/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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. Doom 3 BFG Edition Source Code 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. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __JOINTTRANSFORM_H__ #define __JOINTTRANSFORM_H__ /* =============================================================================== Joint Quaternion =============================================================================== */ class idJointQuat { public: const float* ToFloatPtr() const { return q.ToFloatPtr(); } float* ToFloatPtr() { return q.ToFloatPtr(); } idQuat q; idVec3 t; float w; }; // offsets for SIMD code #define JOINTQUAT_SIZE (8*4) // sizeof( idJointQuat ) #define JOINTQUAT_SIZE_SHIFT 5 // log2( sizeof( idJointQuat ) ) #define JOINTQUAT_Q_OFFSET (0*4) // offsetof( idJointQuat, q ) #define JOINTQUAT_T_OFFSET (4*4) // offsetof( idJointQuat, t ) assert_sizeof( idJointQuat, JOINTQUAT_SIZE ); assert_sizeof( idJointQuat, ( 1 << JOINTQUAT_SIZE_SHIFT ) ); assert_offsetof( idJointQuat, q, JOINTQUAT_Q_OFFSET ); assert_offsetof( idJointQuat, t, JOINTQUAT_T_OFFSET ); /* =============================================================================== Joint Matrix =============================================================================== */ /* ================================================ idJointMat has the following structure: idMat3 m; idVec3 t; m[0][0], m[1][0], m[2][0], t[0] m[0][1], m[1][1], m[2][1], t[1] m[0][2], m[1][2], m[2][2], t[2] ================================================ */ class idJointMat { public: void SetRotation( const idMat3& m ); idMat3 GetRotation() const; void SetTranslation( const idVec3& t ); idVec3 GetTranslation() const; idVec3 operator*( const idVec3& v ) const; // only rotate idVec3 operator*( const idVec4& v ) const; // rotate and translate idJointMat& operator*=( const idJointMat& a ); // transform idJointMat& operator/=( const idJointMat& a ); // untransform bool Compare( const idJointMat& a ) const; // exact compare, no epsilon bool Compare( const idJointMat& a, const float epsilon ) const; // compare with epsilon bool operator==( const idJointMat& a ) const; // exact compare, no epsilon bool operator!