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public: matrixlib: cleanup unused functions
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@ -217,62 +217,6 @@ void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_
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void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist )
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{
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float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] );
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float iscale = 1.0f / scale;
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out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale;
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out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale;
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out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale;
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*dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
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}
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void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 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,
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// this means multiplying by the inverse scale twice - squaring it, which
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// makes the sqrt a waste of time)
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float scale = 1.0f / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]);
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// invert the rotation by transposing and multiplying by the squared
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// recipricol of the input matrix scale as described above
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out[0][0] = in1[0][0] * scale;
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out[0][1] = in1[1][0] * scale;
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out[0][2] = in1[2][0] * scale;
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out[1][0] = in1[0][1] * scale;
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out[1][1] = in1[1][1] * scale;
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out[1][2] = in1[2][1] * scale;
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out[2][0] = in1[0][2] * scale;
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out[2][1] = in1[1][2] * scale;
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out[2][2] = in1[2][2] * scale;
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// invert the translate
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out[0][3] = -(in1[0][3] * out[0][0] + in1[1][3] * out[0][1] + in1[2][3] * out[0][2]);
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out[1][3] = -(in1[0][3] * out[1][0] + in1[1][3] * out[1][1] + in1[2][3] * out[1][2]);
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out[2][3] = -(in1[0][3] * out[2][0] + in1[1][3] * out[2][1] + in1[2][3] * out[2][2]);
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}
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void Matrix3x4_Transpose( matrix3x4 out, const matrix3x4 in1 )
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{
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// transpose only rotational component
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out[0][0] = in1[0][0];
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out[0][1] = in1[1][0];
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out[0][2] = in1[2][0];
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out[1][0] = in1[0][1];
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out[1][1] = in1[1][1];
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out[1][2] = in1[2][1];
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out[2][0] = in1[0][2];
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out[2][1] = in1[1][2];
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out[2][2] = in1[2][2];
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// copy origin
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out[0][3] = in1[0][3];
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out[1][3] = in1[1][3];
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out[2][3] = in1[2][3];
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}
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/*
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/*
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==================
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==================
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Matrix3x4_TransformAABB
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Matrix3x4_TransformAABB
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@ -360,40 +304,6 @@ void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matri
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
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}
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}
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void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z )
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{
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out[0][3] = x;
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out[1][3] = y;
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out[2][3] = z;
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}
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void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out )
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{
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out[0] = in[0][3];
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out[1] = in[1][3];
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out[2] = in[2][3];
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}
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void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin )
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{
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out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2];
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out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2];
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out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1];
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out[0][3] = origin[0];
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out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2];
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out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2];
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out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0];
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out[1][3] = origin[1];
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out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1];
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out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0];
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out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1];
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out[2][3] = origin[2];
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out[3][0] = 0.0f;
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out[3][1] = 0.0f;
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out[3][2] = 0.0f;
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out[3][3] = 1.0f;
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}
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale )
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale )
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{
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{
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float angle, sr, sp, sy, cr, cp, cy;
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float angle, sr, sp, sy, cr, cp, cy;
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@ -525,17 +435,6 @@ void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal,
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*dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
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*dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
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}
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}
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void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist )
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{
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float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] );
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float iscale = 1.0f / scale;
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out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale;
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out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale;
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out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale;
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*dist = d * scale - ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
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}
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 )
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 )
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{
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{
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// we only support uniform scaling, so assume the first row is enough
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// we only support uniform scaling, so assume the first row is enough
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@ -568,26 +467,6 @@ void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 )
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out[3][3] = 1.0f;
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out[3][3] = 1.0f;
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}
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}
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void Matrix4x4_Transpose( matrix4x4 out, const matrix4x4 in1 )
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{
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out[0][0] = in1[0][0];
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out[0][1] = in1[1][0];
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out[0][2] = in1[2][0];
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out[0][3] = in1[3][0];
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out[1][0] = in1[0][1];
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out[1][1] = in1[1][1];
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out[1][2] = in1[2][1];
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out[1][3] = in1[3][1];
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out[2][0] = in1[0][2];
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out[2][1] = in1[1][2];
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out[2][2] = in1[2][2];
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out[2][3] = in1[3][2];
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out[3][0] = in1[0][3];
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out[3][1] = in1[1][3];
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out[3][2] = in1[2][3];
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out[3][3] = in1[3][3];
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}
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 )
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 )
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{
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{
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float *temp;
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float *temp;
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@ -217,13 +217,10 @@ void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3]
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void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 );
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void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 );
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void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin );
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void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin );
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void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix3x4_TransformAABB( const matrix3x4 world, const vec3_t mins, const vec3_t maxs, vec3_t absmin, vec3_t absmax );
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void Matrix3x4_TransformAABB( const matrix3x4 world, const vec3_t mins, const vec3_t maxs, vec3_t absmin, vec3_t absmax );
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void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z );
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void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z );
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void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 );
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void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out );
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void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out );
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void Matrix3x4_AnglesFromMatrix( const matrix3x4 in, vec3_t out );
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void Matrix3x4_AnglesFromMatrix( const matrix3x4 in, vec3_t out );
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void Matrix3x4_Transpose( matrix3x4 out, const matrix3x4 in1 );
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#define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, m_matrix4x4_identity )
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#define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, m_matrix4x4_identity )
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#define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 ))
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#define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 ))
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@ -233,15 +230,10 @@ void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out
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void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin );
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin );
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void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin );
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void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 );
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 );
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void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out );
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void Matrix4x4_Transpose( matrix4x4 out, const matrix4x4 in1 );
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 );
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 );
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float V_CalcFov( float *fov_x, float width, float height );
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float V_CalcFov( float *fov_x, float width, float height );
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