mirror of
https://github.com/DrBeef/Raze.git
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5eb9af1e00
IQM model support and a few bugfixes.
710 lines
17 KiB
C++
710 lines
17 KiB
C++
/* --------------------------------------------------
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Lighthouse3D
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VSMatrix - Very Simple Matrix Library
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http://www.lighthouse3d.com/very-simple-libs
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This is a simplified version of VSMatrix that has been adjusted for GZDoom's needs.
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----------------------------------------------------*/
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#include <algorithm>
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#include <math.h>
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#include "matrix.h"
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#ifdef _MSC_VER
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#pragma warning(disable : 4244) // truncate from double to float
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#endif
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static inline FLOATTYPE
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DegToRad(FLOATTYPE degrees)
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{
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return (FLOATTYPE)(degrees * (pi::pif() / 180.0f));
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};
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// sets the square matrix mat to the identity matrix,
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// size refers to the number of rows (or columns)
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void
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VSMatrix::setIdentityMatrix( FLOATTYPE *mat, int size) {
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// fill matrix with 0s
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for (int i = 0; i < size * size; ++i)
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mat[i] = 0.0f;
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// fill diagonal with 1s
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for (int i = 0; i < size; ++i)
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mat[i + i * size] = 1.0f;
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}
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// gl LoadIdentity implementation
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void
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VSMatrix::loadIdentity()
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{
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// fill matrix with 0s
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for (int i = 0; i < 16; ++i)
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mMatrix[i] = 0.0f;
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// fill diagonal with 1s
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for (int i = 0; i < 4; ++i)
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mMatrix[i + i * 4] = 1.0f;
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}
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// gl MultMatrix implementation
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void
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VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
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{
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res[j*4 + i] = 0.0f;
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for (int k = 0; k < 4; ++k)
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{
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res[j*4 + i] += mMatrix[k*4 + i] * aMatrix[j*4 + k];
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}
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}
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}
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memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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// gl MultMatrix implementation
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void
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VSMatrix::multMatrix(const float *aMatrix)
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{
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res[j * 4 + i] = 0.0f;
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for (int k = 0; k < 4; ++k)
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{
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res[j*4 + i] += mMatrix[k*4 + i] * aMatrix[j*4 + k];
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}
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}
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}
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memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
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}
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#endif
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void VSMatrix::multQuaternion(const TVector4<FLOATTYPE>& q)
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{
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FLOATTYPE m[16] = { FLOATTYPE(0.0) };
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m[0 * 4 + 0] = FLOATTYPE(1.0) - FLOATTYPE(2.0) * q.Y * q.Y - FLOATTYPE(2.0) * q.Z * q.Z;
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m[1 * 4 + 0] = FLOATTYPE(2.0) * q.X * q.Y - FLOATTYPE(2.0) * q.W * q.Z;
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m[2 * 4 + 0] = FLOATTYPE(2.0) * q.X * q.Z + FLOATTYPE(2.0) * q.W * q.Y;
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m[0 * 4 + 1] = FLOATTYPE(2.0) * q.X * q.Y + FLOATTYPE(2.0) * q.W * q.Z;
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m[1 * 4 + 1] = FLOATTYPE(1.0) - FLOATTYPE(2.0) * q.X * q.X - FLOATTYPE(2.0) * q.Z * q.Z;
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m[2 * 4 + 1] = FLOATTYPE(2.0) * q.Y * q.Z - FLOATTYPE(2.0) * q.W * q.X;
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m[0 * 4 + 2] = FLOATTYPE(2.0) * q.X * q.Z - FLOATTYPE(2.0) * q.W * q.Y;
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m[1 * 4 + 2] = FLOATTYPE(2.0) * q.Y * q.Z + FLOATTYPE(2.0) * q.W * q.X;
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m[2 * 4 + 2] = FLOATTYPE(1.0) - FLOATTYPE(2.0) * q.X * q.X - FLOATTYPE(2.0) * q.Y * q.Y;
