+/*
+ * The 3D Studio File Format Library
+ * Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
+ * All rights reserved.
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU Lesser General Public License as published by
+ * the Free Software Foundation; either version 2.1 of the License, or (at
+ * your option) any later version.
+ *
+ * This program 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 Lesser General Public
+ * License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ *
+ * $Id: matrix.c,v 1.10 2004/11/16 07:41:44 efalk Exp $
+ */
+#define LIB3DS_EXPORT
+#include <lib3ds/matrix.h>
+#include <lib3ds/quat.h>
+#include <lib3ds/vector.h>
+#include <string.h>
+#include <math.h>
+
+
+/*!
+ * \defgroup matrix Matrix Mathematics
+ *
+ * \author J.E. Hoffmann <je-h@gmx.net>
+ */
+/*!
+ * \typedef Lib3dsMatrix
+ * \ingroup matrix
+ */
+
+
+/*!
+ * Clear a matrix to all zeros.
+ *
+ * \param m Matrix to be cleared.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_zero(Lib3dsMatrix m)
+{
+ int i,j;
+
+ for (i=0; i<4; i++) {
+ for (j=0; j<4; j++) m[i][j]=0.0f;
+ }
+}
+
+
+/*!
+ * Set a matrix to identity.
+ *
+ * \param m Matrix to be set.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_identity(Lib3dsMatrix m)
+{
+ int i,j;
+
+ for (i=0; i<4; i++) {
+ for (j=0; j<4; j++) m[i][j]=0.0;
+ }
+ for (i=0; i<4; i++) m[i][i]=1.0;
+}
+
+
+/*!
+ * Copy a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_copy(Lib3dsMatrix dest, Lib3dsMatrix src)
+{
+ memcpy(dest, src, sizeof(Lib3dsMatrix));
+}
+
+
+/*!
+ * Negate a matrix -- all elements negated.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_neg(Lib3dsMatrix m)
+{
+ int i,j;
+
+ for (j=0; j<4; j++) {
+ for (i=0; i<4; i++) {
+ m[j][i]=-m[j][i];
+ }
+ }
+}
+
+
+/*!
+ * Set all matrix elements to their absolute value.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_abs(Lib3dsMatrix m)
+{
+ int i,j;
+
+ for (j=0; j<4; j++) {
+ for (i=0; i<4; i++) {
+ m[j][i]=(Lib3dsFloat)fabs(m[j][i]);
+ }
+ }
+}
+
+
+/*!
+ * Transpose a matrix in place.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_transpose(Lib3dsMatrix m)
+{
+ int i,j;
+ Lib3dsFloat swp;
+
+ for (j=0; j<4; j++) {
+ for (i=j+1; i<4; i++) {
+ swp=m[j][i];
+ m[j][i]=m[i][j];
+ m[i][j]=swp;
+ }
+ }
+}
+
+
+/*!
+ * Add two matrices.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_add(Lib3dsMatrix m, Lib3dsMatrix a, Lib3dsMatrix b)
+{
+ int i,j;
+
+ for (j=0; j<4; j++) {
+ for (i=0; i<4; i++) {
+ m[j][i]=a[j][i]+b[j][i];
+ }
+ }
+}
+
+
+/*!
+ * Subtract two matrices.
+ *
+ * \param m Result.
+ * \param a Addend.
+ * \param b Minuend.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_sub(Lib3dsMatrix m, Lib3dsMatrix a, Lib3dsMatrix b)
+{
+ int i,j;
+
+ for (j=0; j<4; j++) {
+ for (i=0; i<4; i++) {
+ m[j][i]=a[j][i]-b[j][i];
+ }
+ }
+}
+
+
+/*!
+ * Multiply two matrices.
+ *
+ * \param m Result.
+ * \param a Left matrix.
+ * \param b Right matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_mul(Lib3dsMatrix m, Lib3dsMatrix a, Lib3dsMatrix b)
+{
+ int i,j,k;
+ Lib3dsFloat ab;
+
+ for (j=0; j<4; j++) {
+ for (i=0; i<4; i++) {
+ ab=0.0f;
+ for (k=0; k<4; k++) ab+=a[k][i]*b[j][k];
+ m[j][i]=ab;
+ }
+ }
+}
+
+
+/*!
+ * Multiply a matrix by a scalar.
+ *
+ * \param m Matrix to be set.
