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- const Matrix IDENT_MATRIX = { { 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1 } };
- void mIdent(Matrix* m) {
- *m = IDENT_MATRIX;
- }
- void mCopy(Matrix* in, Matrix* out) {
- *out = *in;
- }
- // out cannot overlap with a or b
- // with restrict and -O2, this vectorizes nicely.
- void mFastMul(Matrix* restrict a, Matrix* restrict b, Matrix* restrict out) {
- int r, c;
-
- for(r = 0; r < 4; r++) {
- for(c = 0; c < 4; c++) {
- out->m[c + r * 4] =
- (a->m[r * 4 + 0] * b->m[c + 0]) +
- (a->m[r * 4 + 1] * b->m[c + 4]) +
- (a->m[r * 4 + 2] * b->m[c + 8]) +
- (a->m[r * 4 + 3] * b->m[c + 12]);
- }
- }
- }
- // out cannot overlap with a. make a copy first if you want to do weird stuff.
- void mMul(Matrix* restrict a, Matrix* restrict out) {
- Matrix b = *out;
-
- mFastMul(a, &b, out);
- }
- void mTransv(Vector3* v, Matrix* out) {
- mTrans3f(v->x, v->y, v->z, out);
- }
- void mTrans3f(float x, float y, float z, Matrix* out) {
- Matrix t;
-
- t = IDENT_MATRIX;
- t.m[12] = x;
- t.m[13] = y;
- t.m[14] = z;
-
- mMul(&t, out);
- }
- void mScalev(Vector3* v, Matrix* out) {
- mScale3f(v->x, v->y, v->z, out);
- }
- void mScale3f(float x, float y, float z, Matrix* out) {
- Matrix t;
-
- t = IDENT_MATRIX;
- t.m[0] = x;
- t.m[5] = y;
- t.m[10] = z;
- mMul(&t, out);
- }
- void mRotv(Vector3* v, float theta, Matrix* out) {
- mRot3f(v->x, v->y, v->z, theta, out);
- }
- void mRot3f(float x, float y, float z, float theta, Matrix* out) {
-
- float costh, omcosth;
- float sinth;
- Matrix r;
-
- sincosf(theta, &sinth, &costh);
- omcosth = 1 - costh;
-
- r.m[0] = costh + (x * x * omcosth);
- r.m[1] = (z * sinth) + (x * y * omcosth);
- r.m[2] = (-y * sinth) + (x * z * omcosth);
- r.m[3] = 0;
-
- r.m[4] = (x * y * omcosth) - (z * sinth);
- r.m[5] = costh + (y * y * omcosth);
- r.m[6] = (x * sinth) + (y * z * omcosth);
- r.m[7] = 0;
-
- r.m[8] = (y * sinth) + (x * z * omcosth);
- r.m[9] = (-x * sinth) + (y * z * omcosth);
- r.m[10] = costh + (z * z * omcosth);
- r.m[11] = 0;
-
- r.m[12] = 0;
- r.m[13] = 0;
- r.m[14] = 0;
- r.m[15] = 1;
-
- mMul(&r, out);
- }
- void mRotX(float theta, Matrix* out) {
- mRot3f(1,0,0, theta, out);
- }
- void mRotY(float theta, Matrix* out) {
- mRot3f(0,1,0, theta, out);
- }
- void mRotZ(float theta, Matrix* out) {
- mRot3f(0,0,1, theta, out);
- }
- // removes translation, scale and perspective
- void mRotationOnly(Matrix* in, Matrix* out) {
-
- // normalize scale
- float invc = 1.f / sqrtf(in->m[0]*in->m[0] + in->m[5]*in->m[5] + in->m[10]*in->m[10] + in->m[15]*in->m[15]);
