r_matrix.h

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00001 /*
00002  * Copyright(c) 2010 DarkPlaces.
00003  * Copyright(c) 2010 Quake2World.
00004  *
00005  * This program is free software; you can redistribute it and/or
00006  * modify it under the terms of the GNU General Public License
00007  * as published by the Free Software Foundation; either version 2
00008  * of the License, or(at your option) any later version.
00009  *
00010  * This program is distributed in the hope that it will be useful,
00011  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00013  *
00014  * See the GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software
00018  * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
00019  */
00020 
00021 #ifndef __MATRIXLIB_H__
00022 #define __MATRIXLIB_H__
00023 
00024 /*#define MATRIX4x4_OPENGLORIENTATION */
00025 
00026 typedef struct matrix4x4_s
00027 {
00028     float m[4][4];
00029 } matrix4x4_t;
00030 
00031 extern const matrix4x4_t identitymatrix;
00032 
00033 /* functions for manipulating 4x4 matrices */
00034 
00035 /* copy a matrix4x4 */
00036 void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in);
00037 /* copy only the rotation portion of a matrix4x4 */
00038 void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in);
00039 /* copy only the translate portion of a matrix4x4 */
00040 void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in);
00041 /* multiply two matrix4x4 together, combining their transformations
00042  * (warning: order matters - Concat(a, b, c) != Concat(a, c, b)) */
00043 void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2);
00044 /* swaps the rows and columns of the matrix
00045  * (is this useful for anything?) */
00046 void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1);
00047 /* creates a matrix that does the opposite of the matrix provided
00048  * this is a full matrix inverter, it should be able to invert any matrix that
00049  * is possible to invert
00050  * (non-uniform scaling, rotation, shearing, and translation, possibly others)
00051  * warning: this function is SLOW */
00052 int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1);
00053 /* creates a matrix that does the opposite of the matrix provided
00054  * only supports translate, rotate, scale (not scale3) matrices */
00055 void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);
00056 /* blends between two matrices, used primarily for animation interpolation
00057  * (note: it is recommended to follow this with Matrix4x4_Normalize, a method
00058  *  known as nlerp rotation, often better for animation purposes than slerp) */
00059 void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac);
00060 /* zeros all matrix components, used with Matrix4x4_Accumulate */
00061 void Matrix4x4_Clear (matrix4x4_t *out);
00062 /* adds a weighted contribution from the supplied matrix, used to blend 3 or
00063  * more matrices with weighting, it is recommended that Matrix4x4_Normalize be
00064  * called afterward (a method known as nlerp rotation, often better for
00065  * animation purposes than slerp) */
00066 void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight);
00067 /* creates a matrix that does the same rotation and translation as the matrix
00068  * provided, but no uniform scaling, does not support scale3 matrices */
00069 void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1);
00070 /* creates a matrix with vectors normalized individually (use after
00071  * Matrix4x4_Accumulate) */
00072 void Matrix4x4_Normalize3 (matrix4x4_t *out, matrix4x4_t *in1);
00073 /* modifies a matrix to have all vectors and origin reflected across the plane
00074  * to the opposite side (at least if axisscale is -2) */
00075 void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale);
00076 
00077 /* creates an identity matrix
00078  * (a matrix which does nothing) */
00079 void Matrix4x4_CreateIdentity (matrix4x4_t *out);
00080 /* creates a translate matrix
00081  * (moves vectors) */
00082 void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z);
00083 /* creates a rotate matrix
00084  * (rotates vectors) */
00085 void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z);
00086 /* creates a scaling matrix
00087  * (expands or contracts vectors)
00088  * (warning: do not apply this kind of matrix to direction vectors) */
00089 void Matrix4x4_CreateScale (matrix4x4_t *out, double x);
00090 /* creates a squishing matrix
00091  * (expands or contracts vectors differently in different axis)
00092  * (warning: this is not reversed by Invert_Simple)
00093  * (warning: do not apply this kind of matrix to direction vectors) */
00094 void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z);
00095 /* creates a matrix for a quake entity */
00096 void Matrix4x4_CreateFromQuakeEntity (matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale);
00097 
00098 /* converts a matrix4x4 to a set of 3D vectors for the 3 axial directions, and the translate */
00099 void Matrix4x4_ToVectors (const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]);
00100 /* creates a matrix4x4 from a set of 3D vectors for axial directions, and translate */
00101 void Matrix4x4_FromVectors (matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
00102 
00103 /* converts a matrix4x4 to a double[16] array in the OpenGL orientation */
00104 void Matrix4x4_ToArrayDoubleGL (const matrix4x4_t *in, double out[16]);
00105 /* creates a matrix4x4 from a double[16] array in the OpenGL orientation */
