 )
|
|
{
|
|
float *temp;
|
|
float *r[4];
|
|
float rtemp[4][8];
|
|
float m[4];
|
|
float s;
|
|
|
|
r[0] = rtemp[0];
|
|
r[1] = rtemp[1];
|
|
r[2] = rtemp[2];
|
|
r[3] = rtemp[3];
|
|
|
|
#ifdef OPENGL_STYLE
|
|
r[0][0] = in1[0][0];
|
|
r[0][1] = in1[1][0];
|
|
r[0][2] = in1[2][0];
|
|
r[0][3] = in1[3][0];
|
|
r[0][4] = 1.0;
|
|
r[0][5] = 0.0;
|
|
r[0][6] = 0.0;
|
|
r[0][7] = 0.0;
|
|
|
|
r[1][0] = in1[0][1];
|
|
r[1][1] = in1[1][1];
|
|
r[1][2] = in1[2][1];
|
|
r[1][3] = in1[3][1];
|
|
r[1][5] = 1.0;
|
|
r[1][4] = 0.0;
|
|
r[1][6] = 0.0;
|
|
r[1][7] = 0.0;
|
|
|
|
r[2][0] = in1[0][2];
|
|
r[2][1] = in1[1][2];
|
|
r[2][2] = in1[2][2];
|
|
r[2][3] = in1[3][2];
|
|
r[2][6] = 1.0;
|
|
r[2][4] = 0.0;
|
|
r[2][5] = 0.0;
|
|
r[2][7] = 0.0;
|
|
|
|
r[3][0] = in1[0][3];
|
|
r[3][1] = in1[1][3];
|
|
r[3][2] = in1[2][3];
|
|
r[3][3] = in1[3][3];
|
|
r[3][4] = 0.0;
|
|
r[3][5] = 0.0;
|
|
r[3][6] = 0.0;
|
|
r[3][7] = 1.0;
|
|
#else
|
|
r[0][0] = in1[0][0];
|
|
r[0][1] = in1[0][1];
|
|
r[0][2] = in1[0][2];
|
|
r[0][3] = in1[0][3];
|
|
r[0][4] = 1.0;
|
|
r[0][5] = 0.0;
|
|
r[0][6] = 0.0;
|
|
r[0][7] = 0.0;
|
|
|
|
r[1][0] = in1[1][0];
|
|
r[1][1] = in1[1][1];
|
|
r[1][2] = in1[1][2];
|
|
r[1][3] = in1[1][3];
|
|
r[1][5] = 1.0;
|
|
r[1][4] = 0.0;
|
|
r[1][6] = 0.0;
|
|
r[1][7] = 0.0;
|
|
|
|
r[2][0] = in1[2][0];
|
|
r[2][1] = in1[2][1];
|
|
r[2][2] = in1[2][2];
|
|
r[2][3] = in1[2][3];
|
|
r[2][6] = 1.0;
|
|
r[2][4] = 0.0;
|
|
r[2][5] = 0.0;
|
|
r[2][7] = 0.0;
|
|
|
|
r[3][0] = in1[3][0];
|
|
r[3][1] = in1[3][1];
|
|
r[3][2] = in1[3][2];
|
|
r[3][3] = in1[3][3];
|
|
r[3][4] = 0.0;
|
|
r[3][5] = 0.0;
|
|
r[3][6] = 0.0;
|
|
r[3][7] = 1.0;
|
|
#endif
|
|
|
|
if( fabs( r[3][0] ) > fabs( r[2][0] ))
|
|
{
|
|
temp = r[3];
|
|
r[3] = r[2];
|
|
r[2] = temp;
|
|
}
|
|
if( fabs( r[2][0] ) > fabs( r[1][0] ))
|
|
{
|
|
temp = r[2];
|
|
r[2] = r[1];
|
|
r[1] = temp;
|
|
}
|
|
if( fabs( r[1][0] ) > fabs( r[0][0] ))
|
|
{
|
|
temp = r[1];
|
|
r[1] = r[0];
|
|
r[0] = temp;
|
|
}
|
|
|
|
if( r[0][0] )
|
|
{
|
|
m[1] = r[1][0] / r[0][0];
|
|
m[2] = r[2][0] / r[0][0];
|
|
m[3] = r[3][0] / r[0][0];
|
|
|
|
s = r[0][1];
|
|
r[1][1] -= m[1] * s;
|
|
r[2][1] -= m[2] * s;
|
|
r[3][1] -= m[3] * s;
|
|
|
|
s = r[0][2];
|
|
r[1][2] -= m[1] * s;
|
|
r[2][2] -= m[2] * s;
|
|
r[3][2] -= m[3] * s;
|
|
|
|
s = r[0][3];
|
|
r[1][3] -= m[1] * s;
|
|
r[2][3] -= m[2] * s;
|
|
r[3][3] -= m[3] * s;
|
|
|
|
s = r[0][4];
|
|
if( s )
|
|
{
|
|
r[1][4] -= m[1] * s;
|
|
r[2][4] -= m[2] * s;
|
|
r[3][4] -= m[3] * s;
|
|
}
|
|
|
|
s = r[0][5];
|
|
if( s )
|
|
{
|
|
r[1][5] -= m[1] * s;
|
|
r[2][5] -= m[2] * s;
|
|
r[3][5] -= m[3] * s;
|
|
}
|
|
|
|
s = r[0][6];
|
|
if( s )
|
|
{
|
|
r[1][6] -= m[1] * s;
|
|
r[2][6] -= m[2] * s;
|
|
r[3][6] -= m[3] * s;
|
|
}
|
|
|
|
s = r[0][7];
|
|
if( s )
|
|
{
|
|
r[1][7] -= m[1] * s;
|
|
r[2][7] -= m[2] * s;
|
|
r[3][7] -= m[3] * s;
|
|
}
|
|
|
|
if( fabs( r[3][1] ) > fabs( r[2][1] ))
|
|
{
|
|
temp = r[3];
|
|
r[3] = r[2];
|
|
r[2] = temp;
|
|
}
|
|
if( fabs( r[2][1] ) > fabs( r[1][1] ))
|
|
{
|
|
temp = r[2];
|
|
r[2] = r[1];
|
|
r[1] = temp;
|
|
}
|
|
|
|
if( r[1][1] )
|
|
