From 6174eda0fc17901d88b8ff238f02c1d92b78e219 Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 7 Jul 2002 23:42:36 +0000 Subject: [PATCH] created a couple matrix libraries (4x4 and 3x4), hopefully these will be useful git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2009 d7cf8633-e32d-0410-b094-e92efae38249 --- makefile | 2 +- matrix3x4.c | 219 ++++++++++++++++++++++++++++++++++++ matrix3x4.h | 35 ++++++ matrix4x4.c | 312 ++++++++++++++++++++++++++++++++++++++++++++++++++++ matrix4x4.h | 39 +++++++ 5 files changed, 606 insertions(+), 1 deletion(-) create mode 100644 matrix3x4.c create mode 100644 matrix3x4.h create mode 100644 matrix4x4.c create mode 100644 matrix4x4.h diff --git a/makefile b/makefile index 55b1a77f..b93a0f47 100644 --- a/makefile +++ b/makefile @@ -15,7 +15,7 @@ SOUNDLIB= #if you want no CD audio CD=cd_null.o -OBJECTS= builddate.o $(CD) chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_explosion.o sbar.o snd_dma.o snd_mem.o snd_mix.o $(SND) sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o filematch.o collision.o cl_collision.o +OBJECTS= builddate.o $(CD) chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_explosion.o sbar.o snd_dma.o snd_mem.o snd_mix.o $(SND) sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o filematch.o collision.o cl_collision.o matrix4x4.o matrix3x4.o #K6/athlon optimizations CPUOPTIMIZATIONS=-march=k6 diff --git a/matrix3x4.c b/matrix3x4.c new file mode 100644 index 00000000..a716b120 --- /dev/null +++ b/matrix3x4.c @@ -0,0 +1,219 @@ + +#include "matrix3x4.h" +#include + +void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in) +{ + *out = *in; +} + +void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2) +{ + out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[0][1] * in2->m[1][0] + in1->m[0][2] * in2->m[2][0]; + out->m[0][1] = in1->m[0][0] * in2->m[0][1] + in1->m[0][1] * in2->m[1][1] + in1->m[0][2] * in2->m[2][1]; + out->m[0][2] = in1->m[0][0] * in2->m[0][2] + in1->m[0][1] * in2->m[1][2] + in1->m[0][2] * in2->m[2][2]; + out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3]; + out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0]; + out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1]; + out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2]; + out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3]; + out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0]; + out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1]; + out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2]; + out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3]; +} + +void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1) +{ + out->m[0][0] = in1->m[0][0]; + out->m[0][1] = in1->m[1][0]; + out->m[0][2] = in1->m[2][0]; + out->m[0][3] = 0.0f; + out->m[1][0] = in1->m[0][1]; + out->m[1][1] = in1->m[1][1]; + out->m[1][2] = in1->m[2][1]; + out->m[1][3] = 0.0f; + out->m[2][0] = in1->m[0][2]; + out->m[2][1] = in1->m[1][2]; + out->m[2][2] = in1->m[2][2]; + out->m[2][3] = 0.0f; +} + +void Matrix3x4_CreateIdentity (matrix3x4_t *out) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=0.0f; +} + +void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=x; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=y; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=z; +} + +void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z) +{ + float len, c, s; + + len = x*x+y*y+z*z; + if (len != 0.0f) + len = 1.0f / sqrt(len); + x *= len; + y *= len; + z *= len; + + c = cos(angle); + s = sin(angle); + + out->m[0][0]=x * x + c * (1 - x * x); + out->m[0][1]=x * y * (1 - c) + z * s; + out->m[0][2]=z * x * (1 - c) - y * s; + out->m[0][3]=0.0f; + out->m[1][0]=x * y * (1 - c) - z * s; + out->m[1][1]=y * y + c * (1 - y * y); + out->m[1][2]=y * z * (1 - c) + x * s; + out->m[1][3]=0.0f; + out->m[2][0]=z * x * (1 - c) + y * s; + out->m[2][1]=y * z * (1 - c) - x * s; + out->m[2][2]=z * z + c * (1 - z * z); + out->m[2][3]=0.0f; +} + +void Matrix3x4_CreateScale (matrix3x4_t *out, float x) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=x; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=x; + out->m[2][3]=0.0f; +} + +void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=y; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=z; + out->m[2][3]=0.0f; +} + +void Matrix3x4_ToVectors(const matrix3x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t) +{ + vx[0] = in->m[0][0]; + vx[1] = in->m[1][0]; + vx[2] = in->m[2][0]; + vy[0] = in->m[0][1]; + vy[1] = in->m[1][1]; + vy[2] = in->m[2][1]; + vz[0] = in->m[0][2]; + vz[1] = in->m[1][2]; + vz[2] = in->m[2][2]; + t[0] = in->m[0][3]; + t[1] = in->m[1][3]; + t[2] = in->m[2][3]; +} + +void Matrix3x4_FromVectors(matrix3x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t) +{ + out->m[0][0] = vx[0]; + out->m[0][1] = vy[0]; + out->m[0][2] = vz[0]; + out->m[0][3] = t[0]; + out->m[1][0] = vx[1]; + out->m[1][1] = vy[1]; + out->m[1][2] = vz[1]; + out->m[1][3] = t[1]; + out->m[2][0] = vx[2]; + out->m[2][1] = vy[2]; + out->m[2][2] = vz[2]; + out->m[2][3] = t[2]; +} + +void Matrix3x4_Transform (const matrix3x4_t *in, const vec3_t v, vec3_t out) +{ + out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3]; + out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3]; + out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3]; +} + +void Matrix3x4_Untransform (const matrix3x4_t *in, const vec3_t v, vec3_t out) +{ + vec3_t t; + t[0] = v[0] - in->m[0][3]; + t[1] = v[1] - in->m[1][3]; + t[2] = v[2] - in->m[2][3]; + out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0]; + out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1]; + out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2]; +} + +// FIXME: optimize +void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateTranslate(&temp, x, y, z); + Matrix3x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateRotate(&temp, angle, x, y, z); + Matrix3x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix3x4_ConcatScale (matrix3x4_t *out, float x) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateScale(&temp, x); + Matrix3x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z) +{ + matrix3x4_t base, temp; + Matrix3x4_Copy(out, &base); + Matrix3x4_CreateScale3(&temp, x, y, z); + Matrix3x4_Concat(out, &base, &temp); +} + diff --git a/matrix3x4.h b/matrix3x4.h new file mode 100644 index 00000000..4c16302d --- /dev/null +++ b/matrix3x4.h @@ -0,0 +1,35 @@ + +#ifndef MATRIX3X4_H +#define MATRIX3X4_H + +// to get the vec3_t type +#include "mathlib.h" + +typedef struct matrix3x4_s +{ + float m[3][4]; +} +matrix3x4_t; + +void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in); +void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2); +void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1); + +void Matrix3x4_CreateIdentity (matrix3x4_t *out); +void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z); +void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z); +void Matrix3x4_CreateScale (matrix3x4_t *out, float x); +void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z); + +void Matrix3x4_ToVectors(const matrix3x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t); +void Matrix3x4_FromVectors(matrix3x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t); + +void Matrix3x4_Transform (const matrix3x4_t *in, const vec3_t v, vec3_t out); +void Matrix3x4_Untransform (const matrix3x4_t *in, const vec3_t v, vec3_t out); + +void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z); +void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z); +void Matrix3x4_ConcatScale (matrix3x4_t *out, float x); +void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z); + +#endif diff --git a/matrix4x4.c b/matrix4x4.c new file mode 100644 index 00000000..2fe644bf --- /dev/null +++ b/matrix4x4.c @@ -0,0 +1,312 @@ + +#include "matrix4x4.h" +#include + +void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in) +{ + *out = *in; +} + +void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2) +{ + out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[0][1] * in2->m[1][0] + in1->m[0][2] * in2->m[2][0] + in1->m[0][3] * in2->m[3][0]; + out->m[0][1] = in1->m[0][0] * in2->m[0][1] + in1->m[0][1] * in2->m[1][1] + in1->m[0][2] * in2->m[2][1] + in1->m[0][3] * in2->m[3][1]; + out->m[0][2] = in1->m[0][0] * in2->m[0][2] + in1->m[0][1] * in2->m[1][2] + in1->m[0][2] * in2->m[2][2] + in1->m[0][3] * in2->m[3][2]; + out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3] * in2->m[3][3]; + out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0] + in1->m[1][3] * in2->m[3][0]; + out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1] + in1->m[1][3] * in2->m[3][1]; + out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2] + in1->m[1][3] * in2->m[3][2]; + out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3] * in2->m[3][3]; + out