/* matrixlib.c - internal matrixlib Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "port.h" #include "xash3d_types.h" #include "const.h" #include "com_model.h" #include "xash3d_mathlib.h" const matrix3x4 matrix3x4_identity = { { 1, 0, 0, 0 }, // PITCH [forward], org[0] { 0, 1, 0, 0 }, // YAW [right] , org[1] { 0, 0, 1, 0 }, // ROLL [up] , org[2] }; /* ======================================================================== Matrix3x4 operations ======================================================================== */ void Matrix3x4_VectorTransform( const matrix3x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2] + in[0][3]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2] + in[1][3]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2] + in[2][3]; } void Matrix3x4_VectorITransform( const matrix3x4 in, const float v[3], float out[3] ) { vec3_t dir; dir[0] = v[0] - in[0][3]; dir[1] = v[1] - in[1][3]; dir[2] = v[2] - in[2][3]; out[0] = dir[0] * in[0][0] + dir[1] * in[1][0] + dir[2] * in[2][0]; out[1] = dir[0] * in[0][1] + dir[1] * in[1][1] + dir[2] * in[2][1]; out[2] = dir[0] * in[0][2] + dir[1] * in[1][2] + dir[2] * in[2][2]; } void Matrix3x4_VectorRotate( const matrix3x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2]; } void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0]; out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1]; out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2]; } void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 ) { 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]; } void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z ) { out[0][3] = x; out[1][3] = y; out[2][3] = z; } void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out ) { out[0] = in[0][3]; out[1] = in[1][3]; out[2] = in[2][3]; } void Matrix3x4_AnglesFromMatrix( const matrix3x4 in, vec3_t out ) { float xyDist = sqrt( in[0][0] * in[0][0] + in[1][0] * in[1][0] ); if( xyDist > 0.001f ) { // enough here to get angles? out[0] = RAD2DEG( atan2( -in[2][0], xyDist )); out[1] = RAD2DEG( atan2( in[1][0], in[0][0] )); out[2] = RAD2DEG( atan2( in[2][1], in[2][2] )); } else { // forward is mostly Z, gimbal lock out[0] = RAD2DEG( atan2( -in[2][0], xyDist )); out[1] = RAD2DEG( atan2( -in[0][1], in[1][1] )); out[2] = 0.0f; } } void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin ) { out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2]; out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2]; out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1]; out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2]; out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2]; out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0]; out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1]; out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0]; out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1]; out[0][3] = origin[0]; out[1][3] = origin[1]; out[2][3] = origin[2]; } void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale ) { float angle, sr, sp, sy, cr, cp, cy; if( angles[ROLL] ) { angle = angles[YAW] * (M_PI2 / 360.0f); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI2 / 360.0f); SinCos( angle, &sp, &cp ); angle = angles[ROLL] * (M_PI2 / 360.0f); SinCos( angle, &sr, &cr ); 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] = origin[0]; 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] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = (sr*cp) * scale; out[2][2] = (cr*cp) * scale; out[2][3] = origin[2]; } else if( angles[PITCH] ) { angle = angles[YAW] * (M_PI2 / 360.0f); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI2 / 360.0f); SinCos( angle, &sp, &cp ); out[0][0] = (cp*cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = (sp*cy) * scale; out[0][3] = origin[0]; out[1][0] = (cp*sy) * scale; out[1][1] = (cy) * scale; out[1][2] = (sp*sy) * scale; out[1][3] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = 0.0f; out[2][2] = (cp) * scale; out[2][3] = origin[2]; } else if( angles[YAW] ) { angle = angles[YAW] * (M_PI2 / 360.0f); SinCos( angle, &sy, &cy ); out[0][0] = (cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = 0.0f; out[0][3] = origin[0]; out[1][0] = (sy) * scale; out[1][1] = (cy) * scale; out[1][2] = 0.0f; out[1][3] = origin[1]; out[2][0] = 0.0f; out[2][1] = 0.0f; out[2][2] = scale; out[2][3] = origin[2]; } else { out[0][0] = scale; out[0][1] = 0.0f; out[0][2] = 0.0f; out[0][3] = origin[0]; out[1][0] = 0.0f; out[1][1] = scale; out[1][2] = 0.0f; out[1][3] = origin[1]; out[2][0] = 0.0f; out[2][1] = 0.0f; out[2][2] = scale; out[2][3] = origin[2]; } } void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist ) { float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); float iscale = 1.0f / scale; out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale; out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale; out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale; *dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] ); } void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 ) { // we only support uniform scaling, so assume the first row is enough // (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) float scale = 1.0f / (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; // 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]); } void Matrix3x4_Transpose( matrix3x4 out, const matrix3x4 in1 ) { // transpose only rotational component out[0][0] = in1[0][0]; out[0][1] = in1[1][0]; out[0][2] = in1[2][0]; out[1][0] = in1[0][1]; out[1][1] = in1[1][1]; out[1][2] = in1[2][1]; out[2][0] = in1[0][2]; out[2][1] = in1[1][2]; out[2][2] = in1[2][2]; // copy origin out[0][3] = in1[0][3]; out[1][3] = in1[1][3]; out[2][3] = in1[2][3]; } /* ================== Matrix3x4_TransformAABB ================== */ void Matrix3x4_TransformAABB( const matrix3x4 world, const vec3_t mins, const vec3_t maxs, vec3_t absmin, vec3_t absmax ) { vec3_t localCenter, localExtents; vec3_t worldCenter, worldExtents; VectorAverage( mins, maxs, localCenter ); VectorSubtract( maxs, localCenter, localExtents ); Matrix3x4_VectorTransform( world, localCenter, worldCenter ); worldExtents[0] = DotProductAbs( localExtents, world[0] ); // auto-transposed! worldExtents[1] = DotProductAbs( localExtents, world[1] ); worldExtents[2] = DotProductAbs( localExtents, world[2] ); VectorSubtract( worldCenter, worldExtents, absmin ); VectorAdd( worldCenter, worldExtents, absmax ); } const matrix4x4 matrix4x4_identity = { { 1, 0, 0, 0 }, // PITCH { 0, 1, 0, 0 }, // YAW { 0, 0, 1, 0 }, // ROLL { 0, 0, 0, 1 }, // ORIGIN }; /* ======================================================================== Matrix4x4 operations ======================================================================== */ void Matrix4x4_VectorTransform( const matrix4x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2] + in[0][3]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2] + in[1][3]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2] + in[2][3]; } void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out[3] ) { vec3_t dir; dir[0] = v[0] - in[0][3]; dir[1] = v[1] - in[1][3]; dir[2] = v[2] - in[2][3]; out[0] = dir[0] * in[0][0] + dir[1] * in[1][0] + dir[2] * in[2][0]; out[1] = dir[0] * in[0][1] + dir[1] * in[1][1] + dir[2] * in[2][1]; out[2] = dir[0] * in[0][2] + dir[1] * in[1][2] + dir[2] * in[2][2]; } void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2]; } void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0]; out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1]; out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2]; } void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ) { 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]; } void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z ) { out[0][3] = x; out[1][3] = y; out[2][3] = z; } void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out ) { out[0] = in[0][3]; out[1] = in[1][3]; out[2] = in[2][3]; } void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin ) { out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2]; out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2]; out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1]; out[0][3] = origin[0]; out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2]; out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2]; out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0]; out[1][3] = origin[1]; out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1]; out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0]; out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1]; out[2][3] = origin[2]; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale ) { float angle, sr, sp, sy, cr, cp, cy; if( angles[ROLL] ) { angle = angles[YAW] * (M_PI2 / 360.0f); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI2 / 360.0f); SinCos( angle, &sp, &cp ); angle = angles[ROLL] * (M_PI2 / 360.0f); SinCos( angle, &sr, &cr ); 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] = origin[0]; 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] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = (sr*cp) * scale; out[2][2] = (cr*cp) * scale; out[2][3] = origin[2]; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } else if( angles[PITCH] ) { angle = angles[YAW] * (M_PI2 / 360.0f); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI2 / 360.0f); SinCos( angle, &sp, &cp ); out[0][0] = (cp*cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = (sp*cy) * scale; out[0][3] = origin[0]; out[1][0] = (cp*sy) * scale; out[1][1] = (cy) * scale; out[1][2] = (sp*sy) * scale; out[1][3] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = 0.0f; out[2][2] = (cp) * scale; out[2][3] = origin[2]; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } else if( angles[YAW] ) { angle = angles[YAW] * (M_PI2 / 360.0f); SinCos( angle, &sy, &cy ); out[0][0] = (cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = 0.0f; out[0][3] = origin[0]; out[1][0] = (sy) * scale; out[1][1] = (cy) * scale; out[1][2] = 0.0f; out[1][3] = origin[1]; out[2][0] = 0.0f; out[2][1] = 0.0f; out[2][2] = scale; out[2][3] = origin[2]; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } else { out[0][0] = scale; out[0][1] = 0.0f; out[0][2] = 0.0f; out[0][3] = origin[0]; out[1][0] = 0.0f; out[1][1] = scale; out[1][2] = 0.0f; out[1][3] = origin[1]; out[2][0] = 0.0f; out[2][1] = 0.0f; out[2][2] = scale; out[2][3] = origin[2]; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } } void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin ) { float xyDist = sqrt( in[0][0] * in[0][0] + in[1][0] * in[1][0] ); // enough here to get angles? if( xyDist > 0.001f ) { angles[0] = RAD2DEG( atan2( -in[2][0], xyDist )); angles[1] = RAD2DEG( atan2( in[1][0], in[0][0] )); angles[2] = RAD2DEG( atan2( in[2][1], in[2][2] )); } else // forward is mostly Z, gimbal lock { angles[0] = RAD2DEG( atan2( -in[2][0], xyDist )); angles[1] = RAD2DEG( atan2( -in[0][1], in[1][1] )); angles[2] = 0.0f; } origin[0] = in[0][3]; origin[1] = in[1][3]; origin[2] = in[2][3]; } void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist ) { float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); float iscale = 1.0f / scale; out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale; out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale; out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale; *dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] ); } void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist ) { float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); float iscale = 1.0f / scale; out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale; out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale; out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale; *dist = d * scale - ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] ); } void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 ) { // we only support uniform scaling, so assume the first row is enough // (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) float scale = 1.0f / (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; // 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] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } 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]; } qboolean 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]; 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] = 1.0f; r[0][5] = 0.0f; r[0][6] = 0.0f; r[0][7] = 0.0f; 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] = 1.0f; r[1][4] = 0.0f; r[1][6] = 0.0f; r[1][7] = 0.0f; 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] = 1.0f; r[2][4] = 0.0f; r[2][5] = 0.0f; r[2][7] = 0.0f; 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] = 0.0f; r[3][5] = 0.0f; r[3][6] = 0.0f; r[3][7] = 1.0f; 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 = 1.0f / 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 = 1.0f / 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 = 1.0f / 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 = 1.0f / 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]); 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]; return true; } } } } return false; }