Lots of maths stuff.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@517 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-11-23 01:10:51 +00:00
parent 84b4af51ae
commit 45b6532350
2 changed files with 31 additions and 13 deletions

View File

@ -715,7 +715,7 @@ void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt )
#endif
//This function is GL stylie (use as 2nd arg to ML_MultMatrix4).
float *ML_RotationMatrix(float a, float x, float y, float z)
float *Matrix4_NewRotation(float a, float x, float y, float z)
{
static float ret[16];
float c = cos(a* M_PI / 180.0);
@ -744,7 +744,7 @@ float *ML_RotationMatrix(float a, float x, float y, float z)
}
//This function is GL stylie (use as 2nd arg to ML_MultMatrix4).
float *ML_TranslationMatrix(float x, float y, float z)
float *Matrix4_NewTranslation(float x, float y, float z)
{
static float ret[16];
ret[0] = 1;
@ -770,7 +770,7 @@ float *ML_TranslationMatrix(float x, float y, float z)
}
//be aware that this generates two sorts of matricies depending on order of a+b
void ML_MultMatrix4(float *a, float *b, float *out)
void Matrix4_Multiply(float *a, float *b, float *out)
{
out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3];
out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3];
@ -794,7 +794,7 @@ void ML_MultMatrix4(float *a, float *b, float *out)
}
//transform 4d vector by a 4d matrix.
void ML_MatrixTransform4 (float *matrix, float *vector, float *product)
void Matrix4_Transform(float *matrix, float *vector, float *product)
{
product[0] = matrix[0]*vector[0] + matrix[4]*vector[1] + matrix[8]*vector[2] + matrix[12]*vector[3];
product[1] = matrix[1]*vector[0] + matrix[5]*vector[1] + matrix[9]*vector[2] + matrix[13]*vector[3];
@ -819,10 +819,10 @@ void ML_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float
modelview[10] = 1;
modelview[15] = 1;
ML_MultMatrix4(modelview, ML_RotationMatrix(-90, 1, 0, 0), tempmat); // put Z going up
ML_MultMatrix4(tempmat, ML_RotationMatrix(90, 0, 0, 1), modelview); // put Z going up
Matrix4_Multiply(modelview, Matrix4_NewRotation(-90, 1, 0, 0), tempmat); // put Z going up
Matrix4_Multiply(tempmat, Matrix4_NewRotation(90, 0, 0, 1), modelview); // put Z going up
#else
//use the lame wierd and crazy identity matrix..
//use this lame wierd and crazy identity matrix..
modelview[2] = -1;
modelview[4] = -1;
modelview[9] = 1;
@ -831,11 +831,11 @@ void ML_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float
//figure out the current modelview matrix
//I would if some of these, but then I'd still need a couple of copys
ML_MultMatrix4(modelview, ML_RotationMatrix(-viewangles[2], 1, 0, 0), tempmat); // put Z going up
ML_MultMatrix4(tempmat, ML_RotationMatrix(-viewangles[0], 0, 1, 0), modelview); // put Z going up
ML_MultMatrix4(modelview, ML_RotationMatrix(-viewangles[1], 0, 0, 1), tempmat); // put Z going up
Matrix4_Multiply(modelview, Matrix4_NewRotation(-viewangles[2], 1, 0, 0), tempmat); // put Z going up
Matrix4_Multiply(tempmat, Matrix4_NewRotation(-viewangles[0], 0, 1, 0), modelview); // put Z going up
Matrix4_Multiply(modelview, Matrix4_NewRotation(-viewangles[1], 0, 0, 1), tempmat); // put Z going up
ML_MultMatrix4(tempmat, ML_TranslationMatrix(-vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
Matrix4_Multiply(tempmat, Matrix4_NewTranslation(-vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
}
@ -881,8 +881,8 @@ void ML_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float
v[2] = in[2];
v[3] = 1;
ML_MatrixTransform4(modelview, v, tempv);
ML_MatrixTransform4(proj, tempv, v);
Matrix4_Multiply(modelview, v, tempv);
Matrix4_Multiply(proj, tempv, v);
v[0] /= v[3];
v[1] /= v[3];
@ -893,3 +893,18 @@ void ML_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float
out[2] = (1+v[2])/2;
}
}
//I much prefer it to take float*...
void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out)
{
out[0][0] = in1[0][0]*in2[0][0] + in1[0][1]*in2[1][0] + in1[0][2]*in2[2][0];
out[0][1] = in1[0][0]*in2[0][1] + in1[0][1]*in2[1][1] + in1[0][2]*in2[2][1];
out[0][2] = in1[0][0]*in2[0][2] + in1[0][1]*in2[1][2] + in1[0][2]*in2[2][2];
out[1][0] = in1[1][0]*in2[0][0] + in1[1][1]*in2[1][0] + in1[1][2]*in2[2][0];
out[1][1] = in1[1][0]*in2[0][1] + in1[1][1]*in2[1][1] + in1[1][2]*in2[2][1];
out[1][2] = in1[1][0]*in2[0][2] + in1[1][1]*in2[1][2] + in1[1][2]*in2[2][2];
out[2][0] = in1[2][0]*in2[0][0] + in1[2][1]*in2[1][0] + in1[2][2]*in2[2][0];
out[2][1] = in1[2][0]*in2[0][1] + in1[2][1]*in2[1][1] + in1[2][2]*in2[2][1];
out[2][2] = in1[2][0]*in2[0][2] + in1[2][1]*in2[1][2] + in1[2][2]*in2[2][2];
}

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@ -66,6 +66,8 @@ void VectorInverse (vec3_t v);
void VectorScale (vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
float ColorNormalize (vec3_t in, vec3_t out);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
@ -101,3 +103,4 @@ void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
//used for crosshair stuff.
void ML_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out);