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author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /common/mathlib.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'common/mathlib.c')
-rwxr-xr-x | common/mathlib.c | 826 |
1 files changed, 413 insertions, 413 deletions
diff --git a/common/mathlib.c b/common/mathlib.c index 1435024..353cd25 100755 --- a/common/mathlib.c +++ b/common/mathlib.c @@ -19,416 +19,416 @@ along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ -// mathlib.c -- math primitives
-
-#include "cmdlib.h"
-#include "mathlib.h"
-
-#ifdef _WIN32
-//Improve floating-point consistency.
-//without this option weird floating point issues occur
-#pragma optimize( "p", on )
-#endif
-
-
-vec3_t vec3_origin = {0,0,0};
-
-/*
-** NormalToLatLong
-**
-** We use two byte encoded normals in some space critical applications.
-** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format
-** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format
-**
-*/
-void NormalToLatLong( const vec3_t normal, byte bytes[2] ) {
- // check for singularities
- if ( normal[0] == 0 && normal[1] == 0 ) {
- if ( normal[2] > 0 ) {
- bytes[0] = 0;
- bytes[1] = 0; // lat = 0, long = 0
- } else {
- bytes[0] = 128;
- bytes[1] = 0; // lat = 0, long = 128
- }
- } else {
- int a, b;
-
- a = RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f );
- a &= 0xff;
-
- b = RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f );
- b &= 0xff;
-
- bytes[0] = b; // longitude
- bytes[1] = a; // lattitude
- }
-}
-
-/*
-=====================
-PlaneFromPoints
-
-Returns false if the triangle is degenrate.
-The normal will point out of the clock for clockwise ordered points
-=====================
-*/
-qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
- vec3_t d1, d2;
-
- VectorSubtract( b, a, d1 );
- VectorSubtract( c, a, d2 );
- CrossProduct( d2, d1, plane );
- if ( VectorNormalize( plane, plane ) == 0 ) {
- return qfalse;
- }
-
- plane[3] = DotProduct( a, plane );
- return qtrue;
-}
-
-/*
-================
-MakeNormalVectors
-
-Given a normalized forward vector, create two
-other perpendicular vectors
-================
-*/
-void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
-{
- float d;
-
- // this rotate and negate guarantees a vector
- // not colinear with the original
- right[1] = -forward[0];
- right[2] = forward[1];
- right[0] = forward[2];
-
- d = DotProduct (right, forward);
- VectorMA (right, -d, forward, right);
- VectorNormalize (right, right);
- CrossProduct (right, forward, up);
-}
-
-
-void Vec10Copy( vec_t *in, vec_t *out ) {
- out[0] = in[0];
- out[1] = in[1];
- out[2] = in[2];
- out[3] = in[3];
- out[4] = in[4];
- out[5] = in[5];
- out[6] = in[6];
- out[7] = in[7];
- out[8] = in[8];
- out[9] = in[9];
-}
-
-
-void VectorRotate3x3( vec3_t v, float r[3][3], vec3_t d )
-{
- d[0] = v[0] * r[0][0] + v[1] * r[1][0] + v[2] * r[2][0];
- d[1] = v[0] * r[0][1] + v[1] * r[1][1] + v[2] * r[2][1];
- d[2] = v[0] * r[0][2] + v[1] * r[1][2] + v[2] * r[2][2];
-}
-
-double VectorLength( const vec3_t v ) {
- int i;
- double length;
-
- length = 0;
- for (i=0 ; i< 3 ; i++)
- length += v[i]*v[i];
- length = sqrt (length); // FIXME
-
- return length;
-}
-
-qboolean VectorCompare( const vec3_t v1, const vec3_t v2 ) {
- int i;
-
- for (i=0 ; i<3 ; i++)
- if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
- return qfalse;
-
- return qtrue;
-}
-
-vec_t Q_rint (vec_t in)
-{
- return floor (in + 0.5);
-}
-
-void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc ) {
- vc[0] = va[0] + scale*vb[0];
- vc[1] = va[1] + scale*vb[1];