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m[3 * 4 + 3] = FLOATTYPE(1.0);
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multMatrix(m);
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}
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// gl LoadMatrix implementation
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void
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VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
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{
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memcpy(mMatrix, aMatrix, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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// gl LoadMatrix implementation
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void
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VSMatrix::loadMatrix(const float *aMatrix)
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{
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for (int i = 0; i < 16; ++i)
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{
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mMatrix[i] = aMatrix[i];
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}
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}
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#endif
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// gl Translate implementation
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void
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VSMatrix::translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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mMatrix[12] = mMatrix[0] * x + mMatrix[4] * y + mMatrix[8] * z + mMatrix[12];
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mMatrix[13] = mMatrix[1] * x + mMatrix[5] * y + mMatrix[9] * z + mMatrix[13];
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mMatrix[14] = mMatrix[2] * x + mMatrix[6] * y + mMatrix[10] * z + mMatrix[14];
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}
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void VSMatrix::transpose()
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{
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FLOATTYPE original[16];
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for (int cnt = 0; cnt < 16; cnt++)
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original[cnt] = mMatrix[cnt];
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mMatrix[0] = original[0];
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mMatrix[1] = original[4];
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mMatrix[2] = original[8];
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mMatrix[3] = original[12];
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mMatrix[4] = original[1];
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mMatrix[5] = original[5];
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mMatrix[6] = original[9];
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mMatrix[7] = original[13];
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mMatrix[8] = original[2];
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mMatrix[9] = original[6];
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mMatrix[10] = original[10];
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mMatrix[11] = original[14];
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mMatrix[12] = original[3];
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mMatrix[13] = original[7];
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mMatrix[14] = original[11];
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mMatrix[15] = original[15];
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}
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// gl Scale implementation
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void
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VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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mMatrix[0] *= x; mMatrix[1] *= x; mMatrix[2] *= x; mMatrix[3] *= x;
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mMatrix[4] *= y; mMatrix[5] *= y; mMatrix[6] *= y; mMatrix[7] *= y;
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mMatrix[8] *= z; mMatrix[9] *= z; mMatrix[10] *= z; mMatrix[11] *= z;
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}
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// gl Rotate implementation
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void
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VSMatrix::rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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FLOATTYPE mat[16];
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FLOATTYPE v[3];
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v[0] = x;
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v[1] = y;
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v[2] = z;
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FLOATTYPE radAngle = DegToRad(angle);
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FLOATTYPE co = cos(radAngle);
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FLOATTYPE si = sin(radAngle);
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normalize(v);
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FLOATTYPE x2 = v[0]*v[0];
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FLOATTYPE y2 = v[1]*v[1];
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FLOATTYPE z2 = v[2]*v[2];
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// mat[0] = x2 + (y2 + z2) * co;
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mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co;
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mat[4] = v[0] * v[1] * (1 - co) - v[2] * si;
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mat[8] = v[0] * v[2] * (1 - co) + v[1] * si;
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mat[12]= 0.0f;
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mat[1] = v[0] * v[1] * (1 - co) + v[2] * si;
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// mat[5] = y2 + (x2 + z2) * co;
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mat[5] = co + y2 * (1 - co);
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mat[9] = v[1] * v[2] * (1 - co) - v[0] * si;
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mat[13]= 0.0f;
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mat[2] = v[0] * v[2] * (1 - co) - v[1] * si;
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mat[6] = v[1] * v[2] * (1 - co) + v[0] * si;
