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#include <math.h>
#include <stdio.h>
#include "cr_matrix.h"
#include "cr_mem.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
static const CRmatrix identity_matrix = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
/*
* Initialize the given matrix to the identity.
*/
void
crMatrixInit(CRmatrix *m)
{
*m = identity_matrix;
}
/*
* Parse a string of 16 floats to initialize a matrix (row major order).
* If there's a parsing error, initialize the matrix to the identity.
*/
void
crMatrixInitFromString(CRmatrix *m, const char *s)
{
const char *fmt = "%f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f";
const char *fmtb = "[ %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f ]";
int n = sscanf(s, (s[0] == '[' ? fmtb : fmt),
&m->m00, &m->m01, &m->m02, &m->m03,
&m->m10, &m->m11, &m->m12, &m->m13,
&m->m20, &m->m21, &m->m22, &m->m23,
&m->m30, &m->m31, &m->m32, &m->m33);
if (n != 16) {
/* insufficient parameters */
crMatrixInit(m);
}
}
/*
* Initialize a matrix from an array of 16 values.
*/
void
crMatrixInitFromFloats(CRmatrix *m, const float *v)
{
m->m00 = v[0];
m->m01 = v[1];
m->m02 = v[2];
m->m03 = v[3];
m->m10 = v[4];
m->m11 = v[5];
m->m12 = v[6];
m->m13 = v[7];
m->m20 = v[8];
m->m21 = v[9];
m->m22 = v[10];
m->m23 = v[11];
m->m30 = v[12];
m->m31 = v[13];
m->m32 = v[14];
m->m33 = v[15];
}
void
crMatrixInitFromDoubles(CRmatrix *m, const double *v)
{
m->m00 = (float) v[0];
m->m01 = (float) v[1];
m->m02 = (float) v[2];
m->m03 = (float) v[3];
m->m10 = (float) v[4];
m->m11 = (float) v[5];
m->m12 = (float) v[6];
m->m13 = (float) v[7];
m->m20 = (float) v[8];
m->m21 = (float) v[9];
m->m22 = (float) v[10];
m->m23 = (float) v[11];
m->m30 = (float) v[12];
m->m31 = (float) v[13];
m->m32 = (float) v[14];
m->m33 = (float) v[15];
}
/* useful for debugging */
void
crMatrixPrint(const char *msg, const CRmatrix *m)
{
printf("%s\n", msg);
printf(" %f %f %f %f\n", m->m00, m->m10, m->m20, m->m30);
printf(" %f %f %f %f\n", m->m01, m->m11, m->m21, m->m31);
printf(" %f %f %f %f\n", m->m02, m->m12, m->m22, m->m32);
printf(" %f %f %f %f\n", m->m03, m->m13, m->m23, m->m33);
}
void
crMatrixGetFloats(float *values, const CRmatrix *m)
{
values[0] = m->m00;
values[1] = m->m01;
values[2] = m->m02;
values[3] = m->m03;
values[4] = m->m10;
values[5] = m->m11;
values[6] = m->m12;
values[7] = m->m13;
values[8] = m->m20;
values[9] = m->m21;
values[10] = m->m22;
values[11] = m->m23;
values[12] = m->m30;
values[13] = m->m31;
values[14] = m->m32;
values[15] = m->m33;
}
/* Return 1 if the matrices are equal, return 0 otherwise.
*/
int
crMatrixIsEqual(const CRmatrix *m, const CRmatrix *n)
{
return crMemcmp(m, n, sizeof(CRmatrix)) == 0;
}
/*
* Test if matrix is identity
*/
int
crMatrixIsIdentity(const CRmatrix *m)
{
return crMemcmp(m, &identity_matrix, sizeof(CRmatrix)) == 0;
}
/*
* Test if matrix is orthographic projection matrix.