=( const idJointMat& a ) const; // exact compare, no epsilon void Identity(); void Invert(); void FromMat4( const idMat4& m ); idMat3 ToMat3() const; idMat4 ToMat4() const; idVec3 ToVec3() const; const float* ToFloatPtr() const { return mat; } float* ToFloatPtr() { return mat; } idJointQuat ToJointQuat() const; void Transform( idVec3& result, const idVec3& v ) const; void Rotate( idVec3& result, const idVec3& v ) const; static void Mul( idJointMat& result, const idJointMat& mat, const float s ); static void Mad( idJointMat& result, const idJointMat& mat, const float s ); static void Multiply( idJointMat& result, const idJointMat& m1, const idJointMat& m2 ); static void InverseMultiply( idJointMat& result, const idJointMat& m1, const idJointMat& m2 ); float mat[3 * 4]; }; // offsets for SIMD code #define JOINTMAT_SIZE (4*3*4) // sizeof( idJointMat ) assert_sizeof( idJointMat, JOINTMAT_SIZE ); #define JOINTMAT_TYPESIZE ( 4 * 3 ) /* ======================== idJointMat::SetRotation ======================== */ ID_INLINE void idJointMat::SetRotation( const idMat3& m ) { // NOTE: idMat3 is transposed because it is column-major mat[0 * 4 + 0] = m[0][0]; mat[0 * 4 + 1] = m[1][0]; mat[0 * 4 + 2] = m[2][0]; mat[1 * 4 + 0] = m[0][1]; mat[1 * 4 + 1] = m[1][1]; mat[1 * 4 + 2] = m[2][1]; mat[2 * 4 + 0] = m[0][2]; mat[2 * 4 + 1] = m[1][2]; mat[2 * 4 + 2] = m[2][2]; } /* ======================== idJointMat::GetRotation ======================== */ ID_INLINE idMat3 idJointMat::GetRotation() const { idMat3 m; m[0][0] = mat[0 * 4 + 0]; m[1][0] = mat[0 * 4 + 1]; m[2][0] = mat[0 * 4 + 2]; m[0][1] = mat[1 * 4 + 0]; m[1][1] = mat[1 * 4 + 1]; m[2][1] = mat[1 * 4 + 2]; m[0][2] = mat[2 * 4 + 0]; m[1][2] = mat[2 * 4 + 1]; m[2][2] = mat[2 * 4 + 2]; return m; } /* ======================== idJointMat::SetTranslation ======================== */ ID_INLINE void idJointMat::SetTranslation( const idVec3& t ) { mat[0 * 4 + 3] = t[0]; mat[1 * 4 + 3] = t[1]; mat[2 * 4 + 3] = t[2]; } /* ======================== idJointMat::GetTranslation ======================== */ ID_INLINE idVec3 idJointMat::GetTranslation() const { idVec3 t; t[0] = mat[0 * 4 + 3]; t[1] = mat[1 * 4 + 3]; t[2] = mat[2 * 4 + 3]; return t; } /* ======================== idJointMat::operator* ======================== */ ID_INLINE idVec3 idJointMat::operator*( const idVec3& v ) const { return idVec3( mat[0 * 4 + 0] * v[0] + mat[0 * 4 + 1] * v[1] + mat[0 * 4 + 2] * v[2], mat[1 * 4 + 0] * v[0] + mat[1 * 4 + 1] * v[1] + mat[1 * 4 + 2] * v[2], mat[2 * 4 + 0] * v[0] + mat[2 * 4 + 1] * v[1] + mat[2 * 4 + 2] * v[2] ); } ID_INLINE