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// mat[10]= z2 + (x2 + y2) * co;
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mat[10]= co + z2 * (1 - co);
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mat[14]= 0.0f;
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mat[3] = 0.0f;
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mat[7] = 0.0f;
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mat[11]= 0.0f;
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mat[15]= 1.0f;
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multMatrix(mat);
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}
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// gluLookAt implementation
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void
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VSMatrix::lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos,
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FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook,
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FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp)
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{
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FLOATTYPE dir[3], right[3], up[3];
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up[0] = xUp; up[1] = yUp; up[2] = zUp;
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dir[0] = (xLook - xPos);
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dir[1] = (yLook - yPos);
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dir[2] = (zLook - zPos);
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normalize(dir);
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crossProduct(dir,up,right);
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normalize(right);
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crossProduct(right,dir,up);
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normalize(up);
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FLOATTYPE m1[16],m2[16];
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m1[0] = right[0];
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m1[4] = right[1];
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m1[8] = right[2];
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m1[12] = 0.0f;
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m1[1] = up[0];
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m1[5] = up[1];
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m1[9] = up[2];
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m1[13] = 0.0f;
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m1[2] = -dir[0];
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m1[6] = -dir[1];
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m1[10] = -dir[2];
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m1[14] = 0.0f;
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m1[3] = 0.0f;
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m1[7] = 0.0f;
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m1[11] = 0.0f;
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m1[15] = 1.0f;
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setIdentityMatrix(m2,4);
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m2[12] = -xPos;
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m2[13] = -yPos;
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m2[14] = -zPos;
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multMatrix(m1);
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multMatrix(m2);
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}
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// gluPerspective implementation
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void
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VSMatrix::perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp)
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{
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FLOATTYPE f = 1.0f / tan (fov * (pi::pif() / 360.0f));
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loadIdentity();
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mMatrix[0] = f / ratio;
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mMatrix[1 * 4 + 1] = f;
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mMatrix[2 * 4 + 2] = (farp + nearp) / (nearp - farp);
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mMatrix[3 * 4 + 2] = (2.0f * farp * nearp) / (nearp - farp);
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mMatrix[2 * 4 + 3] = -1.0f;
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mMatrix[3 * 4 + 3] = 0.0f;
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}
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// gl Ortho implementation
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void
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VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE nearp, FLOATTYPE farp)
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{
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loadIdentity();
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mMatrix[0 * 4 + 0] = 2 / (right - left);
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mMatrix[1 * 4 + 1] = 2 / (top - bottom);
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mMatrix[2 * 4 + 2] = -2 / (farp - nearp);
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mMatrix[3 * 4 + 0] = -(right + left) / (right - left);
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mMatrix[3 * 4 + 1] = -(top + bottom) / (top - bottom);
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mMatrix[3 * 4 + 2] = -(farp + nearp) / (farp - nearp);
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}
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// gl Frustum implementation
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void
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VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE nearp, FLOATTYPE farp)
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{
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FLOATTYPE m[16];
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setIdentityMatrix(m,4);
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m[0 * 4 + 0] = 2 * nearp / (right-left);
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m[1 * 4 + 1] = 2 * nearp / (top - bottom);
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m[2 * 4 + 0] = (right + left) / (right - left);
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m[2 * 4 + 1] = (top + bottom) / (top - bottom);