*/
int
crMatrixIsOrthographic(const CRmatrix *m)
{
return m->m33 != 0.0;
}
void
crMatrixCopy(CRmatrix *dest, const CRmatrix *src)
{
crMemcpy(dest, src, sizeof(CRmatrix));
}
/*
* Compute p = a * b
*/
void
crMatrixMultiply(CRmatrix *p, const CRmatrix *a, const CRmatrix *b)
{
CRmatrix t; /* temporary result, in case p = a or p = b */
t.m00 = a->m00 * b->m00 + a->m10 * b->m01 + a->m20 * b->m02 + a->m30 * b->m03;
t.m01 = a->m01 * b->m00 + a->m11 * b->m01 + a->m21 * b->m02 + a->m31 * b->m03;
t.m02 = a->m02 * b->m00 + a->m12 * b->m01 + a->m22 * b->m02 + a->m32 * b->m03;
t.m03 = a->m03 * b->m00 + a->m13 * b->m01 + a->m23 * b->m02 + a->m33 * b->m03;
t.m10 = a->m00 * b->m10 + a->m10 * b->m11 + a->m20 * b->m12 + a->m30 * b->m13;
t.m11 = a->m01 * b->m10 + a->m11 * b->m11 + a->m21 * b->m12 + a->m31 * b->m13;
t.m12 = a->m02 * b->m10 + a->m12 * b->m11 + a->m22 * b->m12 + a->m32 * b->m13;
t.m13 = a->m03 * b->m10 + a->m13 * b->m11 + a->m23 * b->m12 + a->m33 * b->m13;
t.m20 = a->m00 * b->m20 + a->m10 * b->m21 + a->m20 * b->m22 + a->m30 * b->m23;
t.m21 = a->m01 * b->m20 + a->m11 * b->m21 + a->m21 * b->m22 + a->m31 * b->m23;
t.m22 = a->m02 * b->m20 + a->m12 * b->m21 + a->m22 * b->m22 + a->m32 * b->m23;
t.m23 = a->m03 * b->m20 + a->m13 * b->m21 + a->m23 * b->m22 + a->m33 * b->m23;
t.m30 = a->m00 * b->m30 + a->m10 * b->m31 + a->m20 * b->m32 + a->m30 * b->m33;
t.m31 = a->m01 * b->m30 + a->m11 * b->m31 + a->m21 * b->m32 + a->m31 * b->m33;
t.m32 = a->m02 * b->m30 + a->m12 * b->m31 + a->m22 * b->m32 + a->m32 * b->m33;
t.m33 = a->m03 * b->m30 + a->m13 * b->m31 + a->m23 * b->m32 + a->m33 * b->m33;
*p = t;
}
void
crMatrixTransformPointf(const CRmatrix *m, GLvectorf *p)
{
float x = p->x;
float y = p->y;
float z = p->z;
float w = p->w;
p->x = m->m00*x + m->m10*y + m->m20*z + m->m30*w;
p->y = m->m01*x + m->m11*y + m->m21*z + m->m31*w;
p->z = m->m02*x + m->m12*y + m->m22*z + m->m32*w;
p->w = m->m03*x + m->m13*y + m->m23*z + m->m33*w;
}
void
crMatrixTransformPointd(const CRmatrix *m, GLvectord *p)
{
double x = p->x;
double y = p->y;
double z = p->z;
double w = p->w;
p->x = (double) (m->m00*x + m->m10*y + m->m20*z + m->m30*w);
p->y = (double) (m->m01*x + m->m11*y + m->m21*z + m->m31*w);
p->z = (double) (m->m02*x + m->m12*y + m->m22*z + m->m32*w);
p->w = (double) (m->m03*x + m->m13*y + m->m23*z + m->m33*w);
}
void
crMatrixInvertTranspose(CRmatrix *inv, const CRmatrix *mat)
{
/* Taken from Pomegranate code, trans.c.