idVec3 idJointMat::operator*( const idVec4& v ) const { return idVec3( mat[0 * 4 + 0] * v[0] + mat[0 * 4 + 1] * v[1] + mat[0 * 4 + 2] * v[2] + mat[0 * 4 + 3] * v[3], mat[1 * 4 + 0] * v[0] + mat[1 * 4 + 1] * v[1] + mat[1 * 4 + 2] * v[2] + mat[1 * 4 + 3] * v[3], mat[2 * 4 + 0] * v[0] + mat[2 * 4 + 1] * v[1] + mat[2 * 4 + 2] * v[2] + mat[2 * 4 + 3] * v[3] ); } /* ======================== idJointMat::operator*= ======================== */ ID_INLINE idJointMat& idJointMat::operator*=( const idJointMat& a ) { float tmp[3]; tmp[0] = mat[0 * 4 + 0] * a.mat[0 * 4 + 0] + mat[1 * 4 + 0] * a.mat[0 * 4 + 1] + mat[2 * 4 + 0] * a.mat[0 * 4 + 2]; tmp[1] = mat[0 * 4 + 0] * a.mat[1 * 4 + 0] + mat[1 * 4 + 0] * a.mat[1 * 4 + 1] + mat[2 * 4 + 0] * a.mat[1 * 4 + 2]; tmp[2] = mat[0 * 4 + 0] * a.mat[2 * 4 + 0] + mat[1 * 4 + 0] * a.mat[2 * 4 + 1] + mat[2 * 4 + 0] * a.mat[2 * 4 + 2]; mat[0 * 4 + 0] = tmp[0]; mat[1 * 4 + 0] = tmp[1]; mat[2 * 4 + 0] = tmp[2]; tmp[0] = mat[0 * 4 + 1] * a.mat[0 * 4 + 0] + mat[1 * 4 + 1] * a.mat[0 * 4 + 1] + mat[2 * 4 + 1] * a.mat[0 * 4 + 2]; tmp[1] = mat[0 * 4 + 1] * a.mat[1 * 4 + 0] + mat[1 * 4 + 1] * a.mat[1 * 4 + 1] + mat[2 * 4 + 1] * a.mat[1 * 4 + 2]; tmp[2] = mat[0 * 4 + 1] * a.mat[2 * 4 + 0] + mat[1 * 4 + 1] * a.mat[2 * 4 + 1] + mat[2 * 4 + 1] * a.mat[2 * 4 + 2]; mat[0 * 4 + 1] = tmp[0]; mat[1 * 4 + 1] = tmp[1]; mat[2 * 4 + 1] = tmp[2]; tmp[0] = mat[0 * 4 + 2] * a.mat[0 * 4 + 0] + mat[1 * 4 + 2] * a.mat[0 * 4 + 1] + mat[2 * 4 + 2] * a.mat[0 * 4 + 2]; tmp[1] = mat[0 * 4 + 2] * a.mat[1 * 4 + 0] + mat[1 * 4 + 2] * a.mat[1 * 4 + 1] + mat[2 * 4 + 2] * a.mat[1 * 4 + 2]; tmp[2] = mat[0 * 4 + 2] * a.mat[2 * 4 + 0] + mat[1 * 4 + 2] * a.mat[2 * 4 + 1] + mat[2 * 4 + 2] * a.mat[2 * 4 + 2]; mat[0 * 4 + 2] = tmp[0]; mat[1 * 4 + 2] = tmp[1]; mat[2 * 4 + 2] = tmp[2]; tmp[0] = mat[0 * 4 + 3] * a.mat[0 * 4 + 0] + mat[1 * 4 + 3] * a.mat[0 * 4 + 1] + mat[2 * 4 + 3] * a.mat[0 * 4 + 2]; tmp[1] = mat[0 * 4 + 3] * a.mat[1 * 4 + 0] + mat[1 * 4 + 3] * a.mat[1 * 4 + 1] + mat[2 * 4 + 3] * a.mat[1 * 4 + 2]; tmp[2] = mat[0 * 4 + 3] * a.mat[2 * 4 + 0] + mat[1 * 4 + 3] * a.mat[2 * 4 + 1] + mat[2 * 4 + 3] * a.mat[2 * 4 + 2]; mat[0 * 4 + 3] = tmp[0]; mat[1 * 4 + 3] = tmp[1]; mat[2 * 4 + 3] = tmp[2]; mat[0 * 4 + 3] += a.mat[0 * 4 + 3]; mat[1 * 4 + 3] += a.mat[1 * 4 + 3]; mat[2 * 4 + 3] += a.mat[2 * 4 + 3]; return *this; } /* ======================== idJointMat::operator/= ======================== */ ID_INLINE idJointMat& idJointMat::operator/=( const idJointMat& a ) { float tmp[3]; mat[0 * 4 + 3] -= a.mat[0 * 4 + 3]; mat[1 * 4 + 3] -= a.mat[1 * 4 + 3]; mat[2 * 4 + 3] -= a.mat[2 * 4 + 3]; tmp[0] = mat[0 * 4 + 0] * a.mat[0 * 4 + 0] + mat[1 * 4 + 0] * a.mat[1 * 4 + 0] + mat[2 * 4 + 0] * a.mat[2 * 4 + 0]; tmp[1] = mat[0 * 4 + 0] * a.mat[0 * 4 + 1] + mat[1 * 4 + 0] * a.mat[1 * 4 + 1] + mat[2 * 4 + 0] * a.mat[2 * 4 + 1]; tmp[2] = mat[0 * 4 + 0] * a.mat[0 * 4 + 2] + mat[1 * 4 + 0] * a.mat[1 * 4 + 2] + mat[2 * 4 + 0] * a.mat[2 * 4 + 2]; mat[0 * 4 + 0] = tmp[0]; mat[1 * 4 + 0] = tmp[1]; mat[2 * 4 + 0] = tmp[2]; tmp[0] = mat[0 * 4 + 1] * a.mat[0 * 4 + 0] + mat[1 * 4 + 1] * a.mat[1 * 4 + 0] + mat[2 * 4 + 1] * a.mat[2 * 4 + 0]; tmp[1] = mat[0 * 4 + 1] * a.mat[0 * 4 + 1] + mat[1 * 4 + 1] * a.mat[1 * 4 + 1] + mat[2 * 4 + 1] * a.mat[2 * 4 + 1]; tmp[2] = mat[0 * 4 + 1] * a.mat[0 * 4 + 2] + mat[1 * 4 + 1] * a.mat[1 * 4 + 2] + mat[2 * 4 + 1] * a.mat[2 * 4 + 2]; mat[0 * 4 + 1] = tmp[0]; mat[1 * 4 + 1] = tmp[1]; mat[2 * 4 + 1] = tmp[2]; tmp[0] = mat[0 * 4 + 2] * a.mat[0 * 4 + 0] + mat[1 * 4 + 2] * a.mat[1 * 4 + 0] + mat[2 * 4 + 2] * a.mat[2 * 4 + 0]; tmp[1] = mat[0 * 4 + 2] * a.mat[0 * 4 + 1] + mat[1 * 4 + 2] * a.mat[1 * 4 + 1] + mat[2 * 4 + 2] * a.mat[2 * 4 + 1]; tmp[2] = mat[0 * 4 + 2] * a.mat[0 * 4 + 2] + mat[1 * 4 + 2] * a.mat[1 * 4 + 2] + mat[2 * 4 + 2] * a.mat[2 * 4 + 2]; mat[0 * 4 + 2] = tmp[0]; mat[1 * 4 + 2] = tmp[1]; mat[2 * 4 + 2] = tmp[2]; tmp[0] = mat[0 * 4 + 3] * a.mat[0 * 4 + 0] + mat[1 * 4 + 3] * a.mat[1 * 4 + 0] + mat[2 * 4 + 3] * a.mat[2 * 4 + 0]; tmp[1] = mat[0 * 4 + 3] * a.mat[0 * 4 + 1] + mat[1 * 4 + 3] * a.mat[1 * 4 + 1] + mat[2 * 4 + 3] * a.mat[2 * 4 + 1]; tmp[2] = mat[0 * 4 + 3] * a.mat[0 * 4 + 2] + mat[1 * 4 + 3] * a.mat[1 * 4 + 2] + mat[2 * 4 + 3] * a.mat[2 * 4 + 2]; mat[0 * 4 + 3] = tmp[0]; mat[1 * 4 + 3] = tmp[1]; mat[2 * 4 + 3] = tmp[2]; return *this; } /* ======================== idJointMat::Compare ======================== */ ID_INLINE bool idJointMat::Compare( const idJointMat& a ) const { int i; for( i = 0; i < 12; i++ ) { if( mat[i] != a.mat[i] ) { return false; } } return true; } /* ======================== idJointMat::Compare ======================== */ ID_INLINE bool idJointMat::Compare( const idJointMat& a, const float epsilon ) const { int i; for( i = 0; i < 12; i++ ) { if( idMath::Fabs( mat[i] - a.mat[i] ) > epsilon ) { return false; } } return true; } /* ======================== idJointMat::operator== ======================== */ ID_INLINE bool idJointMat::operator==( const idJointMat& a ) const { return Compare( a ); } /* ======================== idJointMat::operator!