diff options
Diffstat (limited to 'code/splines/math_matrix.cpp')
-rwxr-xr-x | code/splines/math_matrix.cpp | 268 |
1 files changed, 134 insertions, 134 deletions
diff --git a/code/splines/math_matrix.cpp b/code/splines/math_matrix.cpp index c7ae6db..5f8181a 100755 --- a/code/splines/math_matrix.cpp +++ b/code/splines/math_matrix.cpp @@ -1,134 +1,134 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-#include "q_shared.h"
-
-mat3_t mat3_default( idVec3_t( 1, 0, 0 ), idVec3_t( 0, 1, 0 ), idVec3_t( 0, 0, 1 ) );
-
-void toMatrix( quat_t const &src, mat3_t &dst ) {
- float wx, wy, wz;
- float xx, yy, yz;
- float xy, xz, zz;
- float x2, y2, z2;
-
- x2 = src.x + src.x;
- y2 = src.y + src.y;
- z2 = src.z + src.z;
-
- xx = src.x * x2;
- xy = src.x * y2;
- xz = src.x * z2;
-
- yy = src.y * y2;
- yz = src.y * z2;
- zz = src.z * z2;
-
- wx = src.w * x2;
- wy = src.w * y2;
- wz = src.w * z2;
-
- dst[ 0 ][ 0 ] = 1.0f - ( yy + zz );
- dst[ 0 ][ 1 ] = xy - wz;
- dst[ 0 ][ 2 ] = xz + wy;
-
- dst[ 1 ][ 0 ] = xy + wz;
- dst[ 1 ][ 1 ] = 1.0f - ( xx + zz );
- dst[ 1 ][ 2 ] = yz - wx;
-
- dst[ 2 ][ 0 ] = xz - wy;
- dst[ 2 ][ 1 ] = yz + wx;
- dst[ 2 ][ 2 ] = 1.0f - ( xx + yy );
-}
-
-void toMatrix( angles_t const &src, mat3_t &dst ) {
- float angle;
- static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs
-
- angle = src.yaw * ( M_PI * 2.0f / 360.0f );
- sy = sin( angle );
- cy = cos( angle );
-
- angle = src.pitch * ( M_PI * 2.0f / 360.0f );
- sp = sin( angle );
- cp = cos( angle );
-
- angle = src.roll * ( M_PI * 2.0f / 360.0f );
- sr = sin( angle );
- cr = cos( angle );
-
- dst[ 0 ].set( cp * cy, cp * sy, -sp );
- dst[ 1 ].set( sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp );
- dst[ 2 ].set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );
-}
-
-void toMatrix( idVec3_t const &src, mat3_t &dst ) {
- angles_t sup = src;
- toMatrix(sup, dst);
-}
-
-void mat3_t::ProjectVector( const idVec3_t &src, idVec3_t &dst ) const {
- dst.x = src * mat[ 0 ];
- dst.y = src * mat[ 1 ];
- dst.z = src * mat[ 2 ];
-}
-
-void mat3_t::UnprojectVector( const idVec3_t &src, idVec3_t &dst ) const {
- dst = mat[ 0 ] * src.x + mat[ 1 ] * src.y + mat[ 2 ] * src.z;
-}
-
-void mat3_t::Transpose( mat3_t &matrix ) {
- int i;
- int j;
-
- for( i = 0; i < 3; i++ ) {
- for( j = 0; j < 3; j++ ) {
- matrix[ i ][ j ] = mat[ j ][ i ];
- }
- }
-}
-
-void mat3_t::Transpose( void ) {
- float temp;
- int i;
- int j;
-
- for( i = 0; i < 3; i++ ) {
- for( j = i + 1; j < 3; j++ ) {
- temp = mat[ i ][ j ];
- mat[ i ][ j ] = mat[ j ][ i ];
- mat[ j ][ i ] = temp;
- }
- }
-}
-
-mat3_t mat3_t::Inverse( void ) const {