-
- out->m[0] = in->m[0] * invc;
- out->m[5] = in->m[5] * invc;
- out->m[10] = in->m[10] * invc;
- // perspective
- out->m[3] = 0;
- out->m[7] = 0;
- out->m[11] = 0;
-
- // translation
- out->m[12] = 0;
- out->m[13] = 0;
- out->m[14] = 0;
- out->m[15] = 1;
-
- // copy rotation, without scale
- out->m[1] = in->m[1] * invc;
- out->m[2] = in->m[2] * invc;
- out->m[4] = in->m[4] * invc;
- out->m[6] = in->m[6] * invc;
- out->m[8] = in->m[8] * invc;
- out->m[9] = in->m[9] * invc;
- }
- void mTransposeFast(Matrix* in, Matrix* out) {
- int i;
-
- for(i = 0; i < 4; i++) {
- out->m[i] = in->m[i * 4];
- out->m[i + 4] = in->m[(i * 4) + 1];
- out->m[i + 8] = in->m[(i * 4) + 2];
- out->m[i + 12] = in->m[(i * 4) + 3];
- }
- }
- void mTranspose(Matrix* in, Matrix* out) {
- Matrix t;
-
- mTransposeFast(in, &t);
-
- *out = t;
- }
- float mTrace(Matrix* m) {
- return m->m[0+0*4] + m->m[1+1*4] + m->m[2+2*4] + m->m[3+3*4];
- }
- void mAdd(Matrix* a, Matrix* b, Matrix* out) {
- for(int i = 0; i < 16; i++) {
- out->m[i] = a->m[i] + b->m[i];
- }
- }
- void mScalarMul(Matrix* a, float f, Matrix* out) {
- for(int i = 0; i < 16; i++) {
- out->m[i] = a->m[i] * f;
- }
- }
- float mDeterminate(Matrix* m) {
- return
- m->m[3] * m->m[6] * m->m[9] * m->m[12] - m->m[2] * m->m[7] * m->m[9] * m->m[12] -
- m->m[3] * m->m[5] * m->m[10] * m->m[12] + m->m[1] * m->m[7] * m->m[10] * m->m[12] +
- m->m[2] * m->m[5] * m->m[11] * m->m[12] - m->m[1] * m->m[6] * m->m[11] * m->m[12] -
- m->m[3] * m->m[6] * m->m[8] * m->m[13] + m->m[2] * m->m[7] * m->m[8] * m->m[13] +
- m->m[3] * m->m[4] * m->m[10] * m->m[13] - m->m[0] * m->m[7] * m->m[10] * m->m[13] -
- m->m[2] * m->m[4] * m->m[11] * m->m[13] + m->m[0] * m->m[6] * m->m[11] * m->m[13] +
- m->m[3] * m->m[5] * m->m[8] * m->m[14] - m->m[1] * m->m[7] * m->m[8] * m->m[14] -
- m->m[3] * m->m[4] * m->m[9] * m->m[14] + m->m[0] * m->m[7] * m->m[9] * m->m[14] +
- m->m[1] * m->m[4] * m->m[11] * m->m[14] - m->m[0] * m->m[5] * m->m[11] * m->m[14] -
- m->m[2] * m->m[5] * m->m[8] * m->m[15] + m->m[1] * m->m[6] * m->m[8] * m->m[15] +
- m->m[2] * m->m[4] * m->m[9] * m->m[15] - m->m[0] * m->m[6] * m->m[9] * m->m[15] -
- m->m[1] * m->m[4] * m->m[10] * m->m[15] + m->m[0] * m->m[5] * m->m[10] * m->m[15];
- }
- // shamelessly lifted from this SO post and modified into C, added error checking, and transposed for column major ordering:
- // http://stackoverflow.com/a/7596981
- // matrix inversions suck. maybe one day i'll lift intel's super fast SSE one instead.