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m[2 * 4 + 2] = - (farp + nearp) / (farp - nearp);
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m[2 * 4 + 3] = -1.0f;
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m[3 * 4 + 2] = - 2 * farp * nearp / (farp-nearp);
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m[3 * 4 + 3] = 0.0f;
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multMatrix(m);
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}
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/*
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// returns a pointer to the requested matrix
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FLOATTYPE *
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VSMatrix::get(MatrixTypes aType)
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{
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return mMatrix[aType];
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}
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*/
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/* -----------------------------------------------------
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SEND MATRICES TO OPENGL
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------------------------------------------------------*/
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// -----------------------------------------------------
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// AUX functions
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// -----------------------------------------------------
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// Compute res = M * point
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void
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VSMatrix::multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res)
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{
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for (int i = 0; i < 4; ++i)
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{
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res[i] = 0.0f;
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for (int j = 0; j < 4; j++) {
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res[i] += point[j] * mMatrix[j*4 + i];
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}
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}
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}
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// res = a cross b;
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void
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VSMatrix::crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = a[1] * b[2] - b[1] * a[2];
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res[1] = a[2] * b[0] - b[2] * a[0];
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res[2] = a[0] * b[1] - b[0] * a[1];
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}
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// returns a . b
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FLOATTYPE
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VSMatrix::dotProduct(const FLOATTYPE *a, const FLOATTYPE *b) {
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FLOATTYPE res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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return res;
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}
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// Normalize a vec3
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void
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VSMatrix::normalize(FLOATTYPE *a) {
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FLOATTYPE mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
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a[0] /= mag;
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a[1] /= mag;
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a[2] /= mag;
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}
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// res = b - a
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void
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VSMatrix::subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = b[0] - a[0];
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res[1] = b[1] - a[1];
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res[2] = b[2] - a[2];
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}
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// res = a + b
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void
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VSMatrix::add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = b[0] + a[0];
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res[1] = b[1] + a[1];
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res[2] = b[2] + a[2];
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}
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// returns |a|
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FLOATTYPE
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VSMatrix::length(const FLOATTYPE *a) {
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return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]));
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}
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// computes the derived normal matrix for the view matrix
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void
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VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
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{
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double mMat3x3[9];
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mMat3x3[0] = aMatrix[0];
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mMat3x3[1] = aMatrix[1];
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mMat3x3[2] = aMatrix[2];
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mMat3x3[3] = aMatrix[4];
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mMat3x3[4] = aMatrix[5];
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mMat3x3[5] = aMatrix[6];
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mMat3x3[6] = aMatrix[8];
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mMat3x3[7] = aMatrix[9];
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mMat3x3[8] = aMatrix[10];
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double det, invDet;
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det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