- mat3_t inv( *this );
-
- inv.Transpose();
-
- return inv;
-}
-
-void mat3_t::Clear( void ) {
- mat[0].set( 1, 0, 0 );
- mat[1].set( 0, 1, 0 );
- mat[2].set( 0, 0, 1 );
-}
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +#include "q_shared.h" + +mat3_t mat3_default( idVec3_t( 1, 0, 0 ), idVec3_t( 0, 1, 0 ), idVec3_t( 0, 0, 1 ) ); + +void toMatrix( quat_t const &src, mat3_t &dst ) { + float wx, wy, wz; + float xx, yy, yz; + float xy, xz, zz; + float x2, y2, z2; + + x2 = src.x + src.x; + y2 = src.y + src.y; + z2 = src.z + src.z; + + xx = src.x * x2; + xy = src.x * y2; + xz = src.x * z2; + + yy = src.y * y2; + yz = src.y * z2; + zz = src.z * z2; + + wx = src.w * x2; + wy = src.w * y2; + wz = src.w * z2; + + dst[ 0 ][ 0 ] = 1.0f - ( yy + zz ); + dst[ 0 ][ 1 ] = xy - wz; + dst[ 0 ][ 2 ] = xz + wy; + + dst[ 1 ][ 0 ] = xy + wz; + dst[ 1 ][ 1 ] = 1.0f - ( xx + zz ); + dst[ 1 ][ 2 ] = yz - wx; + + dst[ 2 ][ 0 ] = xz - wy; + dst[ 2 ][ 1 ] = yz + wx; + dst[ 2 ][ 2 ] = 1.0f - ( xx + yy ); +} + +void toMatrix( angles_t const &src, mat3_t &dst ) { + float angle; + static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs + + angle = src.yaw * ( M_PI * 2.0f / 360.0f ); + sy = sin( angle ); + cy = cos( angle ); + + angle = src.pitch * ( M_PI * 2.0f / 360.0f ); + sp = sin( angle ); + cp = cos( angle ); + + angle = src.roll * ( M_PI * 2.0f / 360.0f ); + sr = sin( angle ); + cr = cos( angle ); + + dst[ 0 ].set( cp * cy, cp * sy, -sp ); + dst[ 1 ].set( sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp ); + dst[ 2 ].set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp ); +} + +void toMatrix( idVec3_t const &src, mat3_t &dst ) { + angles_t sup = src; + toMatrix(sup, dst); +} + +void mat3_t::ProjectVector( const idVec3_t &src, idVec3_t &dst ) const { + dst.x = src * mat[ 0 ]; + dst.y = src * mat[ 1 ]; + dst.z = src * mat[ 2 ]; +} + +void mat3_t::UnprojectVector( const idVec3_t &src, idVec3_t &dst ) const { + dst = mat[ 0 ] * src.x + mat[ 1 ] * src.y + mat[ 2 ] * src.z; +} + +void mat3_t::Transpose( mat3_t &matrix ) { + int i; + int j; + + for( i = 0; i < 3; i++ ) { + for( j = 0; j < 3; j++ ) { + matrix[ i ][ j ] = mat[ j ][ i ]; + } + } +} + +void mat3_t::Transpose( void ) { + float temp; + int i; + int j; + + for( i = 0; i < 3; i++ ) { + for( j = i + 1; j < 3; j++ ) { + temp = mat[ i ][ j ]; + mat[ i ][ j ] = mat[ j ][ i ]; + mat[ j ][ i ] = temp; + } + } +} + +mat3_t mat3_t::Inverse( void ) const { + mat3_t inv( *this ); + + inv.Transpose(); + + return inv; +} + +void mat3_t::Clear( void ) { + mat[0].set( 1, 0, 0 ); + mat[1].set( 0, 1, 0 ); + mat[2].set( 0, 0, 1 ); +} |