- // functions returns 0 if sucessful, 1 if there is no inverse
- int mInverse(Matrix* restrict in, Matrix* restrict out) {
-
- float s0, s1, s2, s3, s4, s5;
- float c0, c1, c2, c3, c4, c5;
- float invdet;
- s0 = in->m[0] * in->m[5] - in->m[1] * in->m[4];
- s1 = in->m[0] * in->m[9] - in->m[1] * in->m[8];
- s2 = in->m[0] * in->m[13] - in->m[1] * in->m[12];
- s3 = in->m[4] * in->m[9] - in->m[5] * in->m[8];
- s4 = in->m[4] * in->m[13] - in->m[5] * in->m[12];
- s5 = in->m[8] * in->m[13] - in->m[9] * in->m[12];
- c5 = in->m[10] * in->m[15] - in->m[11] * in->m[14];
- c4 = in->m[6] * in->m[15] - in->m[7] * in->m[14];
- c3 = in->m[6] * in->m[11] - in->m[7] * in->m[10];
- c2 = in->m[2] * in->m[15] - in->m[3] * in->m[14];
- c1 = in->m[2] * in->m[11] - in->m[3] * in->m[10];
- c0 = in->m[2] * in->m[7] - in->m[3] * in->m[6];
- // Should check for 0 determinant
- invdet = (s0 * c5 - s1 * c4 + s2 * c3 + s3 * c2 - s4 * c1 + s5 * c0);
- if(invdet == 0.0) {
- fprintf(stderr, "ERROR: Matrix has no inverse!!!\n");
- *(int*)0 = 1;
- return 1;
- }
- invdet = 1.0 / invdet;
-
- out->m[0] = ( in->m[5] * c5 - in->m[9] * c4 + in->m[13] * c3) * invdet;
- out->m[4] = (-in->m[4] * c5 + in->m[8] * c4 - in->m[12] * c3) * invdet;
- out->m[8] = ( in->m[7] * s5 - in->m[11] * s4 + in->m[15] * s3) * invdet;
- out->m[12] = (-in->m[6] * s5 + in->m[10] * s4 - in->m[14] * s3) * invdet;
- out->m[1] = (-in->m[1] * c5 + in->m[9] * c2 - in->m[13] * c1) * invdet;
- out->m[5] = ( in->m[0] * c5 - in->m[8] * c2 + in->m[12] * c1) * invdet;
- out->m[9] = (-in->m[3] * s5 + in->m[11] * s2 - in->m[15] * s1) * invdet;
- out->m[13] = ( in->m[2] * s5 - in->m[10] * s2 + in->m[14] * s1) * invdet;
- out->m[2] = ( in->m[1] * c4 - in->m[5] * c2 + in->m[13] * c0) * invdet;
- out->m[6] = (-in->m[0] * c4 + in->m[4] * c2 - in->m[12] * c0) * invdet;
- out->m[10] = ( in->m[3] * s4 - in->m[7] * s2 + in->m[15] * s0) * invdet;
- out->m[14] = (-in->m[2] * s4 + in->m[6] * s2 - in->m[14] * s0) * invdet;
- out->m[3] = (-in->m[1] * c3 + in->m[5] * c1 - in->m[9] * c0) * invdet;
- out->m[7] = ( in->m[0] * c3 - in->m[4] * c1 + in->m[8] * c0) * invdet;
- out->m[11] = (-in->m[3] * s3 + in->m[7] * s1 - in->m[11] * s0) * invdet;
- out->m[15] = ( in->m[2] * s3 - in->m[6] * s1 + in->m[10] * s0) * invdet;
- return 0;
- }
- // analogous to glFrustum
- // no div/0 checking here for right == left etc. just don't be an idiot.
- void mFrustum(float left, float right, float top, float bottom, float near, float far, Matrix* out) {
-
- Matrix m;
-
- m = IDENT_MATRIX;
-
- m.m[0] = (2 * near) / (right - left);
- m.m[5] = (2 * near) / (top - bottom);
- m.m[8] = (right + left) / (right - left);
- m.m[9] = (top + bottom) / (top - bottom);
- m.m[10] = -(far + near) / (far - near);
- m.m[11] = -1;
- m.m[14] = (-2 * far * near) / (far - near);
- m.m[15] = 0;
-
- mMul(&m, out);
- }
- // analogous to gluPerspective
- // same div/0 warnings apply. if you get an FP exception you deserve it.
