Paranoia2/game_shared/matrix.cpp
2020-08-31 19:50:41 +03:00

1170 lines
32 KiB
C++

//=======================================================================
// Copyright (C) XashXT Group 2011
//=======================================================================
#include <mathlib.h>
#include <matrix.h>
#include <const.h>
#include <com_model.h>
matrix3x3::matrix3x3( void )
{
}
void matrix3x3::Identity( void )
{
mat[0] = Vector( 1, 0, 0 );
mat[1] = Vector( 0, 1, 0 );
mat[2] = Vector( 0, 0, 1 );
}
void matrix3x3 :: FromVector( const Vector &forward )
{
if( forward.x || forward.y )
{
mat[0] = forward;
mat[1] = Vector( forward.y, -forward.x, 0.0f ).Normalize();
mat[2] = CrossProduct( mat[0], mat[1] );
}
else
{
mat[0] = forward;
mat[1] = Vector( 1.0f, 0.0f, 0.0f );
mat[2] = Vector( 0.0f, 1.0f, 0.0f );
}
}
// from class matrix3x4 to class matrix3x3
matrix3x3& matrix3x3 :: operator=(const matrix3x4 &vOther)
{
mat[0][0] = vOther[0][0];
mat[1][1] = vOther[1][1];
mat[2][2] = vOther[2][2];
mat[0][1] = vOther[1][0];
mat[0][2] = vOther[1][0];
mat[1][0] = vOther[0][1];
mat[1][2] = vOther[2][1];
mat[2][0] = vOther[0][2];
mat[2][1] = vOther[1][2];
return *this;
}
// from class matrix4x4 to class matrix3x3
matrix3x3& matrix3x3 :: operator=(const matrix4x4 &vOther)
{
mat[0][0] = vOther[0][0];
mat[1][1] = vOther[1][1];
mat[2][2] = vOther[2][2];
mat[0][1] = vOther[1][0];
mat[0][2] = vOther[1][0];
mat[1][0] = vOther[0][1];
mat[1][2] = vOther[2][1];
mat[2][0] = vOther[0][2];
mat[2][1] = vOther[1][2];
return *this;
}
Vector matrix3x3::VectorRotate( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[1][0] + v[2] * mat[2][0];
out[1] = v[0] * mat[0][1] + v[1] * mat[1][1] + v[2] * mat[2][1];
out[2] = v[0] * mat[0][2] + v[1] * mat[1][2] + v[2] * mat[2][2];
return out;
}
Vector matrix3x3::VectorIRotate( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[0][1] + v[2] * mat[0][2];
out[1] = v[0] * mat[1][0] + v[1] * mat[1][1] + v[2] * mat[1][2];
out[2] = v[0] * mat[2][0] + v[1] * mat[2][1] + v[2] * mat[2][2];
return out;
}
Vector4D matrix3x3 :: GetQuaternion( void )
{
float trace = mat[0][0] + mat[1][1] + mat[2][2];
Vector4D quat;
if(trace > 0.0f)
{
float r = sqrt(1.0f + trace), inv = 0.5f / r;
quat[0] = (mat[1][2] - mat[2][1]) * inv;
quat[1] = (mat[2][0] - mat[0][2]) * inv;
quat[2] = (mat[0][1] - mat[1][0]) * inv;
quat[3] = 0.5f * r;
}
else if(mat[0][0] > mat[1][1] && mat[0][0] > mat[2][2])
{
float r = sqrt(1.0f + mat[0][0] - mat[1][1] - mat[2][2]), inv = 0.5f / r;
quat[0] = 0.5f * r;
quat[1] = (mat[0][1] + mat[1][0]) * inv;
quat[2] = (mat[2][0] + mat[0][2]) * inv;
quat[3] = (mat[1][2] - mat[2][1]) * inv;
}
else if(mat[1][1] > mat[2][2])
{
float r = sqrt(1.0f + mat[1][1] - mat[0][0] - mat[2][2]), inv = 0.5f / r;
quat[0] = (mat[0][1] + mat[1][0]) * inv;
quat[1] = 0.5f * r;
quat[2] = (mat[1][2] + mat[2][1]) * inv;
quat[3] = (mat[2][0] - mat[0][2]) * inv;
}
else
{
float r = sqrt(1.0f + mat[2][2] - mat[0][0] - mat[1][1]), inv = 0.5f / r;
quat[0] = (mat[2][0] + mat[0][2]) * inv;
quat[1] = (mat[1][2] + mat[2][1]) * inv;
quat[2] = 0.5f * r;
quat[3] = (mat[0][1] - mat[1][0]) * inv;
}
return quat;
}
matrix3x3 matrix3x3 :: Concat( const matrix3x3 mat2 )
{
matrix3x3 out;
out[0][0] = mat[0][0] * mat2[0][0] + mat[0][1] * mat2[1][0] + mat[0][2] * mat2[2][0];
out[0][1] = mat[0][0] * mat2[0][1] + mat[0][1] * mat2[1][1] + mat[0][2] * mat2[2][1];
out[0][2] = mat[0][0] * mat2[0][2] + mat[0][1] * mat2[1][2] + mat[0][2] * mat2[2][2];
out[1][0] = mat[1][0] * mat2[0][0] + mat[1][1] * mat2[1][0] + mat[1][2] * mat2[2][0];
