DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
matrixlib.h
Go to the documentation of this file.
1
2#ifndef MATRIXLIB_H
3#define MATRIXLIB_H
4
5#include "qtypes.h"
6
7//#define MATRIX4x4_OPENGLORIENTATION
8
9typedef struct matrix4x4_s
10{
11 vec_t m[4][4];
12}
14
15extern const matrix4x4_t identitymatrix;
16
17// functions for manipulating 4x4 matrices
18
19// copy a matrix4x4
20void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in);
21// copy only the rotation portion of a matrix4x4
23// copy only the translate portion of a matrix4x4
25// multiply two matrix4x4 together, combining their transformations
26// (warning: order matters - Concat(a, b, c) != Concat(a, c, b))
27void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2);
28// swaps the rows and columns of the matrix
29// (is this useful for anything?)
30void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1);
31// creates a matrix that does the opposite of the matrix provided
32// this is a full matrix inverter, it should be able to invert any matrix that
33// is possible to invert
34// (non-uniform scaling, rotation, shearing, and translation, possibly others)
35// warning: this function is SLOW
36int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1);
37// creates a matrix that does the opposite of the matrix provided
38// only supports translate, rotate, scale (not scale3) matrices
39void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);
40// blends between two matrices, used primarily for animation interpolation
41// (note: it is recommended to follow this with Matrix4x4_Normalize, a method
42// known as nlerp rotation, often better for animation purposes than slerp)
43void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac);
44// zeros all matrix components, used with Matrix4x4_Accumulate
46// adds a weighted contribution from the supplied matrix, used to blend 3 or
47// more matrices with weighting, it is recommended that Matrix4x4_Normalize be
48// called afterward (a method known as nlerp rotation, often better for
49// animation purposes than slerp)
50void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight);
51// creates a matrix that does the same rotation and translation as the matrix
52// provided, but no uniform scaling, does not support scale3 matrices
54// creates a matrix with vectors normalized individually (use after
55// Matrix4x4_Accumulate)
57// modifies a matrix to have all vectors and origin reflected across the plane
58// to the opposite side (at least if axisscale is -2)
59void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale);
60
61// creates an identity matrix
62// (a matrix which does nothing)
64// creates a translate matrix
65// (moves vectors)
66void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z);
67// creates a rotate matrix
68// (rotates vectors)
69void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z);
70// creates a scaling matrix
71// (expands or contracts vectors)
72// (warning: do not apply this kind of matrix to direction vectors)
73void Matrix4x4_CreateScale (matrix4x4_t *out, double x);
74// creates a squishing matrix
75// (expands or contracts vectors differently in different axis)
76// (warning: this is not reversed by Invert_Simple)
77// (warning: do not apply this kind of matrix to direction vectors)
78void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z);
79// creates a matrix for a quake entity
80void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale);
81// creates a duke3d view matrix for a quake view matrix ;)
82void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle);
83
84// converts a matrix4x4 to a set of 3D vectors for the 3 axial directions, and the translate
85void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3]);
86// creates a matrix4x4 from a set of 3D vectors for axial directions, and translate
87void Matrix4x4_FromVectors(matrix4x4_t *out, const vec_t vx[3], const vec_t vy[3], const vec_t vz[3], const vec_t t[3]);
88
89// converts a matrix4x4 to a double[16] array in the OpenGL orientation
90void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]);
91// creates a matrix4x4 from a double[16] array in the OpenGL orientation
92void Matrix4x4_FromArrayDoubleGL(matrix4x4_t *out, const double in[16]);
93// converts a matrix4x4 to a double[16] array in the Direct3D orientation
94void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]);
95// creates a matrix4x4 from a double[16] array in the Direct3D orientation
96void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[4][4]);
97
98// converts a matrix4x4 to a float[16] array in the OpenGL orientation
99void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16]);
100// creates a matrix4x4 from a float[16] array in the OpenGL orientation
101void Matrix4x4_FromArrayFloatGL(matrix4x4_t *out, const float in[16]);
102// converts a matrix4x4 to a float[16] array in the Direct3D orientation
