static inline void cgm_mcopy(float *dest, const float *src) { memcpy(dest, src, 16 * sizeof(float)); } static inline void cgm_mzero(float *m) { static float z[16]; cgm_mcopy(m, z); } static inline void cgm_midentity(float *m) { static float id[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; cgm_mcopy(m, id); } static inline void cgm_mmul(float *a, const float *b) { int i, j; float res[16]; float *resptr = res; float *arow = a; for(i=0; i<4; i++) { for(j=0; j<4; j++) { *resptr++ = arow[0] * b[j] + arow[1] * b[4 + j] + arow[2] * b[8 + j] + arow[3] * b[12 + j]; } arow += 4; } cgm_mcopy(a, res); } static inline void cgm_msubmatrix(float *m, int row, int col) { float orig[16]; int i, j, subi, subj; cgm_mcopy(orig, m); subi = 0; for(i=0; i<4; i++) { if(i == col) continue; subj = 0; for(j=0; j<4; j++) { if(j == row) continue; m[subi * 4 + subj++] = orig[i * 4 + j]; } subi++; } cgm_mupper3(m); } static inline void cgm_mupper3(float *m) { m[3] = m[7] = m[11] = m[12] = m[13] = m[14] = 0.0f; m[15] = 1.0f; } static inline float cgm_msubdet(float *m, int row, int col) { cgm_msubmatrix(m, row, col); return cgm_mdet(m); } static inline float cgm_mcofactor(float *m, int row, int col) { float min = cgm_msubdet(m, row, col); return (row + col) & 1 ? -min : min; } static inline float cgm_mdet(float *m) { return m[0] * cgm_msubdet(m, 0, 0) - m[1] * cgm_msubdet(m, 0, 1) + m[2] * cgm_msubdet(m, 0, 2) - m[3] * cgm_msubdet(m, 0, 3); } static inline void cgm_mtranspose(float *m) { int i, j; for(i=0; i<4; i++) { for(j=0; jx = m[12]; res->y = m[13]; res->z = m[14]; } /* Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes * article "Quaternion Calculus and Fast Animation". * adapted from: http://www.geometrictools.com/LibMathematics/Algebra/Wm5Quaternion.inl */ static inline void cgm_mget_rotation(const float *m, cgm_quat *res) { static const int next[3] = {1, 2, 0}; float quat[4]; int i, j, k; float trace = m[0] + m[5] + m[10]; float root; if(trace > 0.0f) { // |w| > 1/2 root = sqrt(trace + 1.0f); // 2w res->w = 0.5f * root; root = 0.5f / root; // 1 / 4w res->x = (m[6] - m[9]) * root; res->y = (m[8] - m[2]) * root; res->z = (m[1] - m[4]) * root; } else { // |w| <= 1/2 i = 0; if(m[5] > m[0]) { i = 1; } if(m[10] > m[i * 4 + i]) { i = 2; } j = next[i]; k = next[j]; root = sqrt(m[i * 4 + i] - m[j * 4 + j] - m[k * 4 + k] + 1.0f); quat[i + 1] = 0.5f * root; root = 0.5f / root; quat[0] = (m[j + 4 + k] - m[k * 4 + j]) * root; quat[j + 1] = (m[i * 4 + j] - m[j * 4 + i]) * root; quat[k + 1] = (m[i * 4 + k] - m[k * 4 + i]) * root; res->w = quat[0]; res->x = quat[1]; res->y = quat[2]; res->z = quat[3]; } } static inline void cgm_mget_scaling(const float *m, cgm_vec3 *res) { res->x = sqrt(m[0] * m[0] + m[4] * m[4] + m[8] * m[8]); res->y = sqrt(m[1] * m[1] + m[5] * m[5] + m[9] * m[9]); res->z = sqrt(m[2] * m[2] + m[6] * m[6] + m[10] * m[10]); } static inline void cgm_mget_frustum_plane(const float *m, int p, cgm_vec4 *res) { int row = p >> 1; const float *rowptr = m + row * 4; if((p & 1) == 0) { res->x = m[12] + rowptr[0]; res->y = m[13] + rowptr[1]; res->z = m[14] + rowptr[2]; res->w = m[15] + rowptr[3]; } else { res->x = m[12] - rowptr[0]; res->y = m[13] - rowptr[1]; res->z = m[14] - rowptr[2]; res->w = m[15] - rowptr[3]; } } static inline void cgm_mlookat(float *m, const cgm_vec3 *pos, const cgm_vec3 *targ, const cgm_vec3 *up) { float rot[16], trans[16]; cgm_vec3 dir = *targ, right, vup; cgm_vsub(&dir, pos); cgm_vnormalize(&dir); cgm_vcross(&right, &dir, up); cgm_vnormalize(&right); cgm_vcross(&vup, &right, &dir); cgm_vnormalize(&vup); rot[0] = right.x; /* TODO cont. */ } static inline void cgm_minv_lookat(float *m, const cgm_vec3 *pos, const cgm_vec3 *targ, const cgm_vec3 *up); static inline void cgm_mortho(float *m, float left, float right, float bot, float top, float znear, float zfar); static inline void cgm_mfrustum(float *m, float left, float right, float bot, float top, float znear, float zfar); static inline void cgm_mperspective(float *m, float vfov, float aspect, float znear, float zfar); static inline void cgm_mmirror(float *m, float a, float b, float c, float d);