= ======================== */ ID_INLINE bool idJointMat::operator!=( const idJointMat& a ) const { return !Compare( a ); } /* ======================== idJointMat::Identity ======================== */ ID_INLINE void idJointMat::Identity() { mat[0 * 4 + 0] = 1.0f; mat[0 * 4 + 1] = 0.0f; mat[0 * 4 + 2] = 0.0f; mat[0 * 4 + 3] = 0.0f; mat[1 * 4 + 0] = 0.0f; mat[1 * 4 + 1] = 1.0f; mat[1 * 4 + 2] = 0.0f; mat[1 * 4 + 3] = 0.0f; mat[2 * 4 + 0] = 0.0f; mat[2 * 4 + 1] = 0.0f; mat[2 * 4 + 2] = 1.0f; mat[2 * 4 + 3] = 0.0f; } /* ======================== idJointMat::Invert ======================== */ ID_INLINE void idJointMat::Invert() { float tmp[3]; // negate inverse rotated translation part tmp[0] = mat[0 * 4 + 0] * mat[0 * 4 + 3] + mat[1 * 4 + 0] * mat[1 * 4 + 3] + mat[2 * 4 + 0] * mat[2 * 4 + 3]; tmp[1] = mat[0 * 4 + 1] * mat[0 * 4 + 3] + mat[1 * 4 + 1] * mat[1 * 4 + 3] + mat[2 * 4 + 1] * mat[2 * 4 + 3]; tmp[2] = mat[0 * 4 + 2] * mat[0 * 4 + 3] + mat[1 * 4 + 2] * mat[1 * 4 + 3] + mat[2 * 4 + 2] * mat[2 * 4 + 3]; mat[0 * 4 + 3] = -tmp[0]; mat[1 * 4 + 3] = -tmp[1]; mat[2 * 4 + 3] = -tmp[2]; // transpose rotation part tmp[0] = mat[0 * 4 + 1]; mat[0 * 4 + 1] = mat[1 * 4 + 0]; mat[1 * 4 + 0] = tmp[0]; tmp[1] = mat[0 * 4 + 2]; mat[0 * 4 + 2] = mat[2 * 4 + 0]; mat[2 * 4 + 0] = tmp[1]; tmp[2] = mat[1 * 4 + 2]; mat[1 * 4 + 2] = mat[2 * 4 + 1]; mat[2 * 4 + 1] = tmp[2]; } /* ======================== idJointMat::ToMat3 ======================== */ ID_INLINE idMat3 idJointMat::ToMat3() const { return idMat3( mat[0 * 4 + 0], mat[1 * 4 + 0], mat[2 * 4 + 0], mat[0 * 4 + 1], mat[1 * 4 + 1], mat[2 * 4 + 1], mat[0 * 4 + 2], mat[1 * 4 + 2], mat[2 * 4 + 2] ); } /* ======================== idJointMat::ToMat4 ======================== */ ID_INLINE idMat4 idJointMat::ToMat4() const { return idMat4( mat[0 * 4 + 0], mat[0 * 4 + 1], mat[0 * 4 + 2], mat[0 * 4 + 3], mat[1 * 4 + 0], mat[1 * 4 + 1], mat[1 * 4 + 2], mat[1 * 4 + 3], mat[2 * 4 + 0], mat[2 * 4 + 1], mat[2 * 4 + 2], mat[2 * 4 + 3], 0.0f, 0.0f, 0.0f, 1.0f ); } /* ======================== idJointMat::FromMat4 ======================== */ ID_INLINE void idJointMat::FromMat4( const idMat4& m ) { mat[0 * 