{
|
|
m[2] = r[2][1] / r[1][1];
|
|
m[3] = r[3][1] / r[1][1];
|
|
r[2][2] -= m[2] * r[1][2];
|
|
r[3][2] -= m[3] * r[1][2];
|
|
r[2][3] -= m[2] * r[1][3];
|
|
r[3][3] -= m[3] * r[1][3];
|
|
|
|
s = r[1][4];
|
|
if( s )
|
|
{
|
|
r[2][4] -= m[2] * s;
|
|
r[3][4] -= m[3] * s;
|
|
}
|
|
|
|
s = r[1][5];
|
|
if( s )
|
|
{
|
|
r[2][5] -= m[2] * s;
|
|
r[3][5] -= m[3] * s;
|
|
}
|
|
|
|
s = r[1][6];
|
|
if( s )
|
|
{
|
|
r[2][6] -= m[2] * s;
|
|
r[3][6] -= m[3] * s;
|
|
}
|
|
|
|
s = r[1][7];
|
|
if( s )
|
|
{
|
|
r[2][7] -= m[2] * s;
|
|
r[3][7] -= m[3] * s;
|
|
}
|
|
|
|
if( fabs( r[3][2] ) > fabs( r[2][2] ))
|
|
{
|
|
temp = r[3];
|
|
r[3] = r[2];
|
|
r[2] = temp;
|
|
}
|
|
|
|
if( r[2][2] )
|
|
{
|
|
m[3] = r[3][2] / r[2][2];
|
|
r[3][3] -= m[3] * r[2][3];
|
|
r[3][4] -= m[3] * r[2][4];
|
|
r[3][5] -= m[3] * r[2][5];
|
|
r[3][6] -= m[3] * r[2][6];
|
|
r[3][7] -= m[3] * r[2][7];
|
|
|
|
if( r[3][3] )
|
|
{
|
|
s = 1.0 / r[3][3];
|
|
r[3][4] *= s;
|
|
r[3][5] *= s;
|
|
r[3][6] *= s;
|
|
r[3][7] *= s;
|
|
|
|
m[2] = r[2][3];
|
|
s = 1.0 / r[2][2];
|
|
r[2][4] = s * (r[2][4] - r[3][4] * m[2]);
|
|
r[2][5] = s * (r[2][5] - r[3][5] * m[2]);
|
|
r[2][6] = s * (r[2][6] - r[3][6] * m[2]);
|
|
r[2][7] = s * (r[2][7] - r[3][7] * m[2]);
|
|
|
|
m[1] = r[1][3];
|
|
r[1][4] -= r[3][4] * m[1];
|
|
r[1][5] -= r[3][5] * m[1];
|
|
r[1][6] -= r[3][6] * m[1];
|
|
r[1][7] -= r[3][7] * m[1];
|
|
|
|
m[0] = r[0][3];
|
|
r[0][4] -= r[3][4] * m[0];
|
|
r[0][5] -= r[3][5] * m[0];
|
|
r[0][6] -= r[3][6] * m[0];
|
|
r[0][7] -= r[3][7] * m[0];
|
|
|
|
m[1] = r[1][2];
|
|
s = 1.0 / r[1][1];
|
|
r[1][4] = s * (r[1][4] - r[2][4] * m[1]);
|
|
r[1][5] = s * (r[1][5] - r[2][5] * m[1]);
|
|
r[1][6] = s * (r[1][6] - r[2][6] * m[1]);
|
|
r[1][7] = s * (r[1][7] - r[2][7] * m[1]);
|
|
|
|
m[0] = r[0][2];
|
|
r[0][4] -= r[2][4] * m[0];
|
|
r[0][5] -= r[2][5] * m[0];
|
|
r[0][6] -= r[2][6] * m[0];
|
|
r[0][7] -= r[2][7] * m[0];
|
|
|
|
m[0] = r[0][1];
|
|
s = 1.0 / r[0][0];
|
|
r[0][4] = s * (r[0][4] - r[1][4] * m[0]);
|
|
r[0][5] = s * (r[0][5] - r[1][5] * m[0]);
|
|
r[0][6] = s * (r[0][6] - r[1][6] * m[0]);
|
|
r[0][7] = s * (r[0][7] - r[1][7] * m[0]);
|
|
#ifdef OPENGL_STYLE
|
|
out[0][0] = r[0][4];
|
|
out[0][1] = r[1][4];
|
|
out[0][2] = r[2][4];
|
|
out[0][3] = r[3][4];
|
|
out[1][0] = r[0][5];
|
|
out[1][1] = r[1][5];
|
|
out[1][2] = r[2][5];
|
|
out[1][3] = r[3][5];
|
|
out[2][0] = r[0][6];
|
|
out[2][1] = r[1][6];
|
|
out[2][2] = r[2][6];
|
|
out[2][3] = r[3][6];
|
|
out[3][0] = r[0][7];
|
|
out[3][1] = r[1][7];
|
|
out[3][2] = r[2][7];
|
|
out[3][3] = r[3][7];
|
|
#else
|
|
out[0][0] = r[0][4];
|
|
out[0][1] = r[0][5];
|
|
out[0][2] = r[0][6];
|
|
out[0][3] = r[0][7];
|
|
out[1][0] = r[1][4];
|
|
out[1][1] = r[1][5];
|
|
out[1][2] = r[1][6];
|
|
out[1][3] = r[1][7];
|
|
out[2][0] = r[2][4];
|
|
out[2][1] = r[2][5];
|
|
out[2][2] = r[2][6];
|
|
out[2][3] = r[2][7];
|
|
out[3][0] = r[3][4];
|
|
out[3][1] = r[3][5];
|
|
out[3][2] = r[3][6];
|
|
out[3][3] = r[3][7];
|
|
#endif
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
_inline void Matrix4x4_Transpose( matrix4x4 out, const matrix4x4 in1 )