+ * \param k Scalar.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_scalar(Lib3dsMatrix m, Lib3dsFloat k)
+{
+ int i,j;
+
+ for (j=0; j<4; j++) {
+ for (i=0; i<4; i++) {
+ m[j][i]*=k;
+ }
+ }
+}
+
+
+static Lib3dsFloat
+det2x2(
+ Lib3dsFloat a, Lib3dsFloat b,
+ Lib3dsFloat c, Lib3dsFloat d)
+{
+ return((a)*(d)-(b)*(c));
+}
+
+
+static Lib3dsFloat
+det3x3(
+ Lib3dsFloat a1, Lib3dsFloat a2, Lib3dsFloat a3,
+ Lib3dsFloat b1, Lib3dsFloat b2, Lib3dsFloat b3,
+ Lib3dsFloat c1, Lib3dsFloat c2, Lib3dsFloat c3)
+{
+ return(
+ a1*det2x2(b2,b3,c2,c3)-
+ b1*det2x2(a2,a3,c2,c3)+
+ c1*det2x2(a2,a3,b2,b3)
+ );
+}
+
+
+/*!
+ * Find determinant of a matrix.
+ *
+ * \ingroup matrix
+ */
+Lib3dsFloat
+lib3ds_matrix_det(Lib3dsMatrix m)
+{
+ Lib3dsFloat a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
+
+ a1 = m[0][0];
+ b1 = m[1][0];
+ c1 = m[2][0];
+ d1 = m[3][0];
+ a2 = m[0][1];
+ b2 = m[1][1];
+ c2 = m[2][1];
+ d2 = m[3][1];
+ a3 = m[0][2];
+ b3 = m[1][2];
+ c3 = m[2][2];
+ d3 = m[3][2];
+ a4 = m[0][3];
+ b4 = m[1][3];
+ c4 = m[2][3];
+ d4 = m[3][3];
+ return(
+ a1 * det3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4)-
+ b1 * det3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4)+
+ c1 * det3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4)-
+ d1 * det3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4)
+ );
+}
+
+
+/*!
+ * Find the adjoint of a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_adjoint(Lib3dsMatrix m)
+{
+ Lib3dsFloat a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
+
+ a1 = m[0][0];
+ b1 = m[1][0];
+ c1 = m[2][0];
+ d1 = m[3][0];
+ a2 = m[0][1];
+ b2 = m[1][1];
+ c2 = m[2][1];
+ d2 = m[3][1];
+ a3 = m[0][2];
+ b3 = m[1][2];
+ c3 = m[2][2];
+ d3 = m[3][2];
+ a4 = m[0][3];
+ b4 = m[1][3];
+ c4 = m[2][3];
+ d4 = m[3][3];
+ m[0][0]= det3x3 (b2, b3, b4, c2, c3, c4, d2, d3, d4);
+ m[0][1]= -det3x3 (a2, a3, a4, c2, c3, c4, d2, d3, d4);
+ m[0][2]= det3x3 (a2, a3, a4, b2, b3, b4, d2, d3, d4);
+ m[0][3]= -det3x3 (a2, a3, a4, b2, b3, b4, c2, c3, c4);
+ m[1][0]= -det3x3 (b1, b3, b4, c1, c3, c4, d1, d3, d4);
+ m[1][1]= det3x3 (a1, a3, a4, c1, c3, c4, d1, d3, d4);
+ m[1][2]= -det3x3 (a1, a3, a4, b1, b3, b4, d1, d3, d4);
+ m[1][3]= det3x3 (a1, a3, a4, b1, b3, b4, c1, c3, c4);
+ m[2][0]= det3x3 (b1, b2, b4, c1, c2, c4, d1, d2, d4);
+ m[2][1]= -det3x3 (a1, a2, a4, c1, c2, c4, d1, d2, d4);
+ m[2][2]= det3x3 (a1, a2, a4, b1, b2, b4, d1, d2, d4);
+ m[2][3]= -det3x3 (a1, a2, a4, b1, b2, b4, c1, c2, c4);
+ m[3][0]= -det3x3 (b1, b2, b3, c1, c2, c3, d1, d2, d3);
+ m[3][1]= det3x3 (a1, a2, a3, c1, c2, c3, d1, d2, d3);
+ m[3][2]= -det3x3 (a1, a2, a3, b1, b2, b3, d1, d2, d3);
+ m[3][3]= det3x3 (a1, a2, a3, b1, b2, b3, c1, c2, c3);
+}
+
+
+/*!
