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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program 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 3 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "HeadSpin.h"
#include "hsGeometry3.h"
#include "hsQuat.h"
#include "hsMatrix44.h"
#include "hsStream.h"
static hsMatrix44 myIdent = hsMatrix44().Reset();
const hsMatrix44& hsMatrix44::IdentityMatrix() { return myIdent; }
/*
For the rotation:
¦ 2 2 ¦
¦ 1 - (2Y + 2Z ) 2XY + 2ZW 2XZ - 2YW ¦
¦ ¦
¦ 2 2 ¦
M = ¦ 2XY - 2ZW 1 - (2X + 2Z ) 2YZ + 2XW ¦
¦ ¦
¦ 2 2 ¦
¦ 2XZ + 2YW 2YZ - 2XW 1 - (2X + 2Y ) ¦
¦ ¦
The translation is far too complex to discuss here. ;^)
*/
hsMatrix44::hsMatrix44(const hsScalarTriple &translate, const hsQuat &rotate)
{
float xx = rotate.fX * rotate.fX;
float xy = rotate.fX * rotate.fY;
float xz = rotate.fX * rotate.fZ;
float xw = rotate.fX * rotate.fW;
float yy = rotate.fY * rotate.fY;
float yz = rotate.fY * rotate.fZ;
float yw = rotate.fY * rotate.fW;
float zz = rotate.fZ * rotate.fZ;
float zw = rotate.fZ * rotate.fW;
fMap[0][0] = 1 - 2 * ( yy + zz ); fMap[0][1] = 2 * ( xy - zw ); fMap[0][2] = 2 * ( xz + yw ); fMap[0][3] = translate.fX;
fMap[1][0] = 2 * ( xy + zw ); fMap[1][1] = 1 - 2 * ( xx + zz ); fMap[1][2] = 2 * ( yz - xw ); fMap[1][3] = translate.fY;
fMap[2][0] = 2 * ( xz - yw ); fMap[2][1] = 2 * ( yz + xw ); fMap[2][2] = 1 - 2 * ( xx + yy ); fMap[2][3] = translate.fZ;
fMap[3][0] = fMap[3][1] = fMap[3][2] = 0.0f;
fMap[3][3] = 1.0f;
NotIdentity();
}
void hsMatrix44::DecompRigid(hsScalarTriple &translate, hsQuat &rotate) const
{
translate = GetTranslate();
rotate.QuatFromMatrix44(*this);
}
#if 0
hsMatrix44& hsMatrix44::Reset()
{
for(int i = 0; i < 4; i++)
{
for(int j = 0; j < 4; j++)
{
fMap[i][j] = (i==j) ? hsScalar1 : 0;
}
}
return *this;
}
#endif
#if 0 // Havok reeks
hsMatrix44 operator*(const hsMatrix44& a, const hsMatrix44& b)
{
hsMatrix44 c;
if( a.fFlags & b.fFlags & hsMatrix44::kIsIdent )
{
c.Reset();
return c;
}
if( a.fFlags & hsMatrix44::kIsIdent )
return b;
if( b.fFlags & hsMatrix44::kIsIdent )
return a;
#if HS_BUILD_FOR_PS2
MulMatrixVU0(a.fMap, b.fMap, c.fMap);
#else
c.fMap[0][0] = hsScalarMul(a.fMap[0][0], b.fMap[0][0]) + hsScalarMul(a.fMap[0][1], b.fMap[1][0]) + hsScalarMul(a.fMap[0][2], b.fMap[2][0]) + hsScalarMul(a.fMap[0][3], b.fMap[3][0]);
c.fMap[0][1] = hsScalarMul(a.fMap[0][0], b.fMap[0][1]) + hsScalarMul(a.fMap[0][1], b.fMap[1][1]) + hsScalarMul(a.fMap[0][2], b.fMap[2][1]) + hsScalarMul(a.fMap[0][3], b.fMap[3][1]);
c.fMap[0][2] = hsScalarMul(a.fMap[0][0], b.fMap[0][2]) + hsScalarMul(a.fMap[0][1], b.fMap[1][2]) + hsScalarMul(a.fMap[0][2], b.fMap[2][2]) + hsScalarMul(a.fMap[0][3], b.fMap[3][2]);