- // https://www.opengl.org/archives/resources/faq/technical/transformations.htm
- // https://www.opengl.org/sdk/docs/man2/xhtml/gluPerspective.xml
- void mPerspective(float fov, float aspect, float near, float far, Matrix* out) {
-
- Matrix m;
- double f;
-
- m = IDENT_MATRIX;
- f = 1.0 / tan(fov * DEG2RAD * .5);
-
- m.m[0] = f / aspect;
- m.m[5] = f;
- m.m[10] = (far + near) / (near - far);
- m.m[11] = -1.0;
- m.m[14] = (2.0 * far * near) / (near - far);
- m.m[15] = 0.0;
- mMul(&m, out);
- }
- // analogous to gluPerspective
- // same div/0 warnings apply. if you get an FP exception you deserve it.
- void mPerspectiveVK(float fov, float aspect, float near, float far, Matrix* out) {
-
- *out = IDENT_MATRIX;
- float f;
-
- f = 1.0 / tan(fov * DEG2RAD * .5);
-
- out->m[0] = f / aspect;
- out->m[5] = -f;
- out->m[10] = far / (near - far);
- out->m[11] = -1.0;
- out->m[14] = (far * near) / (near - far);
- out->m[15] = 0.0;
- }
- // analogous to gluPerspective
- // same div/0 warnings apply. if you get an FP exception you deserve it.
- void mPerspectiveVK_ZUp(float fov, float aspect, float near, float far, Matrix* out) {
-
- *out = IDENT_MATRIX;
- float f;
-
- f = 1.0 / tan(fov * DEG2RAD * .5);
-
- out->m[0] = f / aspect;
- out->m[5] = f;
- out->m[10] = far / (far - near);
- out->m[11] = 1.0;
- out->m[14] = -(far * near) / (far - near);
- out->m[15] = 0.0;
- }
- // extract the near and far planes from a prespective matrix
- void mPerspExtractNF(Matrix* m, double* near, double* far) {
-
- // perspective computations can be sensitive to precision.
- double a = m->m[10];
- double b = m->m[14];
-
- *far = b / (1.0f + a);
- *near = (-a * b) / (a - 1.0f);
- // printf("a: %f, b: %f, f: %f, n: %f\n", a, b, f, n);
- }
- // extract the near and far planes from a prespective matrix
- void mPerspExtractNFVK(Matrix* m, double* near, double* far) {
-
- // perspective computations can be sensitive to precision.
- double a = m->m[10]; // = c->far / (c->far - c->near);
- double b = m->m[14]; // = -c->near * (c->far / (c->far - c->near));
- // per wolfram alpha:
- // https://www.wolframalpha.com/input?i=+solve+a+%3D+f+%2F+%28f+-+n%29%2C+b+%3D+-n+*+%28f+%2F+%28f+-+n%29%29+for+n%2C+f
- *far = -b / (a - 1.f);
- *near = -b / a;
- // printf("a: %f, b: %f, f: %f, n: %f\n", a, b, f, n);
- }
- // set the near and far planes for an existing prespective matrix
- void mPerspSetNF_ZUp(Matrix* m, float near, float far) { // Z-up
- m->m[6] = (far + near) / (near - far);
- m->m[14] = (2.0f * far * near) / (near - far);
- }
- // set the near and far planes for an existing prespective matrix
- void mPerspSetNFVK_ZUp(Matrix* m, float near, float far) { // Z-up
- m->m[10] = far / (far - near);
- m->m[14] = -(far * near) / (far - near);
- }
- // set the near and far planes for an existing prespective matrix
- void mPerspSetNFVK_ZUp_RDepth(Matrix* m, float near, float far) { // Z-up
- m->m[10] = near / (near - far);
- m->m[14] = -(near * far) / (near - far);
- }
- void mPerspSetNF(Matrix* m, float near, float far) { // Y-up
- m->m[10] = (far + near) / (far - near);
- m->m[14] = (2.0f * far * near) / (far - near);
- }
- void mPerspSetNFVK(Matrix* m, float near, float far) { // Y-up
- m->m[10] = far / (near - far);
- m->m[14] = (far * near) / (near - far);
- }
- void mPerspSetNFVK_RDepth(Matrix* m, float near, float far) { // Y-up
- m->m[10] = near / (far - near);
- m->m[14] = (near * far) / (far - near);
- }
- // orthographic projection.