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0] + in1->m[2][3] * in2->m[3][0]; + out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1] + in1->m[2][3] * in2->m[3][1]; + out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2] + in1->m[2][3] * in2->m[3][2]; + out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3] * in2->m[3][3]; + out->m[3][0] = in1->m[3][0] * in2->m[0][0] + in1->m[3][1] * in2->m[1][0] + in1->m[3][2] * in2->m[2][0] + in1->m[3][3] * in2->m[3][0]; + out->m[3][1] = in1->m[3][0] * in2->m[0][1] + in1->m[3][1] * in2->m[1][1] + in1->m[3][2] * in2->m[2][1] + in1->m[3][3] * in2->m[3][1]; + out->m[3][2] = in1->m[3][0] * in2->m[0][2] + in1->m[3][1] * in2->m[1][2] + in1->m[3][2] * in2->m[2][2] + in1->m[3][3] * in2->m[3][2]; + out->m[3][3] = in1->m[3][0] * in2->m[0][3] + in1->m[3][1] * in2->m[1][3] + in1->m[3][2] * in2->m[2][3] + in1->m[3][3] * in2->m[3][3]; +} + +void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1) +{ + out->m[0][0] = in1->m[0][0]; + out->m[0][1] = in1->m[1][0]; + out->m[0][2] = in1->m[2][0]; + out->m[0][3] = in1->m[3][0]; + out->m[1][0] = in1->m[0][1]; + out->m[1][1] = in1->m[1][1]; + out->m[1][2] = in1->m[2][1]; + out->m[1][3] = in1->m[3][1]; + out->m[2][0] = in1->m[0][2]; + out->m[2][1] = in1->m[1][2]; + out->m[2][2] = in1->m[2][2]; + out->m[2][3] = in1->m[3][2]; + out->m[3][0] = in1->m[0][3]; + out->m[3][1] = in1->m[1][3]; + out->m[3][2] = in1->m[2][3]; + out->m[3][3] = in1->m[3][3]; +} + +void Matrix4x4_CreateIdentity (matrix4x4_t *out) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z) +{ + out->m[0][0]=1.0f; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=x; + out->m[1][0]=0.0f; + out->m[1][1]=1.0f; + out->m[1][2]=0.0f; + out->m[1][3]=y; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=1.0f; + out->m[2][3]=z; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z) +{ + float len, c, s; + + len = x*x+y*y+z*z; + if (len != 0.0f) + len = 1.0f / sqrt(len); + x *= len; + y *= len; + z *= len; + + c = cos(angle); + s = sin(angle); + + out->m[0][0]=x * x + c * (1 - x * x); + out->m[0][1]=x * y * (1 - c) + z * s; + out->m[0][2]=z * x * (1 - c) - y * s; + out->m[0][3]=0.0f; + out->m[1][0]=x * y * (1 - c) - z * s; + out->m[1][1]=y * y + c * (1 - y * y); + out->m[1][2]=y * z * (1 - c) + x * s; + out->m[1][3]=0.0f; + out->m[2][0]=z * x * (1 - c) + y * s; + out->m[2][1]=y * z * (1 - c) - x * s; + out->m[2][2]=z * z + c * (1 - z * z); + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateScale (matrix4x4_t *out, float x) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=x; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=x; + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z) +{ + out->m[0][0]=x; + out->m[0][1]=0.0f; + out->m[0][2]=0.0f; + out->m[0][3]=0.0f; + out->m[1][0]=0.0f; + out->m[1][1]=y; + out->m[1][2]=0.0f; + out->m[1][3]=0.0f; + out->m[2][0]=0.0f; + out->m[2][1]=0.0f; + out->m[2][2]=z; + out->m[2][3]=0.0f; + out->m[3][0]=0.0f; + out->m[3][1]=0.0f; + out->m[3][2]=0.0f; + out->m[3][3]=1.0f; +} + +void Matrix4x4_ToVectors(const matrix4x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t) +{ + vx[0] = in->m[0][0]; + vx[1] = in->m[1][0]; + vx[2] = in->m[2][0]; + vy[0] = in->m[0][1]; + vy[1] = in->m[1][1]; + vy[2] = in->m[2][1]; + vz[0] = in->m[0][2]; + vz[1] = in->m[1][2]; + vz[2] = in->m[2][2]; + t[0] = in->m[0][3]; + t[1] = in->m[1][3]; + t[2] = in->m[2][3]; +} + +void Matrix4x4_ToVectors4(const matrix4x4_t *in, vec4_t vx, vec4_t vy, vec4_t vz, vec4_t t) +{ + vx[0] = in->m[0][0]; + vx[1] = in->m[1][0]; + vx[2] = in->m[2][0]; + vx[3] = in->m[3][0]; + vy[0] = in->m[0][1]; + vy[1] = in->m[1][1]; + vy[2] = in->m[2][1]; + vy[3] = in->m[3][1]; + vz[0] = in->m[0][2]; + vz[1] = in->m[1][2]; + vz[2] = in->m[2][2]; + vz[3] = in->m[3][2]; + t[0] = in->m[0][3]; + t[1] = in->m[1][3]; + t[2] = in->m[2][3]; + t[3] = in->m[3][3]; +} + +void Matrix4x4_FromVectors(matrix4x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t) +{ + out->m[0][0] = vx[0]; + out->m[0][1] = vy[0]; + out->m[0][2] = vz[0]; + out->m[0][3] = t[0]; + out->m[1][0] = vx[1]; + out->m[1][1] = vy[1]; + out->m[1][2] = vz[1]; + out->m[1][3] = t[1]; + out->m[2][0] = vx[2]; + out->m[2][1] = vy[2]; + out->m[2][2] = vz[2]; + out->m[2][3] = t[2]; + out->m[3][0] = 0.0f; + out->m[3][1] = 0.0f; + out->m[3][2] = 0.0f; + out->m[3][3] = 1.0f; +} + +void Matrix4x4_FromVectors4(matrix4x4_t *out, const vec4_t vx, const vec4_t vy, const vec4_t vz, const vec4_t