- vc[2] = va[2] + scale*vb[2];
-}
-
-void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) {
- cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
- cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
- cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
-}
-
-vec_t _DotProduct (vec3_t v1, vec3_t v2)
-{
- return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
-}
-
-void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)
-{
- out[0] = va[0]-vb[0];
- out[1] = va[1]-vb[1];
- out[2] = va[2]-vb[2];
-}
-
-void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
-{
- out[0] = va[0]+vb[0];
- out[1] = va[1]+vb[1];
- out[2] = va[2]+vb[2];
-}
-
-void _VectorCopy (vec3_t in, vec3_t out)
-{
- out[0] = in[0];
- out[1] = in[1];
- out[2] = in[2];
-}
-
-void _VectorScale (vec3_t v, vec_t scale, vec3_t out)
-{
- out[0] = v[0] * scale;
- out[1] = v[1] * scale;
- out[2] = v[2] * scale;
-}
-
-vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
- vec_t length, ilength;
-
- length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
- if (length == 0)
- {
- VectorClear (out);
- return 0;
- }
-
- ilength = 1.0/length;
- out[0] = in[0]*ilength;
- out[1] = in[1]*ilength;
- out[2] = in[2]*ilength;
-
- return length;
-}
-
-vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
- float max, scale;
-
- max = in[0];
- if (in[1] > max)
- max = in[1];
- if (in[2] > max)
- max = in[2];
-
- if (max == 0) {
- out[0] = out[1] = out[2] = 1.0;
- return 0;
- }
-
- scale = 1.0 / max;
-
- VectorScale (in, scale, out);
-
- return max;
-}
-
-
-
-void VectorInverse (vec3_t v)
-{
- v[0] = -v[0];
- v[1] = -v[1];
- v[2] = -v[2];
-}
-
-void ClearBounds (vec3_t mins, vec3_t maxs)
-{
- mins[0] = mins[1] = mins[2] = 99999;
- maxs[0] = maxs[1] = maxs[2] = -99999;
-}
-
-void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) {
- int i;
- vec_t val;
-
- for (i=0 ; i<3 ; i++)
- {
- val = v[i];
- if (val < mins[i])
- mins[i] = val;
- if (val > maxs[i])
- maxs[i] = val;
- }
-}
-
-
-/*
-=================
-PlaneTypeForNormal
-=================
-*/
-int PlaneTypeForNormal (vec3_t normal) {
- if (normal[0] == 1.0 || normal[0] == -1.0)
- return PLANE_X;
- if (normal[1] == 1.0 || normal[1] == -1.0)
- return PLANE_Y;
- if (normal[2] == 1.0 || normal[2] == -1.0)
- return PLANE_Z;
-
- return PLANE_NON_AXIAL;
-}
-
-/*
-================
-MatrixMultiply
-================
-*/
-void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {
- 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];
-}
-
-void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
-{
- float d;
- vec3_t n;
- float inv_denom;
-
- inv_denom = 1.0F / DotProduct( normal, normal );
-
- d = DotProduct( normal, p ) * inv_denom;
-
- n[0] = normal[0] * inv_denom;
- n[1] = normal[1] * inv_denom;
- n[2] = normal[2] * inv_denom;
-
- dst[0] = p[0] - d * n[0];
- dst[1] = p[1] - d * n[1];
- dst[2] = p[2] - d * n[2];
-}
-
-/*
-** assumes "src" is normalized
-*/
-void PerpendicularVector( vec3_t dst, const vec3_t src )
-{
- int pos;
- int i;
- float minelem = 1.0F;
- vec3_t tempvec;
-
- /*
- ** find the smallest magnitude axially aligned vector
- */
- for ( pos = 0, i = 0; i < 3; i++ )
- {
- if ( fabs( src[i] ) < minelem )
- {
- pos = i;
- minelem = fabs( src[i] );
- }
- }
- tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
- tempvec[pos] = 1.0F;
-
- /*
- ** project the point onto the plane defined by src
- */
- ProjectPointOnPlane( dst, tempvec, src );
-
- /*
- ** normalize the result
- */
- VectorNormalize( dst, dst );
-}
-
-/*
-===============
-RotatePointAroundVector
-
-This is not implemented very well...