103void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16]);
104// creates a matrix4x4 from a float[16] array in the Direct3D orientation
105void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16]);
106
107// converts a matrix4x4 to a float[12] array in the OpenGL orientation
108void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[4][3]);
109// creates a matrix4x4 from a float[12] array in the OpenGL orientation
110void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]);
111// converts a matrix4x4 to a float[12] array in the Direct3D orientation
112void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]);
113// creates a matrix4x4 from a float[12] array in the Direct3D orientation
114void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]);
115
116// creates a matrix4x4 from an origin and quaternion (used mostly with skeletal model formats such as PSK)
117void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w);
118// creates an origin and quaternion from a matrix4x4_t, quat[3] is always positive
119void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat);
120// creates a matrix4x4 from an origin and canonical unit-length quaternion (used mostly with skeletal model formats such as MD5)
121void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z);
122
123// creates a matrix4x4_t from an origin and canonical unit-length quaternion in short[7] normalized format
124void Matrix4x4_FromBonePose7s(matrix4x4_t *m, float originscale, const short *pose7s);
125// creates a short[7] representation from normalized matrix4x4_t
126void Matrix4x4_ToBonePose7s(const matrix4x4_t *m, float origininvscale, short *pose7s);
127
128// blends two matrices together, at a given percentage (blend controls percentage of in2)
129void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend);
130
131// transforms a 3D vector through a matrix4x4
132void Matrix4x4_Transform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
133// transforms a 4D vector through a matrix4x4
134// (warning: if you don't know why you would need this, you don't need it)
135// (warning: the 4th component of the vector should be 1.0)
136void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec_t v[4], vec_t out[4]);
137// reverse transforms a 3D vector through a matrix4x4, at least for *simple*
138// cases (rotation and translation *ONLY*), this attempts to undo the results
139// of Transform
140//void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
141// transforms a direction vector through the rotation part of a matrix
142void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
143// transforms a positive distance plane (A*x+B*y+C*z-D=0) through a rotation or translation matrix
145// transforms a standard plane (A*x+B*y+C*z+D=0) through a rotation or translation matrix
147
148// ease of use functions
149// immediately applies a Translate to the matrix
150void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z);
151// immediately applies a Rotate to the matrix
152void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z);
153// immediately applies a Scale to the matrix
154void Matrix4x4_ConcatScale (matrix4x4_t *out, double x);
155// immediately applies a Scale3 to the matrix
156void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z);
157
158// extracts origin vector (translate) from matrix
159void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, vec_t *out);
160// extracts scaling factor from matrix (only works for uniform scaling)
161double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in);
162
163// replaces origin vector (translate) in matrix
164void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z);
165// moves origin vector (translate) in matrix by a simple translate
166void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z);
167// scales vectors of a matrix in place and allows you to scale origin as well
168void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale);
169// ensures each element of the 3x3 rotation matrix is facing in the + direction
170void Matrix4x4_Abs (matrix4x4_t *out);
171
172#endif
vector origin
float scale
GLubyte GLubyte GLubyte z
Definition glquake.h:782
GLubyte GLubyte GLubyte GLubyte w
Definition glquake.h:782
const GLdouble * v
Definition glquake.h:762
GLint GLenum GLint GLint y
Definition glquake.h:651
GLint GLenum GLint x
Definition glquake.h:651
void Matrix4x4_AdjustOrigin(matrix4x4_t *out, double x, double y, double z)
Definition matrixlib.c:1824
void Matrix4x4_Concat(matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2)
Definition matrixlib.c:83
void Matrix4x4_TransformStandardPlane(const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o)
Definition matrixlib.c:1717
void Matrix4x4_CreateIdentity(matrix4x4_t *out)
Definition matrixlib.c:564
void Matrix4x4_FromBonePose7s(matrix4x4_t *m, float originscale, const short *pose7s)
Definition matrixlib.c:1599
void Matrix4x4_Clear(matrix4x4_t *out)