t) +{ + out->m[0][0] = vx[0]; + out->m[0][1] = vy[0]; + out->m[0][2] = vz[0]; + out->m[0][3] = t[0]; + out->m[1][0] = vx[1]; + out->m[1][1] = vy[1]; + out->m[1][2] = vz[1]; + out->m[1][3] = t[1]; + out->m[2][0] = vx[2]; + out->m[2][1] = vy[2]; + out->m[2][2] = vz[2]; + out->m[2][3] = t[2]; + out->m[3][0] = vx[3]; + out->m[3][1] = vy[3]; + out->m[3][2] = vz[3]; + out->m[3][3] = t[3]; +} + +void Matrix4x4_Transform (const matrix4x4_t *in, const vec3_t v, vec3_t out) +{ + out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3]; + out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3]; + out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3]; +} + +void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out) +{ + out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + v[3] * in->m[0][3]; + out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + v[3] * in->m[1][3]; + out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + v[3] * in->m[2][3]; + out[3] = v[0] * in->m[3][0] + v[1] * in->m[3][1] + v[2] * in->m[3][2] + v[3] * in->m[3][3]; +} + +void Matrix4x4_Untransform (const matrix4x4_t *in, const vec3_t v, vec3_t out) +{ + vec3_t t; + t[0] = v[0] - in->m[0][3]; + t[1] = v[1] - in->m[1][3]; + t[2] = v[2] - in->m[2][3]; + out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0]; + out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1]; + out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2]; +} + +void Matrix4x4_Untransform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out) +{ + vec3_t t; + t[0] = v[0] - in->m[0][3]; + t[1] = v[1] - in->m[1][3]; + t[2] = v[2] - in->m[2][3]; + t[3] = v[3] - in->m[3][3]; + out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0] + t[3] * in->m[3][0]; + out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1] + t[3] * in->m[3][1]; + out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2] + t[3] * in->m[3][2]; + out[3] = t[0] * in->m[0][3] + t[1] * in->m[1][3] + t[2] * in->m[2][3] + t[3] * in->m[3][3]; +} + +// FIXME: optimize +void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateTranslate(&temp, x, y, z); + Matrix4x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateRotate(&temp, angle, x, y, z); + Matrix4x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix4x4_ConcatScale (matrix4x4_t *out, float x) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateScale(&temp, x); + Matrix4x4_Concat(out, &base, &temp); +} + +// FIXME: optimize +void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z) +{ + matrix4x4_t base, temp; + Matrix4x4_Copy(out, &base); + Matrix4x4_CreateScale3(&temp, x, y, z); + Matrix4x4_Concat(out, &base, &temp); +} + diff --git a/matrix4x4.h b/matrix4x4.h new file mode 100644 index 00000000..332ee254 --- /dev/null +++ b/matrix4x4.h @@ -0,0 +1,39 @@ + +#ifndef MATRIX4X4_H +#define MATRIX4X4_H + +// to get the vec3_t and vec4_t types +#include "mathlib.h" + +typedef struct matrix4x4_s +{ + float m[4][4]; +} +matrix4x4_t; + +void Matrix4x4_Copy (matrix4x4_t *out, matrix4x4_t *in); +void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2); +void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1); + +void Matrix4x4_CreateIdentity (matrix4x4_t *out); +void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z); +void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z); +void Matrix4x4_CreateScale (matrix4x4_t *out, float x); +void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z); + +void Matrix4x4_ToVectors(const matrix4x4_t *in, vec3_t vx, vec3_t vy, vec3_t vz, vec3_t t); +void Matrix4x4_ToVectors4(const matrix4x4_t *in, vec4_t vx, vec4_t vy, vec4_t vz, vec4_t t); +void Matrix4x4_FromVectors(matrix4x4_t *out, const vec3_t vx, const vec3_t vy, const vec3_t vz, const vec3_t t); +void Matrix4x4_FromVectors4(matrix4x4_t *out, const vec4_t vx, const vec4_t vy, const vec4_t vz, const vec4_t t); + +void Matrix4x4_Transform (const matrix4x4_t *in, const vec3_t v, vec3_t out); +void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out); +void Matrix4x4_Untransform (const matrix4x4_t *in, const vec3_t v, vec3_t out); +void Matrix4x4_Untransform4 (const matrix4x4_t *in, const vec4_t v, vec4_t out); + +void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z); +void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z); +void Matrix4x4_ConcatScale (matrix4x4_t *out, float x); +void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z); + +#endif -- 2.39.2