- void mOrtho(float left, float right, float top, float bottom, float near, float far, Matrix* out) {
-
- Matrix m;
-
- m = IDENT_MATRIX;
-
- m.m[0] = 2.f / (right - left);
- m.m[5] = 2.f / (top - bottom);
- m.m[10] = -2.f / (far - near);
- m.m[12] = -(right + left) / (right - left);
- m.m[13] = -(top + bottom) / (top - bottom);
- m.m[14] = -(far + near) / (far - near);
- m.m[15] = 1.f;
-
- mMul(&m, out);
- }
- // orthographic projection.
- void mOrthoVK(float left, float right, float top, float bottom, float near, float far, Matrix* out) {
-
- Matrix m;
-
- m = IDENT_MATRIX;
-
- m.m[0] = 2.f / (right - left);
- m.m[5] = 2.f / (bottom - top);
- m.m[10] = -1.f / (far - near);
- m.m[12] = -(right + left) / (right - left);
- m.m[13] = -(top + bottom) / (bottom - top);
- m.m[14] = near / (near - far); // already at z = 0;
- m.m[15] = 1.f;
-
- mMul(&m, out);
- }
- void mOrthoFromRadius(float r, Matrix* out) {
- Matrix m;
-
- float right = -r ;
- float left = r;
- float top = r;
- float bottom = -r;
- float near = -r;
- float far = r;
-
- *out = IDENT_MATRIX;
- out->m[0 + (0*4)] = 2.f / (right - left);
- out->m[1 + (1*4)] = 2.f / (top - bottom);
- out->m[2 + (2*4)] = -2.f / (far - near);
-
- out->m[0 + (3*4)] = -(top + bottom) / (top - bottom);
- out->m[1 + (3*4)] = -(right + left) / (right - left);
- out->m[2 + (3*4)] = -(far + near) / (far - near);
- out->m[3 + (3*4)] = 1.f;
- }
- void mOrthoFromRadiusVK(float r, Matrix* out) {
- Matrix m;
-
- float right = -r ;
- float left = r;
- float top = r;
- float bottom = -r;
- float near = -r;
- float far = r;
-
- *out = IDENT_MATRIX;
- out->m[0 + (0*4)] = 2.f / (right - left);
- out->m[1 + (1*4)] = 2.f / (bottom - top);
- out->m[2 + (2*4)] = 1.f / (far - near);
-
- out->m[0 + (3*4)] = -(top + bottom) / (bottom - top);
- out->m[1 + (3*4)] = -(right + left) / (right - left);
- out->m[2 + (3*4)] = near / (near - far);
- out->m[3 + (3*4)] = 1.f;
- }
- //void mOrthoFromSphere(Sphere* s, Vector3* eyePos, Matrix* out) {
- void mOrthoFromSphere(Sphere s, Vector3 eyePos, Vector3 up, Matrix* out) {
- Matrix m;
- mOrthoFromRadius(s.r, &m);
- Vector3 d = vNorm3(vSub3(s.center, eyePos));
-
- Matrix m2;
- mLookAt(eyePos, s.center, up, &m2);
-
- mFastMul(&m2, &m, out);
- }
- //void mOrthoFromSphere(Sphere* s, Vector3* eyePos, Matrix* out) {
- void mOrthoFromSphereVK(Sphere s, Vector3 eyePos, Vector3 up, Matrix* out) {
- Matrix m;
- mOrthoFromRadiusVK(s.r, &m);
- Vector3 d = vNorm3(vSub3(s.center, eyePos));
-
- Matrix m2;
- mLookAt(eyePos, s.center, up, &m2);
-
- mFastMul(&m2, &m, out);
- }
- // extract the planes from an orthographic projection matrix.
- void mOrthoExtractPlanes(Matrix* m, float* left, float* right, float* top, float* bottom, float* near, float* far) {
-
- *left = (m->m[12] + 1) / -m->m[0];
- *right = (-m->m[12] + 1) / m->m[0];
- *bottom = (m->m[13] + 1) / m->m[5];
- *top = (-m->m[13] + 1) / m->m[5];
- *near = (m->m[14] + 1) / m->m[10];
- *far = (m->m[14] - 1) / m->m[10];
- }
- // BUG: probably completely wrong
- // extract the planes from an orthographic projection matrix.