4 + 0] = m[0][0], mat[0 * 4 + 1] = m[0][1], mat[0 * 4 + 2] = m[0][2], mat[0 * 4 + 3] = m[0][3]; mat[1 * 4 + 0] = m[1][0], mat[1 * 4 + 1] = m[1][1], mat[1 * 4 + 2] = m[1][2], mat[1 * 4 + 3] = m[1][3]; mat[2 * 4 + 0] = m[2][0], mat[2 * 4 + 1] = m[2][1], mat[2 * 4 + 2] = m[2][2], mat[2 * 4 + 3] = m[2][3]; assert( m[3][0] == 0.0f ); assert( m[3][1] == 0.0f ); assert( m[3][2] == 0.0f ); assert( m[3][3] == 1.0f ); } /* ======================== idJointMat::ToVec3 ======================== */ ID_INLINE idVec3 idJointMat::ToVec3() const { return idVec3( mat[0 * 4 + 3], mat[1 * 4 + 3], mat[2 * 4 + 3] ); } /* ======================== idJointMat::Transform ======================== */ ID_INLINE void idJointMat::Transform( idVec3& result, const idVec3& v ) const { result.x = mat[0 * 4 + 0] * v.x + mat[0 * 4 + 1] * v.y + mat[0 * 4 + 2] * v.z + mat[0 * 4 + 3]; result.y = mat[1 * 4 + 0] * v.x + mat[1 * 4 + 1] * v.y + mat[1 * 4 + 2] * v.z + mat[1 * 4 + 3]; result.z = mat[2 * 4 + 0] * v.x + mat[2 * 4 + 1] * v.y + mat[2 * 4 + 2] * v.z + mat[2 * 4 + 3]; } /* ======================== idJointMat::Rotate ======================== */ ID_INLINE void idJointMat::Rotate( idVec3& result, const idVec3& v ) const { result.x = mat[0 * 4 + 0] * v.x + mat[0 * 4 + 1] * v.y + mat[0 * 4 + 2] * v.z; result.y = mat[1 * 4 + 0] * v.x + mat[1 * 4 + 1] * v.y + mat[1 * 4 + 2] * v.z; result.z = mat[2 * 4 + 0] * v.x + mat[2 * 4 + 1] * v.y + mat[2 * 4 + 2] * v.z; } /* ======================== idJointMat::Mul ======================== */ ID_INLINE void idJointMat::Mul( idJointMat& result, const idJointMat& mat, const float s ) { result.mat[0 * 4 + 0] = s * mat.mat[0 * 4 + 0]; result.mat[0 * 4 + 1] = s * mat.mat[0 * 4 + 1]; result.mat[0 * 4 + 2] = s * mat.mat[0 * 4 + 2]; result.mat[0 * 4 + 3] = s * mat.mat[0 * 4 + 3]; result.mat[1 * 4 + 0] = s * mat.mat[1 * 4 + 0]; result.mat[1 * 4 + 1] = s * mat.mat[1 * 4 + 1]; result.mat[1 * 4 + 2] = s * mat.mat[1 * 4 + 2]; result.mat[1 * 4 + 3] = s * mat.mat[1 * 4 + 3]; result.mat[2 * 4 + 0] = s * mat.mat[2 * 4 + 0]; result.mat[2 * 4 + 1] = s * mat.mat[2 * 4 + 1]; result.mat[2 * 4 + 2] = s * mat.mat[2 * 4 + 2]; result.mat[2 * 4 + 3] = s * mat.mat[2 * 4 + 3]; } /* ======================== idJointMat::Mad ======================== */ ID_INLINE void idJointMat::Mad( idJointMat& result, const idJointMat& mat, const float s ) { result.mat[0 * 4 + 0] += s * mat.mat[0 * 4 + 0]; result.mat[0 * 4 + 1] += s * mat.mat[0 * 4 + 1]; result.mat[0 * 4 + 2] += s * mat.mat[0 * 4 + 2]; result.mat[0 * 4 + 3] += s * mat.mat[0 * 4 + 3]; result.mat[1 * 4 + 0] += s * mat.mat[1 * 4 + 0]; result.mat[1 * 4 + 1] += s * mat.mat[1 * 4 + 1]; result.mat[1 * 4 + 2] += s * mat.mat[1 * 4 + 2]; result.mat[1 * 4 + 3] += s * mat.mat[1 * 4 + 3]; result.mat[2 * 4 + 0] += s * mat.mat[2 * 4 + 0]; result.mat[2 * 4 + 1] += s * mat.mat[2 * 4 + 1]; result.mat[2 * 4 + 2] += s * mat.mat[2 * 4 + 2]; result.mat[2 * 4 + 3] += s * mat.mat[2 * 4 + 3]; } /* ======================== idJointMat::Multiply ======================== */ ID_INLINE void idJointMat::Multiply( idJointMat& result, const idJointMat& m1, const idJointMat& m2 ) { result.mat[0 * 4 + 0] = m1.mat[0 * 4 + 0] * m2.mat[0 * 4 + 0] + m1.mat[0 * 4 + 1] * m2.mat[1 * 4 + 0] + m1.mat[0 * 4 + 2] * m2.mat[2 * 4 + 0]; result.mat[0 * 4 + 1] = m1.mat[0 * 4 + 0] * m2.mat[0 * 4 + 1] + m1.mat[0 * 4 + 1] * m2.mat[1 * 4 + 1] + m1.mat[0 * 4 + 2] * m2.mat[2 * 4 + 1]; result.mat[0 * 4 + 2] = m1.mat[0 * 4 + 0] * m2.mat[0 * 4 + 2] + m1.mat[0 * 4 + 1] * m2.mat[1 * 4 + 2] + m1.mat[0 * 4 + 2] * m2.mat[2 * 4 + 2]; result.mat[0 * 4 + 3] = m1.mat[0 * 4 + 0] * m2.mat[0 * 4 + 3] + m1.mat[0 * 4 + 1] * m2.mat[1 * 4 + 3] + m1.mat[0 * 4 + 2] * m2.mat[2 * 4 + 3] + m1.mat[0 * 4 + 3]; result.mat[1 * 4 + 0] = m1.mat[1 * 4 + 0] * m2.mat[0 * 4 + 0] + m1.mat[1 * 4 + 1] * m2.mat[1 * 4 + 0] + m1.mat[1 * 4 + 2] * m2.mat[2 * 4 + 0]; result.mat[1 * 4 + 1] = m1.mat[1 * 4 + 0] * m2.mat[0 * 4 + 1] + m1.mat[1 * 4 + 1] * m2.mat[1 * 4 + 1] + m1.mat[1 * 4 + 2] * m2.mat[2 * 4 + 1]; result.mat[1 * 4 + 2] = m1.mat[1 * 4 + 0] * m2.mat[0 * 4 + 2] + m1.mat[1 * 4 + 1] * m2.mat[1 * 4 + 2] + m1.mat[1 * 4 + 2] * m2.mat[2 * 4 + 2]; result.mat[1 * 4 + 3] = m1.mat[1 * 4 + 0] * m2.mat[0 * 4 + 3] + m1.mat[1 * 4 + 1] * m2.mat[1 * 4 + 3] + m1.mat[1 * 4 + 2] * m2.mat[2 * 4 + 3] + m1.mat[1 * 4 + 3]; result.mat[2 * 4 + 0] = m1.mat[2 * 4 + 0] * m2.mat[0 * 4 + 0] + m1.mat[2 * 4 + 1] * m2.mat[1 * 4 + 0] + m1.mat[2 * 4 + 2] * m2.mat[2 * 4 + 0]; result.mat[2 * 4 + 1] = m1.mat[2 * 4 + 0] * m2.mat[0 * 4 + 1] + m1.mat[2 * 4 + 1] * m2.mat[1 * 4 + 1] + m1.mat[2 * 4 + 2] * m2.mat[2 * 4 + 1]; result.mat[2 * 4 + 2] = m1.mat[2 * 4 + 0] * m2.mat[0 * 4 + 2] + m1.mat[2 * 4 + 1] * m2.mat[1 * 4 + 2] + m1.mat[2 * 4 + 2] * m2.mat[2 * 4 + 2]; result.mat[2 * 4 + 3] = m1.mat[2 * 4 + 0] * m2.mat[0 * 4 + 3] + m1.mat[2 * 4 + 