+ * Invert a matrix in place.
+ *
+ * \param m Matrix to invert.
+ *
+ * \return LIB3DS_TRUE on success, LIB3DS_FALSE on failure.
+ * \ingroup matrix
+ *
+ * GGemsII, K.Wu, Fast Matrix Inversion
+ */
+Lib3dsBool
+lib3ds_matrix_inv(Lib3dsMatrix m)
+{
+ int i,j,k;
+ int pvt_i[4], pvt_j[4]; /* Locations of pivot elements */
+ Lib3dsFloat pvt_val; /* Value of current pivot element */
+ Lib3dsFloat hold; /* Temporary storage */
+ Lib3dsFloat determinat;
+
+ determinat = 1.0f;
+ for (k=0; k<4; k++) {
+ /* Locate k'th pivot element */
+ pvt_val=m[k][k]; /* Initialize for search */
+ pvt_i[k]=k;
+ pvt_j[k]=k;
+ for (i=k; i<4; i++) {
+ for (j=k; j<4; j++) {
+ if (fabs(m[i][j]) > fabs(pvt_val)) {
+ pvt_i[k]=i;
+ pvt_j[k]=j;
+ pvt_val=m[i][j];
+ }
+ }
+ }
+
+ /* Product of pivots, gives determinant when finished */
+ determinat*=pvt_val;
+ if (fabs(determinat)<LIB3DS_EPSILON) {
+ return(LIB3DS_FALSE); /* Matrix is singular (zero determinant) */
+ }
+
+ /* "Interchange" rows (with sign change stuff) */
+ i=pvt_i[k];
+ if (i!=k) { /* If rows are different */
+ for (j=0; j<4; j++) {
+ hold=-m[k][j];
+ m[k][j]=m[i][j];
+ m[i][j]=hold;
+ }
+ }
+
+ /* "Interchange" columns */
+ j=pvt_j[k];
+ if (j!=k) { /* If columns are different */
+ for (i=0; i<4; i++) {
+ hold=-m[i][k];
+ m[i][k]=m[i][j];
+ m[i][j]=hold;
+ }
+ }
+
+ /* Divide column by minus pivot value */
+ for (i=0; i<4; i++) {
+ if (i!=k) m[i][k]/=( -pvt_val) ;
+ }
+
+ /* Reduce the matrix */
+ for (i=0; i<4; i++) {
+ hold = m[i][k];
+ for (j=0; j<4; j++) {
+ if (i!=k && j!=k) m[i][j]+=hold*m[k][j];
+ }
+ }
+
+ /* Divide row by pivot */
+ for (j=0; j<4; j++) {
+ if (j!=k) m[k][j]/=pvt_val;
+ }
+
+ /* Replace pivot by reciprocal (at last we can touch it). */
+ m[k][k] = 1.0f/pvt_val;
+ }
+
+ /* That was most of the work, one final pass of row/column interchange */
+ /* to finish */
+ for (k=4-2; k>=0; k--) { /* Don't need to work with 1 by 1 corner*/
+ i=pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
+ if (i!=k) { /* If rows are different */
+ for(j=0; j<4; j++) {
+ hold = m[k][j];
+ m[k][j]=-m[i][j];
+ m[i][j]=hold;
+ }
+ }
+
+ j=pvt_i[k]; /* Columns to swap correspond to pivot ROW */
+ if (j!=k) /* If columns are different */
+ for (i=0; i<4; i++) {
+ hold=m[i][k];
+ m[i][k]=-m[i][j];
+ m[i][j]=hold;
+ }
+ }
+ return(LIB3DS_TRUE);
+}
+
+
+/*!
+ * Apply a translation to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_translate_xyz(Lib3dsMatrix m, Lib3dsFloat x, Lib3dsFloat y, Lib3dsFloat z)
+{
+ int i;
+
+ for (i=0; i<3; i++) {
+ m[3][i]+= m[0][i]*x + m[1][i]*y + m[2][i]*z;
+ }
+}
+
+
+/*!
+ * Apply a translation to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_translate(Lib3dsMatrix m, Lib3dsVector t)
+{
+ int i;
+
+ for (i=0; i<3; i++) {
+ m[3][i]+= m[0][i]*t[0] + m[1][i]*t[1] + m[2][i]*t[2];
+ }
+}
+
+
+/*!