out[1][1] = mat[1][0] * mat2[0][1] + mat[1][1] * mat2[1][1] + mat[1][2] * mat2[2][1];
out[1][2] = mat[1][0] * mat2[0][2] + mat[1][1] * mat2[1][2] + mat[1][2] * mat2[2][2];
out[2][0] = mat[2][0] * mat2[0][0] + mat[2][1] * mat2[1][0] + mat[2][2] * mat2[2][0];
out[2][1] = mat[2][0] * mat2[0][1] + mat[2][1] * mat2[1][1] + mat[2][2] * mat2[2][1];
out[2][2] = mat[2][0] * mat2[0][2] + mat[2][1] * mat2[1][2] + mat[2][2] * mat2[2][2];
return out;
}
matrix3x4::matrix3x4( void )
{
}
void matrix3x4::Identity( void )
{
mat[0] = Vector( 1, 0, 0 );
mat[1] = Vector( 0, 1, 0 );
mat[2] = Vector( 0, 0, 1 );
mat[3] = Vector( 0, 0, 0 );
}
Vector matrix3x4::VectorTransform( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[1][0] + v[2] * mat[2][0] + mat[3][0];
out[1] = v[0] * mat[0][1] + v[1] * mat[1][1] + v[2] * mat[2][1] + mat[3][1];
out[2] = v[0] * mat[0][2] + v[1] * mat[1][2] + v[2] * mat[2][2] + mat[3][2];
return out;
}
Vector matrix3x4::VectorITransform( const Vector &v ) const
{
Vector iv, out;
iv[0] = v[0] - mat[3][0];
iv[1] = v[1] - mat[3][1];
iv[2] = v[2] - mat[3][2];
out[0] = iv[0] * mat[0][0] + iv[1] * mat[0][1] + iv[2] * mat[0][2];
out[1] = iv[0] * mat[1][0] + iv[1] * mat[1][1] + iv[2] * mat[1][2];
out[2] = iv[0] * mat[2][0] + iv[1] * mat[2][1] + iv[2] * mat[2][2];
return out;
}
Vector matrix3x4::VectorRotate( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[1][0] + v[2] * mat[2][0];
out[1] = v[0] * mat[0][1] + v[1] * mat[1][1] + v[2] * mat[2][1];
out[2] = v[0] * mat[0][2] + v[1] * mat[1][2] + v[2] * mat[2][2];
return out;
}
Vector matrix3x4::VectorIRotate( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[0][1] + v[2] * mat[0][2];
out[1] = v[0] * mat[1][0] + v[1] * mat[1][1] + v[2] * mat[1][2];
out[2] = v[0] * mat[2][0] + v[1] * mat[2][1] + v[2] * mat[2][2];
return out;
}
Vector4D matrix3x4 :: GetQuaternion( void )
{
float trace = mat[0][0] + mat[1][1] + mat[2][2];
Vector4D quat;
if( trace > 0.0f )
{
float r = sqrt(1.0f + trace), inv = 0.5f / r;
quat[0] = (mat[1][2] - mat[2][1]) * inv;
quat[1] = (mat[2][0] - mat[0][2]) * inv;
quat[2] = (mat[0][1] - mat[1][0]) * inv;
quat[3] = 0.5f * r;
}
else if( mat[0][0] > mat[1][1] && mat[0][0] > mat[2][2] )
{
float r = sqrt(1.0f + mat[0][0] - mat[1][1] - mat[2][2]), inv = 0.5f / r;
quat[0] = 0.5f * r;
quat[1] = (mat[0][1] + mat[1][0]) * inv;
quat[2] = (mat[2][0] + mat[0][2]) * inv;
quat[3] = (mat[1][2] - mat[2][1]) * inv;
}
else if( mat[1][1] > mat[2][2] )
{
float r = sqrt(1.0f + mat[1][1] - mat[0][0] - mat[2][2]), inv = 0.5f / r;
quat[0] = (mat[0][1] + mat[1][0]) * inv;
quat[1] = 0.5f * r;
quat[2] = (mat[1][2] + mat[2][1]) * inv;
quat[3] = (mat[2][0] - mat[0][2]) * inv;
}
else
{
float r = sqrt(1.0f + mat[2][2] - mat[0][0] - mat[1][1]), inv = 0.5f / r;
quat[0] = (mat[2][0] + mat[0][2]) * inv;
quat[1] = (mat[1][2] + mat[2][1]) * inv;
quat[2] = 0.5f * r;
quat[3] = (mat[0][1] - mat[1][0]) * inv;
}
return quat;
}
matrix3x4 matrix3x4 :: Invert( void ) const
{
// 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 = 1.0 / (mat[0][0] * mat[0][0] + mat[0][1] * mat[0][1] + mat[0][2] * mat[0][2]);
matrix3x4 out;
// invert the rotation by transposing and multiplying by the squared
// recipricol of the input matrix scale as described above
out[0][0] = mat[0][0] * scale;
out[0][1] = mat[1][0] * scale;
out[0][2] = mat[2][0] * scale;
out[1][0] = mat[0][1] * scale;
out[1][1] = mat[1][1] * scale;
out[1][2] = mat[2][1] * scale;
out[2][0] = mat[0][2] * scale;
out[2][1] = mat[1][2] * scale;