- void mOrthoExtractPlanesVK(Matrix* m, float* left, float* right, float* top, float* bottom, float* near, float* far) {
-
- *left = (m->m[12] + 1) / -m->m[0];
- *right = (-m->m[12] + 1) / m->m[0];
- *bottom = (m->m[13] + 1) / m->m[5];
- *top = (-m->m[13] + 1) / m->m[5];
- *near = (m->m[14] + 1) / m->m[10];
- *far = (m->m[14] - 1) / m->m[10];
- }
- void mOrthoSetNF(Matrix* m, float near, float far) {
- m->m[2 + (2*4)] = -2. / (far - near);
- m->m[2 + (3*4)] = -(far + near) / (far - near);
- }
- void mOrthoSetNFVK(Matrix* m, float near, float far) {
- m->m[2 + (2*4)] = -1.f / (far - near);
- m->m[2 + (3*4)] = -(far + near) / (far - near);
- }
- // analgous to gluLookAt
- // up is not required to be orthogonal to anything, so long as it's not parallel to anything
- // http://www.songho.ca/opengl/gl_camera.html#lookat
- void mLookAt(Vector3 eye, Vector3 center, Vector3 up, Matrix* out) {
-
- Vector3 forward, left, upn;
- Matrix m;
-
-
- forward = vNorm3(vSub3(eye, center));
- left = vNorm3(vCross3(forward, up));
- upn = vCross3(left, forward);
-
- m.m[0+(0*4)] = left.x;
- m.m[1+(0*4)] = upn.x;
- m.m[2+(0*4)] = forward.x;
- m.m[3+(0*4)] = 0;
- m.m[0+(1*4)] = left.y;
- m.m[1+(1*4)] = upn.y;
- m.m[2+(1*4)] = forward.y;
- m.m[3+(1*4)] = 0;
-
- m.m[0+(2*4)] = left.z;
- m.m[1+(2*4)] = upn.z;
- m.m[2+(2*4)] = forward.z;
- m.m[3+(2*4)] = 0;
-
- m.m[0+(3*4)] = -left.x * center.x - left.y * center.y - left.z * center.z;
- m.m[1+(3*4)] = -upn.x * center.x - upn.y * center.y - upn.z * center.z;
- m.m[2+(3*4)] = -forward.x * center.x - forward.y * center.y - forward.z * center.z;
- m.m[3+(3*4)] = 1;
-
- *out = m;
- }
- void mLookDir(Vector3 eye, Vector3 dir, Vector3 up, Matrix* out) {
-
- Vector3 forward, left, upn;
- Matrix m;
-
-
- forward = vNeg(dir); //vNorm3(vSub3(eye, center));
- left = vNorm3(vCross3(forward, up));
- upn = vCross3(left, forward);
-
- m.m[0+(0*4)] = left.x;
- m.m[1+(0*4)] = upn.x;
- m.m[2+(0*4)] = forward.x;
- m.m[3+(0*4)] = 0;
- m.m[0+(1*4)] = left.y;
- m.m[1+(1*4)] = upn.y;
- m.m[2+(1*4)] = forward.y;
- m.m[3+(1*4)] = 0;
-
- m.m[0+(2*4)] = left.z;
- m.m[1+(2*4)] = upn.z;
- m.m[2+(2*4)] = forward.z;
- m.m[3+(2*4)] = 0;
-
- m.m[0+(3*4)] = -left.x * eye.x - left.y * eye.y - left.z * eye.z;
- m.m[1+(3*4)] = -upn.x * eye.x - upn.y * eye.y - upn.z * eye.z;
- m.m[2+(3*4)] = -forward.x * eye.x - forward.y * eye.y - forward.z * eye.z;
- m.m[3+(3*4)] = 1;
-
- *out = m;
- }
- void mRecompose(Vector3* trans, Quaternion* rot, Vector3* scale, Matrix* out) {
-
- Matrix qm;
- qUnitToMatrix(*rot, &qm);
-
- *out = IDENT_MATRIX;
- mTransv(trans, out);
- mMul(&qm, out);
- mScalev(scale, out);
- }
- void mDecompose(Matrix* mat, Vector3* trans, Quaternion* rot, Vector3* scale) {