* Note: We have our data structures reversed
*/
const float m00 = mat->m00;
const float m01 = mat->m10;
const float m02 = mat->m20;
const float m03 = mat->m30;
const float m10 = mat->m01;
const float m11 = mat->m11;
const float m12 = mat->m21;
const float m13 = mat->m31;
const float m20 = mat->m02;
const float m21 = mat->m12;
const float m22 = mat->m22;
const float m23 = mat->m32;
const float m30 = mat->m03;
const float m31 = mat->m13;
const float m32 = mat->m23;
const float m33 = mat->m33;
#define det3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3) \
(a1 * (b2 * c3 - b3 * c2) + \
b1 * (c2 * a3 - a2 * c3) + \
c1 * (a2 * b3 - a3 * b2))
const float cof00 = det3x3( m11, m12, m13,
m21, m22, m23,
m31, m32, m33 );
const float cof01 = -det3x3( m12, m13, m10,
m22, m23, m20,
m32, m33, m30 );
const float cof02 = det3x3( m13, m10, m11,
m23, m20, m21,
m33, m30, m31 );
const float cof03 = -det3x3( m10, m11, m12,
m20, m21, m22,
m30, m31, m32 );
const float inv_det = 1.0f / ( m00 * cof00 + m01 * cof01 +
m02 * cof02 + m03 * cof03 );
const float cof10 = -det3x3( m21, m22, m23,
m31, m32, m33,
m01, m02, m03 );
const float cof11 = det3x3( m22, m23, m20,
m32, m33, m30,
m02, m03, m00 );
const float cof12 = -det3x3( m23, m20, m21,
m33, m30, m31,
m03, m00, m01 );
const float cof13 = det3x3( m20, m21, m22,
m30, m31, m32,
m00, m01, m02 );
const float cof20 = det3x3( m31, m32, m33,
m01, m02, m03,
m11, m12, m13 );
const float cof21 = -det3x3( m32, m33, m30,
m02, m03, m00,
m12, m13, m10 );
const float cof22 = det3x3( m33, m30, m31,
m03, m00, m01,
m13, m10, m11 );
const float cof23 = -det3x3( m30, m31, m32,
m00, m01, m02,
m10, m11, m12 );
const float cof30 = -det3x3( m01, m02, m03,
m11, m12, m13,
m21, m22, m23 );
const float cof31 = det3x3( m02, m03, m00,
m12, m13, m10,
m22, m23, m20 );
const float cof32 = -det3x3( m03, m00, m01,
m13, m10, m11,
m23, m20, m21 );
const float cof33 = det3x3( m00, m01, m02,
m10, m11, m12,
m20, m21, m22 );
#undef det3x3
/* Perform transpose in asignment */
inv->m00 = cof00 * inv_det; inv->m10 = cof01 * inv_det;
inv->m20 = cof02 * inv_det; inv->m30 = cof03 * inv_det;
inv->m01 = cof10 * inv_det; inv->m11 = cof11 * inv_det;
inv->m21 = cof12 * inv_det; inv->m31 = cof13 * inv_det;
inv->m02 = cof20 * inv_det; inv->m12 = cof21 * inv_det;
inv->m22 = cof22 * inv_det; inv->m32 = cof23 * inv_det;
inv->m03 = cof30 * inv_det; inv->m13 = cof31 * inv_det;
inv->m23 = cof32 * inv_det; inv->m33 = cof33 * inv_det;
}
void
crMatrixTranspose(CRmatrix *t, const CRmatrix *m)
{
CRmatrix c;
c.m00 = m->m00; c.m10 = m->m01; c.m20 = m->m02; c.m30 = m->m03;
c.m01 = m->m10; c.m11 = m->m11; c.m21 = m->m12; c.m31 = m->m13;
c.m02 = m->m20; c.m12 = m->m21; c.m22 = m->m22; c.m32 = m->m23;
c.m03 = m->m30; c.m13 = m->m31; c.m23 = m->m32; c.m33 = m->m33;
*t = c;
}
/*
* Apply a translation to the given matrix.
*/
void
crMatrixTranslate(CRmatrix *m, float x, float y, float z)
{
m->m30 = m->m00 * x + m->m10 * y + m->m20 * z + m->m30;
m->m31 = m->m01 * x + m->m11 * y + m->m21 * z + m->m31;
m->m32 = m->m02 * x + m->m12 * y + m->m22 * z + m->m32;
m->m33 = m->m03 * x + m->m13 * y + m->m23 * z + m->m33;
}
/*
* Apply a rotation to the given matrix.