out[2][2] = mat[2][2] * scale;
// invert the translate
out[3][0] = -(mat[3][0] * out[0][0] + mat[3][1] * out[1][0] + mat[3][2] * out[2][0]);
out[3][1] = -(mat[3][0] * out[0][1] + mat[3][1] * out[1][1] + mat[3][2] * out[2][1]);
out[3][2] = -(mat[3][0] * out[0][2] + mat[3][1] * out[1][2] + mat[3][2] * out[2][2]);
return out;
}
matrix3x4 matrix3x4 :: ConcatTransforms( const matrix3x4 mat2 )
{
matrix3x4 out;
out[0][0] = mat[0][0] * mat2[0][0] + mat[1][0] * mat2[0][1] + mat[2][0] * mat2[0][2];
out[1][0] = mat[0][0] * mat2[1][0] + mat[1][0] * mat2[1][1] + mat[2][0] * mat2[1][2];
out[2][0] = mat[0][0] * mat2[2][0] + mat[1][0] * mat2[2][1] + mat[2][0] * mat2[2][2];
out[3][0] = mat[0][0] * mat2[3][0] + mat[1][0] * mat2[3][1] + mat[2][0] * mat2[3][2] + mat[3][0];
out[0][1] = mat[0][1] * mat2[0][0] + mat[1][1] * mat2[0][1] + mat[2][1] * mat2[0][2];
out[1][1] = mat[0][1] * mat2[1][0] + mat[1][1] * mat2[1][1] + mat[2][1] * mat2[1][2];
out[2][1] = mat[0][1] * mat2[2][0] + mat[1][1] * mat2[2][1] + mat[2][1] * mat2[2][2];
out[3][1] = mat[0][1] * mat2[3][0] + mat[1][1] * mat2[3][1] + mat[2][1] * mat2[3][2] + mat[3][1];
out[0][2] = mat[0][2] * mat2[0][0] + mat[1][2] * mat2[0][1] + mat[2][2] * mat2[0][2];
out[1][2] = mat[0][2] * mat2[1][0] + mat[1][2] * mat2[1][1] + mat[2][2] * mat2[1][2];
out[2][2] = mat[0][2] * mat2[2][0] + mat[1][2] * mat2[2][1] + mat[2][2] * mat2[2][2];
out[3][2] = mat[0][2] * mat2[3][0] + mat[1][2] * mat2[3][1] + mat[2][2] * mat2[3][2] + mat[3][2];
return out;
}
matrix3x4 matrix3x4 :: ConcatTransforms( const matrix3x4 mat2 ) const
{
matrix3x4 out;
out[0][0] = mat[0][0] * mat2[0][0] + mat[1][0] * mat2[0][1] + mat[2][0] * mat2[0][2];
out[1][0] = mat[0][0] * mat2[1][0] + mat[1][0] * mat2[1][1] + mat[2][0] * mat2[1][2];
out[2][0] = mat[0][0] * mat2[2][0] + mat[1][0] * mat2[2][1] + mat[2][0] * mat2[2][2];
out[3][0] = mat[0][0] * mat2[3][0] + mat[1][0] * mat2[3][1] + mat[2][0] * mat2[3][2] + mat[3][0];
out[0][1] = mat[0][1] * mat2[0][0] + mat[1][1] * mat2[0][1] + mat[2][1] * mat2[0][2];
out[1][1] = mat[0][1] * mat2[1][0] + mat[1][1] * mat2[1][1] + mat[2][1] * mat2[1][2];
out[2][1] = mat[0][1] * mat2[2][0] + mat[1][1] * mat2[2][1] + mat[2][1] * mat2[2][2];
out[3][1] = mat[0][1] * mat2[3][0] + mat[1][1] * mat2[3][1] + mat[2][1] * mat2[3][2] + mat[3][1];
out[0][2] = mat[0][2] * mat2[0][0] + mat[1][2] * mat2[0][1] + mat[2][2] * mat2[0][2];
out[1][2] = mat[0][2] * mat2[1][0] + mat[1][2] * mat2[1][1] + mat[2][2] * mat2[1][2];
out[2][2] = mat[0][2] * mat2[2][0] + mat[1][2] * mat2[2][1] + mat[2][2] * mat2[2][2];
out[3][2] = mat[0][2] * mat2[3][0] + mat[1][2] * mat2[3][1] + mat[2][2] * mat2[3][2] + mat[3][2];
return out;
}
// from class matrix3x3 to class matrix3x4
matrix3x4& matrix3x4 :: operator=(const matrix3x3 &vOther)
{
mat[0][0] = vOther[0][0];
mat[1][0] = vOther[1][0];
mat[2][0] = vOther[2][0];
mat[3][0] = 0.0f;
mat[0][1] = vOther[0][1];
mat[1][1] = vOther[1][1];
mat[2][1] = vOther[2][1];
mat[3][1] = 0.0f;
mat[0][2] = vOther[0][2];
mat[1][2] = vOther[1][2];
mat[2][2] = vOther[2][2];
mat[3][2] = 0.0f;
return *this;
}
// from class matrix4x4 to class matrix3x4
matrix3x4& matrix3x4 :: operator=(const matrix4x4 &vOther)
{
mat[0][0] = vOther[0][0];
mat[1][0] = vOther[1][0];
mat[2][0] = vOther[2][0];
mat[3][0] = vOther[3][0];
mat[0][1] = vOther[0][1];
mat[1][1] = vOther[1][1];
mat[2][1] = vOther[2][1];
mat[3][1] = vOther[3][1];
mat[0][2] = vOther[0][2];
mat[1][2] = vOther[1][2];
mat[2][2] = vOther[2][2];
mat[3][2] = vOther[3][2];
return *this;
}