|
|
{
|
|
out[0][0] = in1[0][0];
|
|
out[0][1] = in1[1][0];
|
|
out[0][2] = in1[2][0];
|
|
out[0][3] = in1[3][0];
|
|
out[1][0] = in1[0][1];
|
|
out[1][1] = in1[1][1];
|
|
out[1][2] = in1[2][1];
|
|
out[1][3] = in1[3][1];
|
|
out[2][0] = in1[0][2];
|
|
out[2][1] = in1[1][2];
|
|
out[2][2] = in1[2][2];
|
|
out[2][3] = in1[3][2];
|
|
out[3][0] = in1[0][3];
|
|
out[3][1] = in1[1][3];
|
|
out[3][2] = in1[2][3];
|
|
out[3][3] = in1[3][3];
|
|
}
|
|
|
|
_inline void Matrix4x4_SetOrigin( matrix4x4 out, double x, double y, double z )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[3][0] = x;
|
|
out[3][1] = y;
|
|
out[3][2] = z;
|
|
#else
|
|
out[0][3] = x;
|
|
out[1][3] = y;
|
|
out[2][3] = z;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out )
|
|
{
|
|
#ifdef OPENGL_STYLE
|
|
out[0] = in[3][0];
|
|
out[1] = in[3][1];
|
|
out[2] = in[3][2];
|
|
#else
|
|
out[0] = in[0][3];
|
|
out[1] = in[1][3];
|
|
out[2] = in[2][3];
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_Copy2D( matrix4x4 out, const matrix4x4 in )
|
|
{
|
|
out[0][0] = in[0][0];
|
|
out[1][1] = in[1][1];
|
|
out[0][1] = in[0][1];
|
|
out[1][0] = in[1][0];
|
|
out[3][0] = in[3][0];
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out[3][1] = in[3][1];
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}
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_inline void Matrix4x4_Concat2D( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
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{
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#ifdef OPENGL_STYLE
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out[0][0] = in1[0][0] * in2[0][0] + in1[1][0] * in2[0][1];
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out[0][1] = in1[0][1] * in2[0][0] + in1[1][1] * in2[0][1];
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out[1][0] = in1[0][0] * in2[1][0] + in1[1][0] * in2[1][1];
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out[1][1] = in1[0][1] * in2[1][0] + in1[1][1] * in2[1][1];
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out[3][0] = in1[0][0] * in2[3][0] + in1[1][0] * in2[3][1] + in1[3][0];
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out[3][1] = in1[0][1] * in2[3][0] + in1[1][1] * in2[3][1] + in1[3][1];
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#else
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1];
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out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][3];
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out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][3];
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#endif
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}
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_inline void Matrix4x4_Scale2D( matrix4x4 out, vec_t x, vec_t y )
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{
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out[0][0] *= x;
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out[1][1] *= y;
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|