*/
void
crMatrixRotate(CRmatrix *m, float angle, float x, float y, float z)
{
const float c = (float) cos(angle * M_PI / 180.0f);
const float one_minus_c = 1.0f - c;
const float s = (float) sin(angle * M_PI / 180.0f);
const float v_len = (float) sqrt (x*x + y*y + z*z);
float x_one_minus_c;
float y_one_minus_c;
float z_one_minus_c;
CRmatrix rot;
/* Begin/end Checking and flushing will be done by MultMatrix. */
if (v_len == 0.0f)
return;
/* Normalize the vector */
if (v_len != 1.0f) {
x /= v_len;
y /= v_len;
z /= v_len;
}
/* compute some common values */
x_one_minus_c = x * one_minus_c;
y_one_minus_c = y * one_minus_c;
z_one_minus_c = z * one_minus_c;
/* Generate the terms of the rotation matrix
** from pg 325 OGL 1.1 Blue Book.
*/
rot.m00 = x * x_one_minus_c + c;
rot.m01 = x * y_one_minus_c + z * s;
rot.m02 = x * z_one_minus_c - y * s;
rot.m03 = 0.0f;
rot.m10 = y * x_one_minus_c - z * s;
rot.m11 = y * y_one_minus_c + c;
rot.m12 = y * z_one_minus_c + x * s;
rot.m13 = 0.0f;
rot.m20 = z * x_one_minus_c + y * s;
rot.m21 = z * y_one_minus_c - x * s;
rot.m22 = z * z_one_minus_c + c;
rot.m23 = 0.0f;
rot.m30 = 0.0f;
rot.m31 = 0.0f;
rot.m32 = 0.0f;
rot.m33 = 1.0f;
crMatrixMultiply(m, m, &rot);
}
/*
* Apply a scale to the given matrix.
*/
void
crMatrixScale(CRmatrix *m, float x, float y, float z)
{
m->m00 *= x;
m->m01 *= x;
m->m02 *= x;
m->m03 *= x;
m->m10 *= y;
m->m11 *= y;
m->m12 *= y;
m->m13 *= y;
m->m20 *= z;
m->m21 *= z;
m->m22 *= z;
m->m23 *= z;
}
/*
* Make a projection matrix from frustum parameters.
*/
void
crMatrixFrustum(CRmatrix *m,
float left, float right,
float bottom, float top,
float zNear, float zFar)
{
CRmatrix f;
f.m00 = (2.0f * zNear) / (right - left);
f.m01 = 0.0;
f.m02 = 0.0;
f.m03 = 0.0;
f.m10 = 0.0;
f.m11 = (2.0f * zNear) / (top - bottom);
f.m12 = 0.0;
f.m13 = 0.0;
f.m20 = (right + left) / (right - left);
f.m21 = (top + bottom) / (top - bottom);
f.m22 = (-zNear - zFar) / (zFar - zNear);
f.m23 = -1.0;
f.m30 = 0.0;
f.m31 = 0.0;
f.m32 = (2.0f * zFar * zNear) / (zNear - zFar);
f.m33 = 0.0;
crMatrixMultiply(m, m, &f);
}
void
crMatrixOrtho(CRmatrix *m,
float left, float right,
float bottom, float top,
float znear, float zfar)
{
CRmatrix ortho;
ortho.m00 = 2.0f / (right - left);
ortho.m01 = 0.0;
ortho.m02 = 0.0;
ortho.m03 = 0.0;
ortho.m10 = 0.0;
ortho.m11 = 2.0f / (top - bottom);
ortho.m12 = 0.0;
ortho.m13 = 0.0;
ortho.m20 = 0.0;
ortho.m21 = 0.0;
ortho.m22 = -2.0f / (zfar - znear);
ortho.m23 = 0.0;
ortho.m30 = -(right + left) / (right - left);
ortho.m31 = -(top + bottom) / (top - bottom);
ortho.m32= -(zfar + znear) / (zfar - znear);
ortho.m33 = 1.0;
crMatrixMultiply(m, m, &ortho);
}
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