matrix4x4::matrix4x4( void )
{
}
void matrix4x4::Identity( void )
{
mat[0] = Vector4D( 1, 0, 0, 0 );
mat[1] = Vector4D( 0, 1, 0, 0 );
mat[2] = Vector4D( 0, 0, 1, 0 );
mat[3] = Vector4D( 0, 0, 0, 1 );
}
Vector matrix4x4::VectorTransform( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[1][0] + v[2] * mat[2][0] + mat[3][0];
out[1] = v[0] * mat[0][1] + v[1] * mat[1][1] + v[2] * mat[2][1] + mat[3][1];
out[2] = v[0] * mat[0][2] + v[1] * mat[1][2] + v[2] * mat[2][2] + mat[3][2];
return out;
}
Vector4D matrix4x4::VectorTransform( const Vector4D &v ) const
{
Vector4D out;
out[0] = v[0] * mat[0][0] + v[1] * mat[1][0] + v[2] * mat[2][0] + v[3] * mat[3][0];
out[1] = v[0] * mat[0][1] + v[1] * mat[1][1] + v[2] * mat[2][1] + v[3] * mat[3][1];
out[2] = v[0] * mat[0][2] + v[1] * mat[1][2] + v[2] * mat[2][2] + v[3] * mat[3][2];
out[3] = v[0] * mat[0][3] + v[1] * mat[1][3] + v[2] * mat[2][3] + v[3] * mat[3][3];
return out;
}
Vector matrix4x4::VectorITransform( const Vector &v ) const
{
Vector iv, out;
iv[0] = v[0] - mat[3][0];
iv[1] = v[1] - mat[3][1];
iv[2] = v[2] - mat[3][2];
out[0] = iv[0] * mat[0][0] + iv[1] * mat[0][1] + iv[2] * mat[0][2];
out[1] = iv[0] * mat[1][0] + iv[1] * mat[1][1] + iv[2] * mat[1][2];
out[2] = iv[0] * mat[2][0] + iv[1] * mat[2][1] + iv[2] * mat[2][2];
return out;
}
Vector matrix4x4::VectorRotate( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[1][0] + v[2] * mat[2][0];
out[1] = v[0] * mat[0][1] + v[1] * mat[1][1] + v[2] * mat[2][1];
out[2] = v[0] * mat[0][2] + v[1] * mat[1][2] + v[2] * mat[2][2];
return out;
}
Vector matrix4x4::VectorIRotate( const Vector &v ) const
{
Vector out;
out[0] = v[0] * mat[0][0] + v[1] * mat[0][1] + v[2] * mat[0][2];
out[1] = v[0] * mat[1][0] + v[1] * mat[1][1] + v[2] * mat[1][2];
out[2] = v[0] * mat[2][0] + v[1] * mat[2][1] + v[2] * mat[2][2];
return out;
}
void matrix4x4::TransformPositivePlane( const mplane_t &in, mplane_t &out )
{
float scale = sqrt( mat[0][0] * mat[0][0] + mat[1][0] * mat[1][0] + mat[2][0] * mat[2][0] );
float iscale = 1.0f / scale;
mplane_t tmp = in;
tmp.normal.x = (in.normal.x * mat[0][0] + in.normal.y * mat[1][0] + in.normal.z * mat[2][0]) * iscale;
tmp.normal.y = (in.normal.x * mat[0][1] + in.normal.y * mat[1][1] + in.normal.z * mat[2][1]) * iscale;
tmp.normal.z = (in.normal.x * mat[0][2] + in.normal.y * mat[1][2] + in.normal.z * mat[2][2]) * iscale;
tmp.dist = in.dist * scale + ( tmp.normal.x * mat[3][0] + tmp.normal.y * mat[3][1] + tmp.normal.z * mat[3][2] );
out = tmp;
}
void matrix4x4::TransformPositivePlane( const plane_t &in, plane_t &out )
{
float scale = sqrt( mat[0][0] * mat[0][0] + mat[1][0] * mat[1][0] + mat[2][0] * mat[2][0] );
float iscale = 1.0f / scale;
plane_t tmp = in;
tmp.normal.x = (in.normal.x * mat[0][0] + in.normal.y * mat[1][0] + in.normal.z * mat[2][0]) * iscale;
tmp.normal.y = (in.normal.x * mat[0][1] + in.normal.y * mat[1][1] + in.normal.z * mat[2][1]) * iscale;
tmp.normal.z = (in.normal.x * mat[0][2] + in.normal.y * mat[1][2] + in.normal.z * mat[2][2]) * iscale;
tmp.dist = in.dist * scale + ( tmp.normal.x * mat[3][0] + tmp.normal.y * mat[3][1] + tmp.normal.z * mat[3][2] );
out = tmp;
}
void matrix4x4::TransformStandardPlane( const mplane_t &in, mplane_t &out )
{
float scale = sqrt( mat[0][0] * mat[0][0] + mat[1][0] * mat[1][0] + mat[2][0] * mat[2][0] );
float iscale = 1.0f / scale;
mplane_t tmp = in;
tmp.normal.x = (in.normal.x * mat[0][0] + in.normal.y * mat[1][0] + in.normal.z * mat[2][0]) * iscale;
tmp.normal.y = (in.normal.x * mat[0][1] + in.normal.y * mat[1][1] + in.normal.z * mat[2][1]) * iscale;