+ * Apply scale factors to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_scale_xyz(Lib3dsMatrix m, Lib3dsFloat x, Lib3dsFloat y, Lib3dsFloat z)
+{
+ int i;
+
+ for (i=0; i<4; i++) {
+ m[0][i]*=x;
+ m[1][i]*=y;
+ m[2][i]*=z;
+ }
+}
+
+
+/*!
+ * Apply scale factors to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_scale(Lib3dsMatrix m, Lib3dsVector s)
+{
+ int i;
+
+ for (i=0; i<4; i++) {
+ m[0][i]*=s[0];
+ m[1][i]*=s[1];
+ m[2][i]*=s[2];
+ }
+}
+
+
+/*!
+ * Apply a rotation about the x axis to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_rotate_x(Lib3dsMatrix m, Lib3dsFloat phi)
+{
+ Lib3dsFloat SinPhi,CosPhi;
+ Lib3dsFloat a1[4],a2[4];
+
+ SinPhi=(Lib3dsFloat)sin(phi);
+ CosPhi=(Lib3dsFloat)cos(phi);
+ memcpy(a1,m[1],4*sizeof(Lib3dsFloat));
+ memcpy(a2,m[2],4*sizeof(Lib3dsFloat));
+ m[1][0]=CosPhi*a1[0]+SinPhi*a2[0];
+ m[1][1]=CosPhi*a1[1]+SinPhi*a2[1];
+ m[1][2]=CosPhi*a1[2]+SinPhi*a2[2];
+ m[1][3]=CosPhi*a1[3]+SinPhi*a2[3];
+ m[2][0]=-SinPhi*a1[0]+CosPhi*a2[0];
+ m[2][1]=-SinPhi*a1[1]+CosPhi*a2[1];
+ m[2][2]=-SinPhi*a1[2]+CosPhi*a2[2];
+ m[2][3]=-SinPhi*a1[3]+CosPhi*a2[3];
+}
+
+
+/*!
+ * Apply a rotation about the y axis to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_rotate_y(Lib3dsMatrix m, Lib3dsFloat phi)
+{
+ Lib3dsFloat SinPhi,CosPhi;
+ Lib3dsFloat a0[4],a2[4];
+
+ SinPhi=(Lib3dsFloat)sin(phi);
+ CosPhi=(Lib3dsFloat)cos(phi);
+ memcpy(a0,m[0],4*sizeof(Lib3dsFloat));
+ memcpy(a2,m[2],4*sizeof(Lib3dsFloat));
+ m[0][0]=CosPhi*a0[0]-SinPhi*a2[0];
+ m[0][1]=CosPhi*a0[1]-SinPhi*a2[1];
+ m[0][2]=CosPhi*a0[2]-SinPhi*a2[2];
+ m[0][3]=CosPhi*a0[3]-SinPhi*a2[3];
+ m[2][0]=SinPhi*a0[0]+CosPhi*a2[0];
+ m[2][1]=SinPhi*a0[1]+CosPhi*a2[1];
+ m[2][2]=SinPhi*a0[2]+CosPhi*a2[2];
+ m[2][3]=SinPhi*a0[3]+CosPhi*a2[3];
+}
+
+
+/*!
+ * Apply a rotation about the z axis to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_rotate_z(Lib3dsMatrix m, Lib3dsFloat phi)
+{
+ Lib3dsFloat SinPhi,CosPhi;
+ Lib3dsFloat a0[4],a1[4];
+
+ SinPhi=(Lib3dsFloat)sin(phi);
+ CosPhi=(Lib3dsFloat)cos(phi);
+ memcpy(a0,m[0],4*sizeof(Lib3dsFloat));
+ memcpy(a1,m[1],4*sizeof(Lib3dsFloat));
+ m[0][0]=CosPhi*a0[0]+SinPhi*a1[0];
+ m[0][1]=CosPhi*a0[1]+SinPhi*a1[1];
+ m[0][2]=CosPhi*a0[2]+SinPhi*a1[2];
+ m[0][3]=CosPhi*a0[3]+SinPhi*a1[3];
+ m[1][0]=-SinPhi*a0[0]+CosPhi*a1[0];
+ m[1][1]=-SinPhi*a0[1]+CosPhi*a1[1];
+ m[1][2]=-SinPhi*a0[2]+CosPhi*a1[2];
+ m[1][3]=-SinPhi*a0[3]+CosPhi*a1[3];
+}
+
+
+/*!