- // translation is just column 3
- *trans = (Vector3){mat->m[3*4+0], mat->m[3*4+1], mat->m[3*4+2]};
-
- // scale is extracted out of the rows
- float s0 = vLen3((Vector3){mat->m[0*4+0], mat->m[1*4+0], mat->m[2*4+0]});
- float s1 = vLen3((Vector3){mat->m[0*4+1], mat->m[1*4+1], mat->m[2*4+1]});
- float s2 = vLen3((Vector3){mat->m[0*4+2], mat->m[1*4+2], mat->m[2*4+2]});
-
- // sometimes scale needs to be flipped
- float det = mDeterminate(mat);
- if(det < 0) s0 = -s0;
-
- scale->x = s0;
- scale->y = s1;
- scale->z = s2;
-
- float invs0 = 1.0f / s0;
- float invs1 = 1.0f / s1;
- float invs2 = 1.0f / s2;
- // construct a 3x3 rotation mat by dividing out the scale
- float m00 = mat->m[0*4+0] * invs0;
- float m01 = mat->m[0*4+1] * invs1;
- float m02 = mat->m[0*4+2] * invs2;
- float m10 = mat->m[1*4+0] * invs0;
- float m11 = mat->m[1*4+1] * invs1;
- float m12 = mat->m[1*4+2] * invs2;
- float m20 = mat->m[2*4+0] * invs0;
- float m21 = mat->m[2*4+1] * invs1;
- float m22 = mat->m[2*4+2] * invs2;
- // there's a nice, small, good paper from Insomniac Games about this algorithm
- float t;
- if(m22 < 0.f) {
- if(m00 > m11) {
- t = 1.f + m00 - m11 - m22;
- *rot = (Quaternion){t, m01 + m10, m20 + m02, m12 - m21};
- }
- else {
- t = 1.f - m00 + m11 - m22;
- *rot = (Quaternion){m01 + m10, t, m12 + m21, m20 - m02};
- }
- }
- else {
- if(m00 < -m11) {
- t = 1.f - m00 - m11 + m22;
- *rot = (Quaternion){m20 + m02, m12 + m21, t, m01 - m10};
- }
- else {
- t = 1.f + m00 + m11 + m22;
- *rot = (Quaternion){m12 - m21, m20 - m02, m01 - m10, t};
- }
- }
-
- vScale4p(rot, 0.5f / sqrtf(t), rot);
- }
- void mPrint(Matrix* m, FILE* f) {
- int r;
-
- if(!f) f = stdout;
-
- for(r = 0; r < 4; r++) {
- fprintf(f, "% .3e % .3e % .3e % .3e\n", m->m[r], m->m[r+4], m->m[r+8], m->m[r+12]);
- }
-
- fprintf(f, "\n");
- }
- // make sure you allocate enough. when it's out, it's out. no surprise mallocs later on. (yet)
- void msAlloc(int size, MatrixStack* ms) {
-
- ms->stack = (Matrix*)malloc(size * sizeof(Matrix));
-
- ms->size = size;
- ms->top = 0;
- };
-
- void msFree(MatrixStack* ms) {
- free(ms->stack);
- ms->stack = NULL;
- }
- // push a new matrix on the stack. if m is null, push an identity matrix
- int msPush(MatrixStack* ms) {
- if(ms->top == ms->size - 1) {
- fprintf(stderr, "Matrix Stack overflowed.\n");
- return 1;
- }
-
- ms->top++;
-
- mCopy(&ms->stack[ms->top - 1], &ms->stack[ms->top]);
-
- return 0;
- }
- void msPop(MatrixStack* ms) {
- if(ms->top == 0) return;
- ms->top--;
- }
- Matrix* msGetTop(MatrixStack* ms) {
- return &ms->stack[ms->top];
- }
- void msPrintAll(MatrixStack* ms, FILE* f) {
- int i;
-
- if(!f) f = stdout;
-
- for(i = 0; i <= ms->top; i++) {
- fprintf(f, "--%3d--------------------------\n", i);