tmp.normal.z = (in.normal.x * mat[0][2] + in.normal.y * mat[1][2] + in.normal.z * mat[2][2]) * iscale;
tmp.dist = in.dist * scale - ( tmp.normal.x * mat[3][0] + tmp.normal.y * mat[3][1] + tmp.normal.z * mat[3][2] );
out = tmp;
}
void matrix4x4::TransformStandardPlane( const plane_t &in, plane_t &out )
{
float scale = sqrt( mat[0][0] * mat[0][0] + mat[1][0] * mat[1][0] + mat[2][0] * mat[2][0] );
float iscale = 1.0f / scale;
plane_t tmp = in;
tmp.normal.x = (in.normal.x * mat[0][0] + in.normal.y * mat[1][0] + in.normal.z * mat[2][0]) * iscale;
tmp.normal.y = (in.normal.x * mat[0][1] + in.normal.y * mat[1][1] + in.normal.z * mat[2][1]) * iscale;
tmp.normal.z = (in.normal.x * mat[0][2] + in.normal.y * mat[1][2] + in.normal.z * mat[2][2]) * iscale;
tmp.dist = in.dist * scale - ( tmp.normal.x * mat[3][0] + tmp.normal.y * mat[3][1] + tmp.normal.z * mat[3][2] );
out = tmp;
}
Vector4D matrix4x4 :: GetQuaternion( void )
{
float trace = mat[0][0] + mat[1][1] + mat[2][2];
Vector4D quat;
if( trace > 0.0f )
{
float r = sqrt(1.0f + trace), inv = 0.5f / r;
quat[0] = (mat[1][2] - mat[2][1]) * inv;
quat[1] = (mat[2][0] - mat[0][2]) * inv;
quat[2] = (mat[0][1] - mat[1][0]) * inv;
quat[3] = 0.5f * r;
}
else if( mat[0][0] > mat[1][1] && mat[0][0] > mat[2][2] )
{
float r = sqrt(1.0f + mat[0][0] - mat[1][1] - mat[2][2]), inv = 0.5f / r;
quat[0] = 0.5f * r;
quat[1] = (mat[0][1] + mat[1][0]) * inv;
quat[2] = (mat[2][0] + mat[0][2]) * inv;
quat[3] = (mat[1][2] - mat[2][1]) * inv;
}
else if( mat[1][1] > mat[2][2] )
{
float r = sqrt(1.0f + mat[1][1] - mat[0][0] - mat[2][2]), inv = 0.5f / r;
quat[0] = (mat[0][1] + mat[1][0]) * inv;
quat[1] = 0.5f * r;
quat[2] = (mat[1][2] + mat[2][1]) * inv;
quat[3] = (mat[2][0] - mat[0][2]) * inv;
}
else
{
float r = sqrt(1.0f + mat[2][2] - mat[0][0] - mat[1][1]), inv = 0.5f / r;
quat[0] = (mat[2][0] + mat[0][2]) * inv;
quat[1] = (mat[1][2] + mat[2][1]) * inv;
quat[2] = 0.5f * r;
quat[3] = (mat[0][1] - mat[1][0]) * inv;
}
return quat;
}
matrix4x4 matrix4x4 :: Invert( void ) const
{
// 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 = 1.0 / (mat[0][0] * mat[0][0] + mat[0][1] * mat[0][1] + mat[0][2] * mat[0][2]);
matrix4x4 out;
// invert the rotation by transposing and multiplying by the squared
// recipricol of the input matrix scale as described above
out[0][0] = mat[0][0] * scale;
out[1][0] = mat[0][1] * scale;
out[2][0] = mat[0][2] * scale;
out[0][1] = mat[1][0] * scale;
out[1][1] = mat[1][1] * scale;
out[2][1] = mat[1][2] * scale;
out[0][2] = mat[2][0] * scale;
out[1][2] = mat[2][1] * scale;
out[2][2] = mat[2][2] * scale;
// invert the translate
out[3][0] = -(mat[3][0] * out[0][0] + mat[3][1] * out[1][0] + mat[3][2] * out[2][0]);
out[3][1] = -(mat[3][0] * out[0][1] + mat[3][1] * out[1][1] + mat[3][2] * out[2][1]);
out[3][2] = -(mat[3][0] * out[0][2] + mat[3][1] * out[1][2] + mat[3][2] * out[2][2]);
// don't know if there's anything worth doing here
out[0][3] = 0.0f;
out[1][3] = 0.0f;
out[2][3] = 0.0f;
out[3][3] = 1.0f;
return out;
}
matrix4x4 matrix4x4 :: InvertFull( void ) const
{
float *temp, *r[4];
float rtemp[4][8];
float s, m[4];
matrix4x4 out;
r[0] = rtemp[0];
r[1] = rtemp[1];
r[2] = rtemp[2];
r[3] = rtemp[3];
r[0][0] = mat[0][0];
r[0][1] = mat[1][0];
r[0][2] = mat[2][0];
r[0][3] = mat[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] = mat[0][1];
r[1][1] = mat[1][1];
r[1][2] = mat[2][1];
r[1][3] = mat[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] = mat[0][2];