-===============
-*/
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
- float degrees ) {
- float m[3][3];
- float im[3][3];
- float zrot[3][3];
- float tmpmat[3][3];
- float rot[3][3];
- int i;
- vec3_t vr, vup, vf;
- float rad;
-
- vf[0] = dir[0];
- vf[1] = dir[1];
- vf[2] = dir[2];
-
- PerpendicularVector( vr, dir );
- CrossProduct( vr, vf, vup );
-
- m[0][0] = vr[0];
- m[1][0] = vr[1];
- m[2][0] = vr[2];
-
- m[0][1] = vup[0];
- m[1][1] = vup[1];
- m[2][1] = vup[2];
-
- m[0][2] = vf[0];
- m[1][2] = vf[1];
- m[2][2] = vf[2];
-
- memcpy( im, m, sizeof( im ) );
-
- im[0][1] = m[1][0];
- im[0][2] = m[2][0];
- im[1][0] = m[0][1];
- im[1][2] = m[2][1];
- im[2][0] = m[0][2];
- im[2][1] = m[1][2];
-
- memset( zrot, 0, sizeof( zrot ) );
- zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
-
- rad = DEG2RAD( degrees );
- zrot[0][0] = cos( rad );
- zrot[0][1] = sin( rad );
- zrot[1][0] = -sin( rad );
- zrot[1][1] = cos( rad );
-
- MatrixMultiply( m, zrot, tmpmat );
- MatrixMultiply( tmpmat, im, rot );
-
- for ( i = 0; i < 3; i++ ) {
- dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
- }
-}
+// mathlib.c -- math primitives + +#include "cmdlib.h" +#include "mathlib.h" + +#ifdef _WIN32 +//Improve floating-point consistency. +//without this option weird floating point issues occur +#pragma optimize( "p", on ) +#endif + + +vec3_t vec3_origin = {0,0,0}; + +/* +** NormalToLatLong +** +** We use two byte encoded normals in some space critical applications. +** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format +** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format +** +*/ +void NormalToLatLong( const vec3_t normal, byte bytes[2] ) { + // check for singularities + if ( normal[0] == 0 && normal[1] == 0 ) { + if ( normal[2] > 0 ) { + bytes[0] = 0; + bytes[1] = 0; // lat = 0, long = 0 + } else { + bytes[0] = 128; + bytes[1] = 0; // lat = 0, long = 128 + } + } else { + int a, b; + + a = RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ); + a &= 0xff; + + b = RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ); + b &= 0xff; + + bytes[0] = b; // longitude + bytes[1] = a; // lattitude + } +} + +/* +===================== +PlaneFromPoints + +Returns false if the triangle is degenrate. +The normal will point out of the clock for clockwise ordered points +===================== +*/ +qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) { + vec3_t d1, d2; + + VectorSubtract( b, a, d1 ); + VectorSubtract( c, a, d2 ); + CrossProduct( d2, d1, plane ); + if ( VectorNormalize( plane, plane ) == 0 ) { + return qfalse; + } + + plane[3] = DotProduct( a, plane ); + return qtrue; +} + +/* +================ +MakeNormalVectors + +Given a normalized forward vector, create two +other perpendicular vectors +================ +*/ +void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up) +{ + float d; + + // this rotate and negate guarantees a vector + // not colinear with the original + right[1] = -forward[0]; + right[2] = forward[1]; + right[0] = forward[2]; + + d = DotProduct (right, forward); + VectorMA (right, -d, forward, right); + VectorNormalize (right, right); + CrossProduct (right, forward, up); +} + + +void Vec10Copy( vec_t *in, vec_t *out ) { + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; + out[3] = in[3]; + out[4] = in[4]; + out[5] = in[5]; + out[6] = in[6]; + out[7] = in[7]; + out[8] = in[8]; + out[9] = in[9]; +} + + +void VectorRotate3x3( vec3_t v, float r[3][3], vec3_t d ) +{ + d[0] = v[0] * r[0][0] + v[1] * r[1][0] + v[2] * r[2][0]; + d[1] = v[0] * r[0][1] + v[1] * r[1][1] + v[2] * r[2][1]; + d[2] = v[0] * r[0][2] + v[1] * r[1][2] + v[2] * r[2][2]; +} + +double VectorLength( const vec3_t v ) { + int i; + double length; + + length = 0; + for (i=0 ; i< 3 ; i++) + length += v[i]*v[i]; + length = sqrt (length); // FIXME + + return length; +} + +qboolean VectorCompare( const vec3_t v1, const vec3_t v2 ) { + int i; + + for (i=0 ; i<3 ; i++) + if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON) + return qfalse; + + return qtrue; +} + +vec_t Q_rint (vec_t in) +{ + return floor (in + 0.5); +} + +void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc ) { + vc[0] = va[0] + scale*vb[0]; + vc[1] = va[1] + scale*vb[1]; + vc[2] = va[2] + scale*vb[2]; +} + +void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) { + cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; + cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; + cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; +} + +vec_t _DotProduct (vec3_t v1, vec3_t v2) +{ + return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; +} + +void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out) +{ + out[0] = va[0]-vb[0]; + out[1] = va[1]-vb[1]; + out[2] = va[2]-vb[2]; +} + +void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out) +{ + out[0] = va[0]+vb[0]; + out[1] = va[1]+vb[1]; + out[2] = va[2]+vb[2]; +} + +void _VectorCopy (vec3_t in, vec3_t out) +{ + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; +} + +void _VectorScale (vec3_t v, vec_t scale, vec3_t out) +{ + out[0] = v[0] * scale; + out[1] = v[1] * scale; + out[2] = v[2] * scale; +} + +vec_t VectorNormalize( const vec3_t in, vec3_t out ) { + vec_t length, ilength; + + length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]); + if (length == 0) + { + VectorClear (out); + return 0; + } + + ilength = 1.0/length; + out[0] = in[0]*ilength; + out[1] = in[1]*ilength; + out[2] = in[2]*ilength; + + return length; +} + +vec_t ColorNormalize( const vec3_t in, vec3_t out ) { + float max, scale; + + max = in[0]; + if (in[1] > max) + max = in[1]; + if (in[2] > max) + max = in[2]; + + if (max == 0) { + out[0] = out[1] = out[2] = 1.0; + return 0; + } + + scale = 1.0 / max; + + VectorScale (in, scale, out); + + return max; +} + + + +void VectorInverse (vec3_t v) +{ + v[0] = -v[0]; + v[1] = -v[1]; + v[2] = -v[2]; +} + +void ClearBounds (vec3_t mins, vec3_t maxs) +{ + mins[0] = mins[1] = mins[2] = 99999; + maxs[0] = maxs[1] = maxs[2] = -99999; +} + +void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) { + int i; + vec_t val; + + for (i=0 ; i<3 ; i++) + { + val = v[i]; + if (val < mins[i]) + mins[i] = val; + if (val > maxs[i]) + maxs[i] = val; + } +} + + +/* +================= +PlaneTypeForNormal +================= +*/ +int PlaneTypeForNormal (vec3_t normal) { + if (normal[0] == 1.0 || normal[0] == -1.0) + return PLANE_X; + if (normal[1] == 1.0 || normal[1] == -1.0) + return PLANE_Y; + if (normal[2] == 1.0 || normal[2] == -1.0) + return PLANE_Z; + + return PLANE_NON_AXIAL; +} + +/* +================ +MatrixMultiply +================ +*/ +void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) { + 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]; +} + +void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ) +{ + float d; + vec3_t n; + float inv_denom; + + inv_denom = 1.0F / DotProduct( normal, normal ); + + d = DotProduct( normal, p ) * inv_denom; + + n[0] = normal[0] * inv_denom; + n[1] = normal[1] * inv_denom; + n[2] = normal[2] * inv_denom; + + dst[0] = p[0] - d * n[0]; + dst[1] = p[1] - d * n[1]; + dst[2] = p[2] - d * n[2]; +} + +/* +** assumes "src" is normalized +*/ +void PerpendicularVector( vec3_t dst, const vec3_t src ) +{ + int pos; + int i; + float minelem = 1.0F; + vec3_t tempvec; + + /* + ** find the smallest magnitude axially aligned vector + */ + for ( pos = 0, i = 0; i < 3; i++ ) + { + if ( fabs( src[i] ) < minelem ) + { + pos = i; + minelem = fabs( src[i] ); + } + } + tempvec[0] = tempvec[1] = tempvec[2] = 0.0F; + tempvec[pos] = 1.0F; + + /* + ** project the point onto the plane defined by src + */ + ProjectPointOnPlane( dst, tempvec, src ); + + /* + ** normalize the result + */ + VectorNormalize( dst, dst ); +} + +/* +=============== +RotatePointAroundVector + +This is not implemented very well... +=============== +*/ +void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, + float degrees ) { + float m[3][3]; + float im[3][3]; + float zrot[3][3]; + float tmpmat[3][3]; + float rot[3][3]; + int i; + vec3_t vr, vup, vf; + float rad; + + vf[0] = dir[0]; + vf[1] = dir[1]; + vf[2] = dir[2]; + + PerpendicularVector( vr, dir ); + CrossProduct( vr, vf, vup ); + + m[0][0] = vr[0]; + m[1][0] = vr[1]; + m[2][0] = vr[2]; + + m[0][1] = vup[0]; + m[1][1] = vup[1]; + m[2][1] = vup[2]; + + m[0][2] = vf[0]; + m[1][2] = vf[1]; + m[2][2] = vf[2]; + + memcpy( im, m, sizeof( im ) ); + + im[0][1] = m[1][0]; + im[0][2] = m[2][0]; + im[1][0] = m[0][1]; + im[1][2] = m[2][1]; + im[2][0] = m[0][2]; + im[2][1] = m[1][2]; + + memset( zrot, 0, sizeof( zrot ) ); + zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F; + + rad = DEG2RAD( degrees ); + zrot[0][0] = cos( rad ); + zrot[0][1] = sin( rad ); + zrot[1][0] = -sin( rad ); + zrot[1][1] = cos( rad ); + + MatrixMultiply( m, zrot, tmpmat ); + MatrixMultiply( tmpmat, im, rot ); + + for ( i = 0; i < 3; i++ ) { + dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2]; + } +} |