/* matrixlib.c - internal matrixlib Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "quakedef.h" const matrix3x4 matrix3x4_identity = { { 1, 0, 0, 0 }, // PITCH [forward], org[0] { 0, 1, 0, 0 }, // YAW [right] , org[1] { 0, 0, 1, 0 }, // ROLL [up] , org[2] }; /* ======================================================================== Matrix3x4 operations ======================================================================== */ void Matrix3x4_VectorTransform( const matrix3x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2] + in[0][3]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2] + in[1][3]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2] + in[2][3]; } void Matrix3x4_VectorITransform( const matrix3x4 in, const float v[3], float out[3] ) { vec3_t dir; dir[0] = v[0] - in[0][3]; dir[1] = v[1] - in[1][3]; dir[2] = v[2] - in[2][3]; out[0] = dir[0] * in[0][0] + dir[1] * in[1][0] + dir[2] * in[2][0]; out[1] = dir[0] * in[0][1] + dir[1] * in[1][1] + dir[2] * in[2][1]; out[2] = dir[0] * in[0][2] + dir[1] * in[1][2] + dir[2] * in[2][2]; } void Matrix3x4_VectorRotate( const matrix3x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2]; } void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0]; out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1]; out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2]; } void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 ) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1]; out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]; out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3]; out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0]; out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1]; out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]; out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3]; out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0]; out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; } void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z ) { out[0][3] = x; out[1][3] = y; out[2][3] = z; } void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out ) { out[0] = in[0][3]; out[1] = in[1][3]; out[2] = in[2][3]; } void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin ) { out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2]; out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2]; out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1]; out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2]; out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2]; out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0]; out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1]; out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0]; out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1]; out[0][3] = origin[0]; out[1][3] = origin[1]; out[2][3] = origin[2]; } void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale ) { float angle, sr, sp, sy, cr, cp, cy; if( angles[ROLL] ) { angle = angles[YAW] * (M_PI*2 / 360); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI*2 / 360); SinCos( angle, &sp, &cp ); angle = angles[ROLL] * (M_PI*2 / 360); SinCos( angle, &sr, &cr ); out[0][0] = (cp*cy) * scale; out[0][1] = (sr*sp*cy+cr*-sy) * scale; out[0][2] = (cr*sp*cy+-sr*-sy) * scale; out[0][3] = origin[0]; out[1][0] = (cp*sy) * scale; out[1][1] = (sr*sp*sy+cr*cy) * scale; out[1][2] = (cr*sp*sy+-sr*cy) * scale; out[1][3] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = (sr*cp) * scale; out[2][2] = (cr*cp) * scale; out[2][3] = origin[2]; } else if( angles[PITCH] ) { angle = angles[YAW] * (M_PI*2 / 360); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI*2 / 360); SinCos( angle, &sp, &cp ); out[0][0] = (cp*cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = (sp*cy) * scale; out[0][3] = origin[0]; out[1][0] = (cp*sy) * scale; out[1][1] = (cy) * scale; out[1][2] = (sp*sy) * scale; out[1][3] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = 0; out[2][2] = (cp) * scale; out[2][3] = origin[2]; } else if( angles[YAW] ) { angle = angles[YAW] * (M_PI*2 / 360); SinCos( angle, &sy, &cy ); out[0][0] = (cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = 0; out[0][3] = origin[0]; out[1][0] = (sy) * scale; out[1][1] = (cy) * scale; out[1][2] = 0; out[1][3] = origin[1]; out[2][0] = 0; out[2][1] = 0; out[2][2] = scale; out[2][3] = origin[2]; } else { out[0][0] = scale; out[0][1] = 0; out[0][2] = 0; out[0][3] = origin[0]; out[1][0] = 0; out[1][1] = scale; out[1][2] = 0; out[1][3] = origin[1]; out[2][0] = 0; out[2][1] = 0; out[2][2] = scale; out[2][3] = origin[2]; } } void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist ) { #ifdef PSP_VFPU float scale = vfpu_sqrtf( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); #else float scale = sqrtf( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); #endif float iscale = 1.0f / scale; out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale; out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale; out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale; *dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] ); } void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 ) { // we only support uniform scaling, so assume the first row is enough // (note the lack of sqrt here, because we're trying to undo the scaling, // this means multiplying by the inverse scale twice - squaring it, which // makes the sqrt a waste of time) float scale = 1.0 / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]); // invert the rotation by transposing and multiplying by the squared // recipricol of the input matrix scale as described above out[0][0] = in1[0][0] * scale; out[0][1] = in1[1][0] * scale; out[0][2] = in1[2][0] * scale; out[1][0] = in1[0][1] * scale; out[1][1] = in1[1][1] * scale; out[1][2] = in1[2][1] * scale; out[2][0] = in1[0][2] * scale; out[2][1] = in1[1][2] * scale; out[2][2] = in1[2][2] * scale; // invert the translate out[0][3] = -(in1[0][3] * out[0][0] + in1[1][3] * out[0][1] + in1[2][3] * out[0][2]); out[1][3] = -(in1[0][3] * out[1][0] + in1[1][3] * out[1][1] + in1[2][3] * out[1][2]); out[2][3] = -(in1[0][3] * out[2][0] + in1[1][3] * out[2][1] + in1[2][3] * out[2][2]); } const matrix4x4 matrix4x4_identity = { { 1, 0, 0, 0 }, // PITCH { 0, 1, 0, 0 }, // YAW { 0, 0, 1, 0 }, // ROLL { 0, 0, 0, 1 }, // ORIGIN }; /* ======================================================================== Matrix4x4 operations ======================================================================== */ void Matrix4x4_VectorTransform( const matrix4x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2] + in[0][3]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2] + in[1][3]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2] + in[2][3]; } void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out[3] ) { vec3_t dir; dir[0] = v[0] - in[0][3]; dir[1] = v[1] - in[1][3]; dir[2] = v[2] - in[2][3]; out[0] = dir[0] * in[0][0] + dir[1] * in[1][0] + dir[2] * in[2][0]; out[1] = dir[0] * in[0][1] + dir[1] * in[1][1] + dir[2] * in[2][1]; out[2] = dir[0] * in[0][2] + dir[1] * in[1][2] + dir[2] * in[2][2]; } void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2]; out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2]; out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2]; } void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] ) { out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0]; out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1]; out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2]; } void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1]; out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]; out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3]; out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0]; out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1]; out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]; out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3]; out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0]; out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; } void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z ) { out[0][3] = x; out[1][3] = y; out[2][3] = z; } void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out ) { out[0] = in[0][3]; out[1] = in[1][3]; out[2] = in[2][3]; } void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin ) { out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2]; out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2]; out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1]; out[0][3] = origin[0]; out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2]; out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2]; out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0]; out[1][3] = origin[1]; out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1]; out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0]; out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1]; out[2][3] = origin[2]; out[3][0] = 0; out[3][1] = 0; out[3][2] = 0; out[3][3] = 1; } void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale ) { float angle, sr, sp, sy, cr, cp, cy; if( angles[ROLL] ) { angle = angles[YAW] * (M_PI*2 / 360); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI*2 / 360); SinCos( angle, &sp, &cp ); angle = angles[ROLL] * (M_PI*2 / 360); SinCos( angle, &sr, &cr ); out[0][0] = (cp*cy) * scale; out[0][1] = (sr*sp*cy+cr*-sy) * scale; out[0][2] = (cr*sp*cy+-sr*-sy) * scale; out[0][3] = origin[0]; out[1][0] = (cp*sy) * scale; out[1][1] = (sr*sp*sy+cr*cy) * scale; out[1][2] = (cr*sp*sy+-sr*cy) * scale; out[1][3] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = (sr*cp) * scale; out[2][2] = (cr*cp) * scale; out[2][3] = origin[2]; out[3][0] = 0; out[3][1] = 0; out[3][2] = 0; out[3][3] = 1; } else if( angles[PITCH] ) { angle = angles[YAW] * (M_PI*2 / 360); SinCos( angle, &sy, &cy ); angle = angles[PITCH] * (M_PI*2 / 360); SinCos( angle, &sp, &cp ); out[0][0] = (cp*cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = (sp*cy) * scale; out[0][3] = origin[0]; out[1][0] = (cp*sy) * scale; out[1][1] = (cy) * scale; out[1][2] = (sp*sy) * scale; out[1][3] = origin[1]; out[2][0] = (-sp) * scale; out[2][1] = 0; out[2][2] = (cp) * scale; out[2][3] = origin[2]; out[3][0] = 0; out[3][1] = 0; out[3][2] = 0; out[3][3] = 1; } else if( angles[YAW] ) { angle = angles[YAW] * (M_PI*2 / 360); SinCos( angle, &sy, &cy ); out[0][0] = (cy) * scale; out[0][1] = (-sy) * scale; out[0][2] = 0; out[0][3] = origin[0]; out[1][0] = (sy) * scale; out[1][1] = (cy) * scale; out[1][2] = 0; out[1][3] = origin[1]; out[2][0] = 0; out[2][1] = 0; out[2][2] = scale; out[2][3] = origin[2]; out[3][0] = 0; out[3][1] = 0; out[3][2] = 0; out[3][3] = 1; } else { out[0][0] = scale; out[0][1] = 0; out[0][2] = 0; out[0][3] = origin[0]; out[1][0] = 0; out[1][1] = scale; out[1][2] = 0; out[1][3] = origin[1]; out[2][0] = 0; out[2][1] = 0; out[2][2] = scale; out[2][3] = origin[2]; out[3][0] = 0; out[3][1] = 0; out[3][2] = 0; out[3][3] = 1; } } void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin ) { #ifdef PSP_VFPU float xyDist = vfpu_sqrtf( in[0][0] * in[0][0] + in[1][0] * in[1][0] ); #else float xyDist = sqrtf( in[0][0] * in[0][0] + in[1][0] * in[1][0] ); #endif // enough here to get angles? if( xyDist > 0.001f ) { #ifdef PSP_VFPU angles[0] = RAD2DEG( vfpu_atan2f( -in[2][0], xyDist ) ); angles[1] = RAD2DEG( vfpu_atan2f( in[1][0], in[0][0] ) ); angles[2] = RAD2DEG( vfpu_atan2f( in[2][1], in[2][2] ) ); #else angles[0] = RAD2DEG( atan2( -in[2][0], xyDist ) ); angles[1] = RAD2DEG( atan2( in[1][0], in[0][0] ) ); angles[2] = RAD2DEG( atan2( in[2][1], in[2][2] ) ); #endif } else // forward is mostly Z, gimbal lock { #ifdef PSP_VFPU angles[0] = RAD2DEG( vfpu_atan2f( -in[2][0], xyDist ) ); angles[1] = RAD2DEG( vfpu_atan2f( -in[0][1], in[1][1] ) ); #else angles[0] = RAD2DEG( atan2( -in[2][0], xyDist ) ); angles[1] = RAD2DEG( atan2( -in[0][1], in[1][1] ) ); #endif angles[2] = 0; } origin[0] = in[0][3]; origin[1] = in[1][3]; origin[2] = in[2][3]; } void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist ) { #ifdef PSP_VFPU float scale = vfpu_sqrtf( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); #else float scale = sqrtf( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); #endif float iscale = 1.0f / scale; out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale; out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale; out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale; *dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] ); } void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist ) { #ifdef PSP_VFPU float scale = vfpu_sqrtf( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); #else float scale = sqrtf( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] ); #endif float iscale = 1.0f / scale; out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale; out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale; out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale; *dist = d * scale - ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] ); } void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 ) { // we only support uniform scaling, so assume the first row is enough // (note the lack of sqrt here, because we're trying to undo the scaling, // this means multiplying by the inverse scale twice - squaring it, which // makes the sqrt a waste of time) float scale = 1.0f / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]); // invert the rotation by transposing and multiplying by the squared // recipricol of the input matrix scale as described above out[0][0] = in1[0][0] * scale; out[0][1] = in1[1][0] * scale; out[0][2] = in1[2][0] * scale; out[1][0] = in1[0][1] * scale; out[1][1] = in1[1][1] * scale; out[1][2] = in1[2][1] * scale; out[2][0] = in1[0][2] * scale; out[2][1] = in1[1][2] * scale; out[2][2] = in1[2][2] * scale; // invert the translate out[0][3] = -(in1[0][3] * out[0][0] + in1[1][3] * out[0][1] + in1[2][3] * out[0][2]); out[1][3] = -(in1[0][3] * out[1][0] + in1[1][3] * out[1][1] + in1[2][3] * out[1][2]); out[2][3] = -(in1[0][3] * out[2][0] + in1[1][3] * out[2][1] + in1[2][3] * out[2][2]); // don't know if there's anything worth doing here out[3][0] = 0; out[3][1] = 0; out[3][2] = 0; out[3][3] = 1; }