r[2][1] = mat[1][2];
r[2][2] = mat[2][2];
r[2][3] = mat[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] = mat[0][3];
r[3][1] = mat[1][3];
r[3][2] = mat[2][3];
r[3][3] = mat[3][3];
r[3][4] = 0.0;
r[3][5] = 0.0;
r[3][6] = 0.0;
r[3][7] = 1.0;
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]);
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];
return out;
}
}
}
}
// failed
return *this;
}
matrix4x4 matrix4x4 :: ConcatTransforms( const matrix4x4 mat2 )
{
matrix4x4 out;
out[0][0] = mat[0][0] * mat2[0][0] + mat[1][0] * mat2[0][1] + mat[2][0] * mat2[0][2];
out[1][0] = mat[0][0] * mat2[1][0] + mat[1][0] * mat2[1][1] + mat[2][0] * mat2[1][2];
out[2][0] = mat[0][0] * mat2[2][0] + mat[1][0] * mat2[2][1] + mat[2][0] * mat2[2][2];
out[3][0] = mat[0][0] * mat2[3][0] + mat[1][0] * mat2[3][1] + mat[2][0] * mat2[3][2] + mat[3][0];
out[0][1] = mat[0][1] * mat2[0][0] + mat[1][1] * mat2[0][1] + mat[2][1] * mat2[0][2];
out[1][1] = mat[0][1] * mat2[1][0] + mat[1][1] * mat2[1][1] + mat[2][1] * mat2[1][2];
out[2][1] = mat[0][1] * mat2[2][0] + mat[1][1] * mat2[2][1] + mat[2][1] * mat2[2][2];
out[3][1] = mat[0][1] * mat2[3][0] + mat[1][1] * mat2[3][1] + mat[2][1] * mat2[3][2] + mat[3][1];
out[0][2] = mat[0][2] * mat2[0][0] + mat[1][2] * mat2[0][1] + mat[2][2] * mat2[0][2];
out[1][2] = mat[0][2] * mat2[1][0] + mat[1][2] * mat2[1][1] + mat[2][2] * mat2[1][2];
out[2][2] = mat[0][2] * mat2[2][0] + mat[1][2] * mat2[2][1] + mat[2][2] * mat2[2][2];
out[3][2] = mat[0][2] * mat2[3][0] + mat[1][2] * mat2[3][1] + mat[2][2] * mat2[3][2] + mat[3][2];
// not used for concat transforms
out[0][3] = 0.0f;
out[1][3] = 0.0f;
out[2][3] = 0.0f;
out[3][3] = 1.0f;
return out;
}
matrix4x4 matrix4x4 :: Concat( const matrix4x4 mat2 )
{
matrix4x4 out;
out[0][0] = mat[0][0] * mat2[0][0] + mat[1][0] * mat2[0][1] + mat[2][0] * mat2[0][2] + mat[3][0] * mat2[0][3];
out[1][0] = mat[0][0] * mat2[1][0] + mat[1][0] * mat2[1][1] + mat[2][0] * mat2[1][2] + mat[3][0] * mat2[1][3];
out[2][0] = mat[0][0] * mat2[2][0] + mat[1][0] * mat2[2][1] + mat[2][0] * mat2[2][2] + mat[3][0] * mat2[2][3];
out[3][0] = mat[0][0] * mat2[3][0] + mat[1][0] * mat2[3][1] + mat[2][0] * mat2[3][2] + mat[3][0] * mat2[3][3];
out[0][1] = mat[0][1] * mat2[0][0] + mat[1][1] * mat2[0][1] + mat[2][1] * mat2[0][2] + mat[3][1] * mat2[0][3];
out[1][1] = mat[0][1] * mat2[1][0] + mat[1][1] * mat2[1][1] + mat[2][1] * mat2[1][2] + mat[3][1] * mat2[1][3];
out[2][1] = mat[0][1] * mat2[2][0] + mat[1][1] * mat2[2][1] + mat[2][1] * mat2[2][2] + mat[3][1] * mat2[2][3];
out[3][1] = mat[0][1] * mat2[3][0] + mat[1][1] * mat2[3][1] + mat[2][1] * mat2[3][2] + mat[3][1] * mat2[3][3];
out[0][2] = mat[0][2] * mat2[0][0] + mat[1][2] * mat2[0][1] + mat[2][2] * mat2[0][2] + mat[3][2] * mat2[0][3];
out[1][2] = mat[0][2] * mat2[1][0] + mat[1][2] * mat2[1][1] + mat[2][2] * mat2[1][2] + mat[3][2] * mat2[1][3];
out[2][2] = mat[0][2] * mat2[2][0] + mat[1][2] * mat2[2][1] + mat[2][2] * mat2[2][2] + mat[3][2] * mat2[2][3];
out[3][2] = mat[0][2] * mat2[3][0] + mat[1][2] * mat2[3][1] + mat[2][2] * mat2[3][2] + mat[3][2] * mat2[3][3];
out[0][3] = mat[0][3] * mat2[0][0] + mat[1][3] * mat2[0][1] + mat[2][3] * mat2[0][2] + mat[3][3] * mat2[0][3];
out[1][3] = mat[0][3] * mat2[1][0] + mat[1][3] * mat2[1][1] + mat[2][3] * mat2[1][2] + mat[3][3] * mat2[1][3];
out[2][3] = mat[0][3] * mat2[2][0] + mat[1][3] * mat2[2][1] + mat[2][3] * mat2[2][2] + mat[3][3] * mat2[2][3];
out[3][3] = mat[0][3] * mat2[3][0] + mat[1][3] * mat2[3][1] + mat[2][3] * mat2[3][2] + mat[3][3] * mat2[3][3];