- mPrint(&ms->stack[i], f);
- }
-
- fprintf(f, "-------------------------------\n");
- }
- void msIdent(MatrixStack* ms) {
- mIdent(msGetTop(ms));
- }
- void msCopy(Matrix* in, MatrixStack* ms) {
- mCopy(in, msGetTop(ms));
- }
- void msMul(Matrix* a, MatrixStack* ms) { // makes a copy of out before multiplying over it
- mMul(a, msGetTop(ms));
- }
- void msTransv(Vector3* v, MatrixStack* ms) { // translation
- mTransv(v, msGetTop(ms));
- }
- void msTrans3f(float x, float y, float z, MatrixStack* ms) { // translation
- mTrans3f(x, y, z, msGetTop(ms));
- }
- void msScalev(Vector3* v, MatrixStack* ms) {
- mScalev(v, msGetTop(ms));
- }
- void msScale3f(float x, float y, float z, MatrixStack* ms) {
- mScale3f(x, y, z, msGetTop(ms));
- }
- void msRotv(Vector3* v, float theta, MatrixStack* ms) { // rotate about a vector
- mRotv(v, theta, msGetTop(ms));
- }
- void msRot3f(float x, float y, float z, float theta, MatrixStack* ms) { // rotate about a vector
- mRot3f(x, y, z, theta, msGetTop(ms));
- }
- void msFrustum(float left, float right, float top, float bottom, float near, float far, MatrixStack* ms) {
- mFrustum(left, right, top, bottom, near, far, msGetTop(ms));
- }
- void msPerspective(double fov, float aspect, float near, float far, MatrixStack* ms) {
- mPerspective(fov, aspect, near, far, msGetTop(ms));
- }
- void msOrtho(float left, float right, float top, float bottom, float near, float far, MatrixStack* ms) {
- mOrtho(left, right, top, bottom, near, far, msGetTop(ms));
- }
- void msLookAt(Vector3* eye, Vector3* center, Vector3* up, MatrixStack* ms) {
- mLookAt(*eye, *center, *up, msGetTop(ms));
- }
- void msymPlaneFromTrip(Vector3* a, Vector3* b, Vector3* c, MatrixSym* m) {
- Vector3 n = vTriFaceNormal3(*a, *b, *c);
- float d = vDot3p(&n, a);
-
- m->m[0] = n.x * n.x;
- m->m[1] = n.x * n.y;
- m->m[2] = n.y * n.y;
- m->m[3] = n.x * n.z;
- m->m[4] = n.y * n.z;
- m->m[5] = n.z * n.z;
- m->m[6] = n.x * d;
- m->m[7] = n.y * d;
- m->m[8] = n.z * d;
- m->m[9] = d * d;
- }
- void msymAddp(MatrixSym* a, MatrixSym* b, MatrixSym* c) {
- for(int i = 0; i < 10; i++) c->m[i] = a->m[i] + b->m[i];
- }
- /*
- _ _
- | 0 1 3 6 |
- | 1 2 4 7 |
- | 3 4 5 8 |
- |_ 6 7 8 9 _|
- */
- // v * m * v^t
- float msymConjugateMulV3p(MatrixSym* m, Vector3* v) {
- float f0 = v->x * m->m[0] + v->x * m->m[1] + v->x * m->m[3] + v->x * m->m[6];
- float f1 = v->y * m->m[1] + v->y * m->m[2] + v->y * m->m[4] + v->y * m->m[7];
- float f2 = v->z * m->m[3] + v->z * m->m[4] + v->z * m->m[5] + v->z * m->m[8];
- float f3 = 1.0 * m->m[6] + 1.0 * m->m[7] + 1.0 * m->m[8] + 1.0 * m->m[9];
-
- return f0 * v->x + f1 * v->y + f2 * v->z + f3 * 1.0;
- }
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