1] * m2.mat[1 * 4 + 3] + m1.mat[2 * 4 + 2] * m2.mat[2 * 4 + 3] + m1.mat[2 * 4 + 3]; } /* ======================== idJointMat::InverseMultiply ======================== */ ID_INLINE void idJointMat::InverseMultiply( idJointMat& result, const idJointMat& m1, const idJointMat& m2 ) { float dst[3]; result.mat[0 * 4 + 0] = m1.mat[0 * 4 + 0] * m2.mat[0 * 4 + 0] + m1.mat[0 * 4 + 1] * m2.mat[0 * 4 + 1] + m1.mat[0 * 4 + 2] * m2.mat[0 * 4 + 2]; result.mat[0 * 4 + 1] = m1.mat[0 * 4 + 0] * m2.mat[1 * 4 + 0] + m1.mat[0 * 4 + 1] * m2.mat[1 * 4 + 1] + m1.mat[0 * 4 + 2] * m2.mat[1 * 4 + 2]; result.mat[0 * 4 + 2] = m1.mat[0 * 4 + 0] * m2.mat[2 * 4 + 0] + m1.mat[0 * 4 + 1] * m2.mat[2 * 4 + 1] + m1.mat[0 * 4 + 2] * m2.mat[2 * 4 + 2]; result.mat[1 * 4 + 0] = m1.mat[1 * 4 + 0] * m2.mat[0 * 4 + 0] + m1.mat[1 * 4 + 1] * m2.mat[0 * 4 + 1] + m1.mat[1 * 4 + 2] * m2.mat[0 * 4 + 2]; result.mat[1 * 4 + 1] = m1.mat[1 * 4 + 0] * m2.mat[1 * 4 + 0] + m1.mat[1 * 4 + 1] * m2.mat[1 * 4 + 1] + m1.mat[1 * 4 + 2] * m2.mat[1 * 4 + 2]; result.mat[1 * 4 + 2] = m1.mat[1 * 4 + 0] * m2.mat[2 * 4 + 0] + m1.mat[1 * 4 + 1] * m2.mat[2 * 4 + 1] + m1.mat[1 * 4 + 2] * m2.mat[2 * 4 + 2]; result.mat[2 * 4 + 0] = m1.mat[2 * 4 + 0] * m2.mat[0 * 4 + 0] + m1.mat[2 * 4 + 1] * m2.mat[0 * 4 + 1] + m1.mat[2 * 4 + 2] * m2.mat[0 * 4 + 2]; result.mat[2 * 4 + 1] = m1.mat[2 * 4 + 0] * m2.mat[1 * 4 + 0] + m1.mat[2 * 4 + 1] * m2.mat[1 * 4 + 1] + m1.mat[2 * 4 + 2] * m2.mat[1 * 4 + 2]; result.mat[2 * 4 + 2] = m1.mat[2 * 4 + 0] * m2.mat[2 * 4 + 0] + m1.mat[2 * 4 + 1] * m2.mat[2 * 4 + 1] + m1.mat[2 * 4 + 2] * m2.mat[2 * 4 + 2]; dst[0] = - ( m2.mat[0 * 4 + 0] * m2.mat[0 * 4 + 3] + m2.mat[1 * 4 + 0] * m2.mat[1 * 4 + 3] + m2.mat[2 * 4 + 0] * m2.mat[2 * 4 + 3] ); dst[1] = - ( m2.mat[0 * 4 + 1] * m2.mat[0 * 4 + 3] + m2.mat[1 * 4 + 1] * m2.mat[1 * 4 + 3] + m2.mat[2 * 4 + 1] * m2.mat[2 * 4 + 3] ); dst[2] = - ( m2.mat[0 * 4 + 2] * m2.mat[0 * 4 + 3] + m2.mat[1 * 4 + 2] * m2.mat[1 * 4 + 3] + m2.mat[2 * 4 + 2] * m2.mat[2 * 4 + 3] ); result.mat[0 * 4 + 3] = m1.mat[0 * 4 + 0] * dst[0] + m1.mat[0 * 4 + 1] * dst[1] + m1.mat[0 * 4 + 2] * dst[2] + m1.mat[0 * 4 + 3]; result.mat[1 * 4 + 3] = m1.mat[1 * 4 + 0] * dst[0] + m1.mat[1 * 4 + 1] * dst[1] + m1.mat[1 * 4 + 2] * dst[2] + m1.mat[1 * 4 + 3]; result.mat[2 * 4 + 3] = m1.mat[2 * 4 + 0] * dst[0] + m1.mat[2 * 4 + 1] * dst[1] + m1.mat[2 * 4 + 2] * dst[2] + m1.mat[2 * 4 + 3]; } #endif /* !__JOINTTRANSFORM_H__ */