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#ifdef OPENGL_STYLE
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out[0][1] *= x;
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out[1][0] *= y;
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#else
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out[1][0] *= x;
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out[0][1] *= y;
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#endif
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|
}
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|
|
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_inline void Matrix4x4_Translate2D( matrix4x4 out, vec_t x, vec_t y )
|
|
{
|
|
#ifdef OPENGL_STYLE
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|
out[3][0] += x;
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|
out[3][1] += y;
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|
#else
|
|
out[0][3] += x;
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|
out[1][3] += y;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_Stretch2D( matrix4x4 out, vec_t s, vec_t t )
|
|
{
|
|
out[0][0] *= s;
|
|
out[1][1] *= s;
|
|
#ifdef OPENGL_STYLE
|
|
out[0][1] *= s;
|
|
out[1][0] *= s;
|
|
out[3][0] = s * out[3][0] + t;
|
|
out[3][1] = s * out[3][1] + t;
|
|
#else
|
|
out[1][0] *= s;
|
|
out[0][1] *= s;
|
|
out[0][3] = s * out[0][3] + t;
|
|
out[1][3] = s * out[1][3] + t;
|
|
#endif
|
|
}
|
|
|
|
_inline void Matrix4x4_ConcatScale( matrix4x4 out, double x )
|
|
{
|
|
matrix4x4 base, temp;
|
|
|
|
Matrix4x4_Copy( base, out );
|
|
Matrix4x4_CreateScale( temp, x );
|
|
Matrix4x4_Concat( out, base, temp );
|
|
}
|
|
|
|
_inline void Matrix4x4_ConcatTranslate( matrix4x4 out, double x, double y, double z )
|
|
{
|
|
matrix4x4 base, temp;
|
|
|
|
Matrix4x4_Copy( base, out );
|
|
Matrix4x4_CreateTranslate( temp, x, y, z );
|
|
Matrix4x4_Concat( out, base, temp );
|
|
}
|
|
|
|
_inline void Matrix4x4_ConcatRotate( matrix4x4 out, double angle, double x, double y, double z )
|
|
{
|
|
matrix4x4 base, temp;
|
|
|
|
Matrix4x4_Copy( base, out );
|
|
Matrix4x4_CreateRotate( temp, angle, x, y, z );
|
|
Matrix4x4_Concat( out, base, temp );
|
|
}
|
|
|
|
_inline void Matrix4x4_ConcatScale3( matrix4x4 out, double x, double y, double z )
|
|
{
|
|
matrix4x4 base, temp;
|
|
|
|
Matrix4x4_Copy( base, out );
|
|
Matrix4x4_CreateScale3( temp, x, y, z );
|
|
Matrix4x4_Concat( out, base, temp );
|
|
}
|
|
|
|
_inline void Matrix4x4_Pivot( matrix4x4 m, const vec3_t org, const vec3_t ang, const vec3_t scale, const vec3_t pivot )
|
|
{
|
|
vec3_t temp;
|
|
|
|
VectorAdd( pivot, org, temp );
|
|
Matrix4x4_LoadIdentity( m );
|
|
Matrix4x4_ConcatTranslate( m, temp[0], temp[1], temp[2] );
|
|
Matrix4x4_ConcatRotate( m, ang[0], 1, 0, 0 );
|
|
Matrix4x4_ConcatRotate( m, ang[1], 0, 1, 0 );
|
|
Matrix4x4_ConcatRotate( m, ang[2], 0, 0, 1 );
|
|
Matrix4x4_ConcatScale3( m, scale[0], scale[1], scale[2] );
|
|
VectorNegate( pivot, temp );
|
|
Matrix4x4_ConcatTranslate( m, temp[0], temp[1], temp[2] );
|
|
}
|
|
|
|
#endif//MATRIX_LIB_H
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