00106 void Matrix4x4_FromArrayDoubleGL (matrix4x4_t *out, const double in[16]);
00107 /* converts a matrix4x4 to a double[16] array in the Direct3D orientation */
00108 void Matrix4x4_ToArrayDoubleD3D (const matrix4x4_t *in, double out[16]);
00109 /* creates a matrix4x4 from a double[16] array in the Direct3D orientation */
00110 void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16]);
00111 
00112 /* converts a matrix4x4 to a float[16] array in the OpenGL orientation */
00113 void Matrix4x4_ToArrayFloatGL (const matrix4x4_t *in, float out[16]);
00114 /* creates a matrix4x4 from a float[16] array in the OpenGL orientation */
00115 void Matrix4x4_FromArrayFloatGL (matrix4x4_t *out, const float in[16]);
00116 /* converts a matrix4x4 to a float[16] array in the Direct3D orientation */
00117 void Matrix4x4_ToArrayFloatD3D (const matrix4x4_t *in, float out[16]);
00118 /* creates a matrix4x4 from a float[16] array in the Direct3D orientation */
00119 void Matrix4x4_FromArrayFloatD3D (matrix4x4_t *out, const float in[16]);
00120 
00121 /* converts a matrix4x4 to a float[12] array in the OpenGL orientation */
00122 void Matrix4x4_ToArray12FloatGL (const matrix4x4_t *in, float out[12]);
00123 /* creates a matrix4x4 from a float[12] array in the OpenGL orientation */
00124 void Matrix4x4_FromArray12FloatGL (matrix4x4_t *out, const float in[12]);
00125 /* converts a matrix4x4 to a float[12] array in the Direct3D orientation */
00126 void Matrix4x4_ToArray12FloatD3D (const matrix4x4_t *in, float out[12]);
00127 /* creates a matrix4x4 from a float[12] array in the Direct3D orientation */
00128 void Matrix4x4_FromArray12FloatD3D (matrix4x4_t *out, const float in[12]);
00129 
00130 /* creates a matrix4x4 from an origin and quaternion (used mostly with skeletal model formats such as PSK) */
00131 void Matrix4x4_FromOriginQuat (matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w);
00132 /* creates an origin and quaternion from a matrix4x4_t, quat[3] is always positive */
00133 void Matrix4x4_ToOrigin3Quat4Float (const matrix4x4_t *m, float *origin, float *quat);
00134 /* creates a matrix4x4 from an origin and canonical unit-length quaternion (used mostly with skeletal model formats such as MD5) */
00135 void Matrix4x4_FromDoom3Joint (matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z);
00136 
00137 /* creates a matrix4x4_t from an origin and canonical unit-length quaternion in short[6] normalized format */
00138 void Matrix4x4_FromBonePose6s (matrix4x4_t *m, float originscale, const short *pose6s);
00139 /* creates a short[6] representation from normalized matrix4x4_t */
00140 void Matrix4x4_ToBonePose6s (const matrix4x4_t *m, float origininvscale, short *pose6s);
00141 
00142 /* blends two matrices together, at a given percentage (blend controls percentage of in2) */
00143 void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend);
00144 
00145 /* transforms a 3D vector through a matrix4x4 */
00146 void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3]);
00147 /* transforms a 4D vector through a matrix4x4
00148  * (warning: if you don't know why you would need this, you don't need it)
00149  * (warning: the 4th component of the vector should be 1.0) */
00150 void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4]);
00151 /* reverse transforms a 3D vector through a matrix4x4, at least for *simple*
00152  * cases (rotation and translation *ONLY*), this attempts to undo the results
00153  * of Transform */
00154 /*void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]); */
00155 /* transforms a direction vector through the rotation part of a matrix */
00156 void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3]);
00157 /* transforms a positive distance plane (A*x+B*y+C*z-D=0) through a rotation or translation matrix */
00158 void Matrix4x4_TransformPositivePlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
00159 /* transforms a standard plane (A*x+B*y+C*z+D=0) through a rotation or translation matrix */
00160 void Matrix4x4_TransformStandardPlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
00161 
00162 /* ease of use functions
00163  * immediately applies a Translate to the matrix */
00164 void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z);
00165 /* immediately applies a Rotate to the matrix */
00166 void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z);
00167 /* immediately applies a Scale to the matrix */
00168 void Matrix4x4_ConcatScale (matrix4x4_t *out, double x);
00169 /* immediately applies a Scale3 to the matrix */
00170 void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z);
00171 
00172 /* extracts origin vector (translate) from matrix */
00173 void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out);
00174 /* extracts scaling factor from matrix (only works for uniform scaling) */
00175 double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in);
00176 
00177 /* replaces origin vector (translate) in matrix */
00178 void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z);
00179 /* moves origin vector (translate) in matrix by a simple translate */
00180 void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z);
00181 /* scales vectors of a matrix in place and allows you to scale origin as well */
00182 void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale);
00183 /* ensures each element of the 3x3 rotation matrix is facing in the + direction */
00184 void Matrix4x4_Abs (matrix4x4_t *out);
00185 
00186 #endif /* __MATRIX_H__ */

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