MuckyFoot-UrbanChaos/fallen/outro/Matrix.h

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2017-05-20 03:14:17 +02:00
//
// Matrix stuff...
//
#ifndef _MATRIX_
#define _MATRIX_
//
// ALL ANGLES ARE IN RADIANS.
//
//
// Fills in the matrix appropriately given the three angles (yaw, pitch, roll)
// for the eye along the z-axis.
//
void MATRIX_calc(float matrix[9], float yaw, float pitch, float roll);
//
// Makes a rotation matrix that rotates 'angle' radians about thie given unit vector
//
void MATRIX_calc_arb(
float matrix[9],
float ux,
float uy,
float uz,
float angle);
//
// Calculates a vector from yaw and pitch...
//
void MATRIX_vector(float vector[3], float yaw, float pitch);
//
// Skews the view matrix so that it is correct for 3d clipping.
//
// The skew value should be one over the horizontal view-window resolution
// divided by the vertical view-window resolution.
//
// The x and y vectors are multiplied by the zoom.
//
// The whole matrix is scaled by scale.
//
void MATRIX_skew(float matrix[9], float skew, float zoom, float scale);
//
// Multiplies points x,y,z by matrix m.
//
#define MATRIX_MUL(m,x,y,z) \
{ \
float xnew, ynew, znew; \
\
xnew = (x) * (m)[0]; \
ynew = (x) * (m)[3]; \
znew = (x) * (m)[6]; \
\
xnew += (y) * (m)[1]; \
ynew += (y) * (m)[4]; \
znew += (y) * (m)[7]; \
\
xnew += (z) * (m)[2]; \
ynew += (z) * (m)[5]; \
znew += (z) * (m)[8]; \
\
(x) = xnew; (y) = ynew; (z) = znew; \
}
//
// Multiplies points x,y,z by the transpose of matrix m.
//
#define MATRIX_MUL_BY_TRANSPOSE(m,x,y,z) \
{ \
float xnew, ynew, znew; \
\
xnew = (x) * (m)[0]; \
ynew = (x) * (m)[1]; \
znew = (x) * (m)[2]; \
\
xnew += (y) * (m)[3]; \
ynew += (y) * (m)[4]; \
znew += (y) * (m)[5]; \
\
xnew += (z) * (m)[6]; \
ynew += (z) * (m)[7]; \
znew += (z) * (m)[8]; \
\
(x) = xnew; (y) = ynew; (z) = znew; \
}
//
// Multiplies two 3x3 together. A = MN.
//
void MATRIX_3x3mul(float a[9], float m[9], float n[9]);
//
// Transposes the matrix m.
//
#define MATRIX_TRANSPOSE(m) {SWAP_FL(m[1], m[3]); SWAP_FL(m[2], m[6]); SWAP_FL(m[5], m[7]);}
//
// Rotates a matrix about its x,y or z vector.
//
void MATRIX_rotate_about_its_x(float *matrix, float angle);
void MATRIX_rotate_about_its_y(float *matrix, float angle);
void MATRIX_rotate_about_its_z(float *matrix, float angle);
//
// Convert a matrix into its equivalent yaw, pitch and roll.
//
Direction MATRIX_find_angles(float matrix[9]);
//
// Scales the given vector.
//
void MATRIX_scale(float matrix[9], float mulby);
//
// Constructs an orthonormal matrix from a vector whose [6][7][8] is the normalised
// vector (dx,dy,dz). It return a matrix without any 'roll'. (dx,dy,dz) does not
// have to be normalised.
//
void MATRIX_construct(float matrix[9], float dx, float dy, float dz);
#endif