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mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
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mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]);
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invDet = 1.0/det;
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mMatrix[0] = (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) * invDet;
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mMatrix[1] = (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) * invDet;
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mMatrix[2] = (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]) * invDet;
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mMatrix[3] = 0.0f;
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mMatrix[4] = (mMat3x3[2] * mMat3x3[7] - mMat3x3[1] * mMat3x3[8]) * invDet;
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mMatrix[5] = (mMat3x3[0] * mMat3x3[8] - mMat3x3[2] * mMat3x3[6]) * invDet;
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mMatrix[6] = (mMat3x3[1] * mMat3x3[6] - mMat3x3[7] * mMat3x3[0]) * invDet;
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mMatrix[7] = 0.0f;
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mMatrix[8] = (mMat3x3[1] * mMat3x3[5] - mMat3x3[4] * mMat3x3[2]) * invDet;
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mMatrix[9] = (mMat3x3[2] * mMat3x3[3] - mMat3x3[0] * mMat3x3[5]) * invDet;
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mMatrix[10] =(mMat3x3[0] * mMat3x3[4] - mMat3x3[3] * mMat3x3[1]) * invDet;
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mMatrix[11] = 0.0;
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mMatrix[12] = 0.0;
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mMatrix[13] = 0.0;
|
|
mMatrix[14] = 0.0;
|
|
mMatrix[15] = 1.0;
|
|
|
|
}
|
|
|
|
|
|
// aux function resMat = resMat * aMatrix
|
|
void
|
|
VSMatrix::multMatrix(FLOATTYPE *resMat, const FLOATTYPE *aMatrix)
|
|
{
|
|
|
|
FLOATTYPE res[16];
|
|
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
for (int j = 0; j < 4; ++j)
|
|
{
|
|
res[j*4 + i] = 0.0f;
|
|
for (int k = 0; k < 4; ++k)
|
|
{
|
|
res[j*4 + i] += resMat[k*4 + i] * aMatrix[j*4 + k];
|
|
}
|
|
}
|
|
}
|
|
memcpy(resMat, res, 16 * sizeof(FLOATTYPE));
|
|
}
|
|
|
|
static double mat3Determinant(const FLOATTYPE *mMat3x3)
|
|
{
|
|
return mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
|
|
mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
|
|
mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]);
|
|
}
|
|
|
|
static double mat4Determinant(const FLOATTYPE *matrix)
|
|
{
|
|
FLOATTYPE mMat3x3_a[9] =
|
|
{
|
|
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_b[9] =
|
|
{
|
|
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_c[9] =
|
|
{
|
|
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_d[9] =
|
|
{
|
|
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
|
|
};
|
|
|
|
FLOATTYPE a, b, c, d;
|
|
FLOATTYPE value;
|
|
|
|
a = mat3Determinant(mMat3x3_a);
|
|
b = mat3Determinant(mMat3x3_b);
|
|
c = mat3Determinant(mMat3x3_c);
|
|
d = mat3Determinant(mMat3x3_d);
|
|
|
|
value = matrix[0 * 4 + 0] * a;
|
|
value -= matrix[0 * 4 + 1] * b;
|
|
value += matrix[0 * 4 + 2] * c;
|
|
value -= matrix[0 * 4 + 3] * d;
|
|
|
|
return value;
|
|
}
|
|
|
|
static void mat4Adjoint(const FLOATTYPE *matrix, FLOATTYPE *result)
|
|
{
|
|
FLOATTYPE mMat3x3_a[9] =
|
|
{
|
|
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_b[9] =
|
|
{
|
|
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_c[9] =
|
|
{
|
|
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_d[9] =
|
|
{
|
|
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_e[9] =
|
|
{
|
|
matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_f[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_g[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_h[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_i[9] =
|
|
{
|
|
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_j[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2],
|
|
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_k[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_l[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
|
|
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
|
|
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_m[9] =
|
|
{
|
|
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
|
|
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2],
|
|
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_n[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
|
|
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2],
|
|
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_o[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
|
|
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
|
|
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
|
|
};
|
|
|
|
FLOATTYPE mMat3x3_p[9] =
|
|
{
|
|
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
|
|
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
|
|
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2]
|
|
};
|
|
|
|
result[0 * 4 + 0] = mat3Determinant(mMat3x3_a);
|
|
result[1 * 4 + 0] = -mat3Determinant(mMat3x3_b);
|
|
result[2 * 4 + 0] = mat3Determinant(mMat3x3_c);
|
|
result[3 * 4 + 0] = -mat3Determinant(mMat3x3_d);
|
|
result[0 * 4 + 1] = -mat3Determinant(mMat3x3_e);
|
|
result[1 * 4 + 1] = mat3Determinant(mMat3x3_f);
|
|
result[2 * 4 + 1] = -mat3Determinant(mMat3x3_g);
|
|
result[3 * 4 + 1] = mat3Determinant(mMat3x3_h);
|
|
result[0 * 4 + 2] = mat3Determinant(mMat3x3_i);
|
|
result[1 * 4 + 2] = -mat3Determinant(mMat3x3_j);
|
|
result[2 * 4 + 2] = mat3Determinant(mMat3x3_k);
|
|
result[3 * 4 + 2] = -mat3Determinant(mMat3x3_l);
|
|
result[0 * 4 + 3] = -mat3Determinant(mMat3x3_m);
|
|
result[1 * 4 + 3] = mat3Determinant(mMat3x3_n);
|
|
result[2 * 4 + 3] = -mat3Determinant(mMat3x3_o);
|
|
result[3 * 4 + 3] = mat3Determinant(mMat3x3_p);
|
|
}
|
|
|
|
bool VSMatrix::inverseMatrix(VSMatrix &result)
|
|
{
|
|
// Calculate mat4 determinant
|
|
FLOATTYPE det = mat4Determinant(mMatrix);
|
|
|
|
// Inverse unknown when determinant is close to zero
|
|
if (fabs(det) < 1e-15)
|
|
{
|
|
for (int i = 0; i < 16; i++)
|
|
result.mMatrix[i] = FLOATTYPE(0.0);
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
mat4Adjoint(mMatrix, result.mMatrix);
|
|
|
|
FLOATTYPE invDet = FLOATTYPE(1.0) / det;
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
result.mMatrix[i] = result.mMatrix[i] * invDet;
|
|
}
|
|
}
|
|
return true;
|
|
}
|