return out;
}
// from class matrix3x3 to class matrix4x4
matrix4x4& matrix4x4 :: operator=(const matrix3x3 &vOther)
{
mat[0][0] = vOther[0][0];
mat[1][0] = vOther[1][0];
mat[2][0] = vOther[2][0];
mat[3][0] = 0.0f;
mat[0][1] = vOther[0][1];
mat[1][1] = vOther[1][1];
mat[2][1] = vOther[2][1];
mat[3][1] = 0.0f;
mat[0][2] = vOther[0][2];
mat[1][2] = vOther[1][2];
mat[2][2] = vOther[2][2];
mat[3][2] = 0.0f;
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
return *this;
}
// from class matrix3x4 to class matrix4x4
matrix4x4& matrix4x4 :: operator=(const matrix3x4 &vOther)
{
mat[0][0] = vOther[0][0];
mat[1][0] = vOther[1][0];
mat[2][0] = vOther[2][0];
mat[3][0] = vOther[3][0];
mat[0][1] = vOther[0][1];
mat[1][1] = vOther[1][1];
mat[2][1] = vOther[2][1];
mat[3][1] = vOther[3][1];
mat[0][2] = vOther[0][2];
mat[1][2] = vOther[1][2];
mat[2][2] = vOther[2][2];
mat[3][2] = vOther[3][2];
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
return *this;
}
// from class matrix3x4 to class matrix4x4
matrix4x4& matrix4x4 :: operator=(const matrix4x4 &vOther)
{
mat[0][0] = vOther[0][0];
mat[1][0] = vOther[1][0];
mat[2][0] = vOther[2][0];
mat[3][0] = vOther[3][0];
mat[0][1] = vOther[0][1];
mat[1][1] = vOther[1][1];
mat[2][1] = vOther[2][1];
mat[3][1] = vOther[3][1];
mat[0][2] = vOther[0][2];
mat[1][2] = vOther[1][2];
mat[2][2] = vOther[2][2];
mat[3][2] = vOther[3][2];
mat[0][3] = vOther[0][3];
mat[1][3] = vOther[1][3];
mat[2][3] = vOther[2][3];
mat[3][3] = vOther[3][3];
return *this;
}
void matrix4x4 :: CreateProjection( float xMax, float xMin, float yMax, float yMin, float zNear, float zFar )
{
mat[0][0] = ( 2.0f * zNear ) / ( xMax - xMin );
mat[1][1] = ( 2.0f * zNear ) / ( yMax - yMin );
mat[2][2] = -( zFar + zNear ) / ( zFar - zNear );
mat[3][3] = mat[0][1] = mat[1][0] = mat[3][0] = mat[0][3] = mat[3][1] = mat[1][3] = 0.0f;
mat[0][2] = 0.0f;
mat[1][2] = 0.0f;
mat[2][0] = ( xMax + xMin ) / ( xMax - xMin );
mat[2][1] = ( yMax + yMin ) / ( yMax - yMin );
mat[2][3] = -1.0f;
mat[3][2] = -( 2.0f * zFar * zNear ) / ( zFar - zNear );
}
void matrix4x4 :: CreateProjection( float fov_x, float fov_y, float zNear, float zFar )
{
mat[0][0] = 1.0f / tan( fov_x * M_PI / 360.0f );
mat[1][1] = 1.0f / tan( fov_y * M_PI / 360.0f );
mat[2][2] = -( zFar + zNear ) / ( zFar - zNear );
mat[3][2] = -( 2.0 * zFar * zNear ) / ( zFar - zNear );
mat[2][3] = -1.0f;
mat[0][1] = mat[1][0] = mat[3][0] = mat[0][3] = mat[3][1] = mat[1][3] = 0.0f;
mat[0][2] = mat[2][0] = mat[2][1] = mat[1][2] = mat[3][3] = 0.0f;
}
void matrix4x4 :: CreateOrtho( float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar )
{
mat[0][0] = 2.0f / (xRight - xLeft);
mat[1][1] = 2.0f / (yTop - yBottom);
mat[2][2] = -2.0f / (zFar - zNear);
mat[3][3] = 1.0f;
mat[0][1] = mat[1][0] = mat[2][0] = mat[2][1] = mat[0][3] = mat[1][3] = mat[2][3] = 0.0f;
mat[0][2] = 0.0f;
mat[1][2] = 0.0f;
mat[3][0] = -(xRight + xLeft) / (xRight - xLeft);
mat[3][1] = -(yTop + yBottom) / (yTop - yBottom);
mat[3][2] = -(zFar + zNear) / (zFar - zNear);
}
void matrix4x4 :: CreateOrthoRH( float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar )
{
mat[0][0] = 2.0f / (xRight - xLeft);
mat[1][1] = 2.0f / (yTop - yBottom);
mat[2][2] = 1.0f / (zNear - zFar);
mat[3][3] = 1.0f;
mat[0][1] = mat[1][0] = mat[2][0] = mat[2][1] = mat[0][3] = mat[1][3] = mat[2][3] = 0.0f;
mat[0][2] = 0.0f;
mat[1][2] = 0.0f;
mat[3][0] = (xLeft + xRight) / (xLeft - xRight);
mat[3][1] = (yTop + yBottom) / (yBottom - yTop);
mat[3][2] = zNear / (zNear - zFar);
}