+ * Apply a rotation about an arbitrary axis to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_rotate(Lib3dsMatrix m, Lib3dsQuat q)
+{
+ Lib3dsFloat s,xs,ys,zs,wx,wy,wz,xx,xy,xz,yy,yz,zz,l;
+ Lib3dsMatrix a,b;
+
+ lib3ds_matrix_copy(a, m);
+
+ l=q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3];
+ if (fabs(l)<LIB3DS_EPSILON) {
+ s=1.0f;
+ }
+ else {
+ s=2.0f/l;
+ }
+
+ xs = q[0] * s; ys = q[1] * s; zs = q[2] * s;
+ wx = q[3] * xs; wy = q[3] * ys; wz = q[3] * zs;
+ xx = q[0] * xs; xy = q[0] * ys; xz = q[0] * zs;
+ yy = q[1] * ys; yz = q[1] * zs; zz = q[2] * zs;
+
+ b[0][0]=1.0f - (yy +zz);
+ b[1][0]=xy - wz;
+ b[2][0]=xz + wy;
+ b[0][1]=xy + wz;
+ b[1][1]=1.0f - (xx +zz);
+ b[2][1]=yz - wx;
+ b[0][2]=xz - wy;
+ b[1][2]=yz + wx;
+ b[2][2]=1.0f - (xx + yy);
+ b[3][0]=b[3][1]=b[3][2]=b[0][3]=b[1][3]=b[2][3]=0.0f;
+ b[3][3]=1.0f;
+
+ lib3ds_matrix_mul(m,a,b);
+}
+
+
+/*!
+ * Apply a rotation about an arbitrary axis to a matrix.
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_rotate_axis(Lib3dsMatrix m, Lib3dsVector axis, Lib3dsFloat angle)
+{
+ Lib3dsQuat q;
+
+ lib3ds_quat_axis_angle(q,axis,angle);
+ lib3ds_matrix_rotate(m,q);
+}
+
+
+/*!
+ * Compute a camera matrix based on position, target and roll.
+ *
+ * Generates a translate/rotate matrix that maps world coordinates
+ * to camera coordinates. Resulting matrix does not include perspective
+ * transform.
+ *
+ * \param matrix Destination matrix.
+ * \param pos Camera position
+ * \param tgt Camera target
+ * \param roll Roll angle
+ *
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_camera(Lib3dsMatrix matrix, Lib3dsVector pos,
+ Lib3dsVector tgt, Lib3dsFloat roll)
+{
+ Lib3dsMatrix M,R;
+ Lib3dsVector x, y, z;
+
+ lib3ds_vector_sub(y, tgt, pos);
+ lib3ds_vector_normalize(y);
+
+ if (y[0] != 0. || y[1] != 0) {
+ z[0] = 0;
+ z[1] = 0;
+ z[2] = 1.0;
+ }
+ else { /* Special case: looking straight up or down z axis */
+ z[0] = -1.0;
+ z[1] = 0;
+ z[2] = 0;
+ }
+
+ lib3ds_vector_cross(x, y, z);
+ lib3ds_vector_cross(z, x, y);
+ lib3ds_vector_normalize(x);
+ lib3ds_vector_normalize(z);
+
+ lib3ds_matrix_identity(M);
+ M[0][0] = x[0];
+ M[1][0] = x[1];
+ M[2][0] = x[2];
+ M[0][1] = y[0];
+ M[1][1] = y[1];
+ M[2][1] = y[2];
+ M[0][2] = z[0];
+ M[1][2] = z[1];
+ M[2][2] = z[2];
+
+ lib3ds_matrix_identity(R);
+ lib3ds_matrix_rotate_y(R, roll);
+ lib3ds_matrix_mul(matrix, R,M);
+ lib3ds_matrix_translate_xyz(matrix, -pos[0],-pos[1],-pos[2]);
+}
+
+
+/*!
+ * \ingroup matrix
+ */
+void
+lib3ds_matrix_dump(Lib3dsMatrix matrix)
+{
+ int i,j;
+
+ for (i=0; i<4; ++i) {
+ for (j=0; j<4; ++j) {
+ printf("%f ", matrix[j][i]);
+ }
+ printf("\n");
+ }
+}
+
+
+
+
+