Definition matrixlib.c:483
void Matrix4x4_OriginFromMatrix(const matrix4x4_t *in, vec_t *out)
Definition matrixlib.c:1792
void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12])
Definition matrixlib.c:1352
void Matrix4x4_TransformPositivePlane(const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o)
Definition matrixlib.c:1699
void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle)
Definition matrixlib.c:891
void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w)
Definition matrixlib.c:1461
void Matrix4x4_Transform(const matrix4x4_t *in, const vec_t v[3], vec_t out[3])
Definition matrixlib.c:1657
void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16])
Definition matrixlib.c:1009
void Matrix4x4_Blend(matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend)
Definition matrixlib.c:1635
void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16])
Definition matrixlib.c:1282
void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16])
Definition matrixlib.c:1165
void Matrix4x4_CreateTranslate(matrix4x4_t *out, double x, double y, double z)
Definition matrixlib.c:584
void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12])
Definition matrixlib.c:1391
void Matrix4x4_Transpose(matrix4x4_t *out, const matrix4x4_t *in1)
Definition matrixlib.c:122
void Matrix4x4_FromArrayFloatGL(matrix4x4_t *out, const float in[16])
Definition matrixlib.c:1204
void Matrix4x4_FromArrayDoubleGL(matrix4x4_t *out, const double in[16])
Definition matrixlib.c:1048
void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale)
Definition matrixlib.c:715
void Matrix4x4_CopyTranslateOnly(matrix4x4_t *out, const matrix4x4_t *in)
Definition matrixlib.c:44
int Matrix4x4_Invert_Full(matrix4x4_t *out, const matrix4x4_t *in1)
Definition matrixlib.c:145
void Matrix4x4_CreateScale3(matrix4x4_t *out, double x, double y, double z)
Definition matrixlib.c:695
void Matrix4x4_ConcatScale3(matrix4x4_t *out, double x, double y, double z)
Definition matrixlib.c:1784
void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16])
Definition matrixlib.c:1087
void Matrix4x4_SetOrigin(matrix4x4_t *out, double x, double y, double z)
Definition matrixlib.c:1811
void Matrix4x4_ConcatScale(matrix4x4_t *out, double x)
Definition matrixlib.c:1775
void Matrix4x4_Normalize3(matrix4x4_t *out, matrix4x4_t *in1)
Definition matrixlib.c:508
void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat)
Definition matrixlib.c:1477
void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12])
Definition matrixlib.c:1422
void Matrix4x4_Transform4(const matrix4x4_t *in, const vec_t v[4], vec_t out[4])
Definition matrixlib.c:1670
void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16])
Definition matrixlib.c:1243
void Matrix4x4_Reflect(matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale)
Definition matrixlib.c:535
void Matrix4x4_CreateScale(matrix4x4_t *out, double x)
Definition matrixlib.c:675
void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[4][3])
Definition matrixlib.c:1321
void Matrix4x4_Transform3x3(const matrix4x4_t *in, const vec_t v[3], vec_t out[3])
Definition matrixlib.c:1685
void Matrix4x4_Interpolate(matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac)
Definition matrixlib.c:475
void Matrix4x4_Invert_Simple(matrix4x4_t *out, const matrix4x4_t *in1)
Definition matrixlib.c:422
void Matrix4x4_Abs(matrix4x4_t *out)
Definition matrixlib.c:1859
void Matrix4x4_ConcatTranslate(matrix4x4_t *out, double x, double y, double z)
Definition matrixlib.c:1757
double Matrix4x4_ScaleFromMatrix(const matrix4x4_t *in)
Definition matrixlib.c:1805
void Matrix4x4_Normalize(matrix4x4_t *out, matrix4x4_t *in1)
Definition matrixlib.c:499
void Matrix4x4_Accumulate(matrix4x4_t *out, matrix4x4_t *in, double weight)
Definition matrixlib.c:491
const matrix4x4_t identitymatrix
Definition matrixlib.c:9
void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[4][4])
Definition matrixlib.c:1126
void Matrix4x4_ToBonePose7s(const matrix4x4_t *m, float origininvscale, short *pose7s)
Definition matrixlib.c:1614
void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3])
Definition matrixlib.c:939
void Matrix4x4_Copy(matrix4x4_t *out, const matrix4x4_t *in)
Definition matrixlib.c:19
void Matrix4x4_CreateRotate(matrix4x4_t *out, double angle, double x, double y, double z)
Definition matrixlib.c:623
void Matrix4x4_ConcatRotate(matrix4x4_t *out, double angle, double x, double y, double z)
Definition matrixlib.c:1766
void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z)
Definition matrixlib.c:1582
void Matrix4x4_Scale(matrix4x4_t *out, double rotatescale, double originscale)
Definition matrixlib.c:1837
void Matrix4x4_FromVectors(matrix4x4_t *out, const vec_t vx[3], const vec_t vy[3], const vec_t vz[3], const vec_t t[3])
Definition matrixlib.c:970
void Matrix4x4_CopyRotateOnly(matrix4x4_t *out, const matrix4x4_t *in)
Definition matrixlib.c:24
float vec_t
Definition qtypes.h:68