void matrix4x4 :: LookAt( const Vector &eye, const Vector &dir, const Vector &up )
{
Vector sideN = CrossProduct( dir, up ).Normalize();
Vector upN = CrossProduct( sideN, dir ).Normalize();
Vector dirN = dir.Normalize();
mat[0][0] = sideN[0];
mat[1][0] = sideN[1];
mat[2][0] = sideN[2];
mat[3][0] = -DotProduct( sideN, eye );
mat[0][1] = upN[0];
mat[1][1] = upN[1];
mat[2][1] = upN[2];
mat[3][1] = -DotProduct( upN, eye );
mat[0][2] = -dirN[0];
mat[1][2] = -dirN[1];
mat[2][2] = -dirN[2];
mat[3][2] = DotProduct( dirN, eye );
mat[0][3] = mat[1][3] = mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
}
void matrix4x4 :: Crop( const Vector &mins, const Vector &maxs )
{
float scaleX = 2.0f / ( maxs.x - mins.x );
float scaleY = 2.0f / ( maxs.y - mins.y );
float offsetX = -0.5f * ( maxs.x + mins.x ) * scaleX;
float offsetY = -0.5f * ( maxs.y + mins.y ) * scaleY;
float scaleZ = 1.0f / ( maxs.z - mins.z );
float offsetZ = -mins.z * scaleZ;
mat[0][1] = mat[0][2] = mat[0][3] = 0.0f;
mat[1][0] = mat[1][2] = mat[1][3] = 0.0f;
mat[2][0] = mat[2][1] = mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
mat[0][0] = scaleX;
mat[1][1] = scaleY;
mat[2][2] = scaleZ;
mat[3][0] = offsetX;
mat[3][1] = offsetY;
mat[3][2] = offsetZ;
}
void matrix4x4::CreateModelview( void )
{
mat[0][0] = mat[1][1] = mat[2][2] = 0.0f;
mat[3][0] = mat[0][3] = 0.0f;
mat[3][1] = mat[1][3] = 0.0f;
mat[3][2] = mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
mat[0][1] = mat[2][0] = mat[1][2] = 0.0f;
mat[0][2] = mat[1][0] = -1.0f;
mat[2][1] = 1.0f;
}
void matrix4x4::CreateTexture( void )
{
mat[0][0] = 0.5f;
mat[1][0] = 0.0f;
mat[2][0] = 0.0f;
mat[3][0] = 0.5f;
mat[0][1] = 0.0f;
mat[1][1] = 0.5f;
mat[2][1] = 0.0f;
mat[3][1] = 0.5f;
mat[0][2] = 0.0f;
mat[1][2] = 0.0f;
mat[2][2] = 0.5f;
mat[3][2] = 0.5f;
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
}
void matrix4x4::CreateTranslate( float x, float y, float z )
{
mat[0][0] = 1.0f;
mat[1][0] = 0.0f;
mat[2][0] = 0.0f;
mat[3][0] = x;
mat[0][1] = 0.0f;
mat[1][1] = 1.0f;
mat[2][1] = 0.0f;
mat[3][1] = y;
mat[0][2] = 0.0f;
mat[1][2] = 0.0f;
mat[2][2] = 1.0f;
mat[3][2] = z;
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
}
void matrix4x4::CreateRotate( float angle, float x, float y, float z )
{
float len, c, s;
len = x * x + y * y + z * z;
if( len != 0.0f ) len = 1.0f / sqrt( len );
x *= len;
y *= len;
z *= len;
angle *= (float)(-M_PI / 180.0f);
SinCos( angle, &s, &c );
mat[0][0] = x * x + c * (1 - x * x);
mat[1][0] = x * y * (1 - c) + z * s;
mat[2][0] = z * x * (1 - c) - y * s;
mat[3][0] = 0.0f;
mat[0][1] = x * y * (1 - c) - z * s;
mat[1][1] = y * y + c * (1 - y * y);
mat[2][1] = y * z * (1 - c) + x * s;
mat[3][1] = 0.0f;
mat[0][2] = z * x * (1 - c) + y * s;
mat[1][2] = y * z * (1 - c) - x * s;
mat[2][2] = z * z + c * (1 - z * z);
mat[3][2] = 0.0f;
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
}
void matrix4x4::CreateScale( float scale )
{
mat[0][0] = scale;
mat[1][0] = 0.0f;
mat[2][0] = 0.0f;
mat[3][0] = 0.0f;
mat[0][1] = 0.0f;
mat[1][1] = scale;
mat[2][1] = 0.0f;
mat[3][1] = 0.0f;
mat[0][2] = 0.0f;
mat[1][2] = 0.0f;
mat[2][2] = scale;
mat[3][2] = 0.0f;
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
}
void matrix4x4::CreateScale( float x, float y, float z )
{
mat[0][0] = x;
mat[1][0] = 0.0f;
mat[2][0] = 0.0f;
mat[3][0] = 0.0f;
mat[0][1] = 0.0f;
mat[1][1] = y;
mat[2][1] = 0.0f;
mat[3][1] = 0.0f;
mat[0][2] = 0.0f;
mat[1][2] = 0.0f;
mat[2][2] = z;
mat[3][2] = 0.0f;
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
}