c.fMap[0][3] = hsScalarMul(a.fMap[0][0], b.fMap[0][3]) + hsScalarMul(a.fMap[0][1], b.fMap[1][3]) + hsScalarMul(a.fMap[0][2], b.fMap[2][3]) + hsScalarMul(a.fMap[0][3], b.fMap[3][3]);
c.fMap[1][0] = hsScalarMul(a.fMap[1][0], b.fMap[0][0]) + hsScalarMul(a.fMap[1][1], b.fMap[1][0]) + hsScalarMul(a.fMap[1][2], b.fMap[2][0]) + hsScalarMul(a.fMap[1][3], b.fMap[3][0]);
c.fMap[1][1] = hsScalarMul(a.fMap[1][0], b.fMap[0][1]) + hsScalarMul(a.fMap[1][1], b.fMap[1][1]) + hsScalarMul(a.fMap[1][2], b.fMap[2][1]) + hsScalarMul(a.fMap[1][3], b.fMap[3][1]);
c.fMap[1][2] = hsScalarMul(a.fMap[1][0], b.fMap[0][2]) + hsScalarMul(a.fMap[1][1], b.fMap[1][2]) + hsScalarMul(a.fMap[1][2], b.fMap[2][2]) + hsScalarMul(a.fMap[1][3], b.fMap[3][2]);
c.fMap[1][3] = hsScalarMul(a.fMap[1][0], b.fMap[0][3]) + hsScalarMul(a.fMap[1][1], b.fMap[1][3]) + hsScalarMul(a.fMap[1][2], b.fMap[2][3]) + hsScalarMul(a.fMap[1][3], b.fMap[3][3]);
c.fMap[2][0] = hsScalarMul(a.fMap[2][0], b.fMap[0][0]) + hsScalarMul(a.fMap[2][1], b.fMap[1][0]) + hsScalarMul(a.fMap[2][2], b.fMap[2][0]) + hsScalarMul(a.fMap[2][3], b.fMap[3][0]);
c.fMap[2][1] = hsScalarMul(a.fMap[2][0], b.fMap[0][1]) + hsScalarMul(a.fMap[2][1], b.fMap[1][1]) + hsScalarMul(a.fMap[2][2], b.fMap[2][1]) + hsScalarMul(a.fMap[2][3], b.fMap[3][1]);
c.fMap[2][2] = hsScalarMul(a.fMap[2][0], b.fMap[0][2]) + hsScalarMul(a.fMap[2][1], b.fMap[1][2]) + hsScalarMul(a.fMap[2][2], b.fMap[2][2]) + hsScalarMul(a.fMap[2][3], b.fMap[3][2]);
c.fMap[2][3] = hsScalarMul(a.fMap[2][0], b.fMap[0][3]) + hsScalarMul(a.fMap[2][1], b.fMap[1][3]) + hsScalarMul(a.fMap[2][2], b.fMap[2][3]) + hsScalarMul(a.fMap[2][3], b.fMap[3][3]);
c.fMap[3][0] = hsScalarMul(a.fMap[3][0], b.fMap[0][0]) + hsScalarMul(a.fMap[3][1], b.fMap[1][0]) + hsScalarMul(a.fMap[3][2], b.fMap[2][0]) + hsScalarMul(a.fMap[3][3], b.fMap[3][0]);
c.fMap[3][1] = hsScalarMul(a.fMap[3][0], b.fMap[0][1]) + hsScalarMul(a.fMap[3][1], b.fMap[1][1]) + hsScalarMul(a.fMap[3][2], b.fMap[2][1]) + hsScalarMul(a.fMap[3][3], b.fMap[3][1]);
c.fMap[3][2] = hsScalarMul(a.fMap[3][0], b.fMap[0][2]) + hsScalarMul(a.fMap[3][1], b.fMap[1][2]) + hsScalarMul(a.fMap[3][2], b.fMap[2][2]) + hsScalarMul(a.fMap[3][3], b.fMap[3][2]);
c.fMap[3][3] = hsScalarMul(a.fMap[3][0], b.fMap[0][3]) + hsScalarMul(a.fMap[3][1], b.fMap[1][3]) + hsScalarMul(a.fMap[3][2], b.fMap[2][3]) + hsScalarMul(a.fMap[3][3], b.fMap[3][3]);
#endif
return c;
}
hsVector3 operator*(const hsMatrix44& m, const hsVector3& p)
{
if( m.fFlags & hsMatrix44::kIsIdent )
return p;
hsVector3 rVal;
#if HS_BUILD_FOR_PS2
MulVectorVU0(m.fMap, (MATRIX4) &p, (MATRIX4) &rVal);
#else
rVal.fX = hsScalarMul(p.fX, m.fMap[0][0]) + hsScalarMul(p.fY, m.fMap[0][1]) + hsScalarMul(p.fZ, m.fMap[0][2]);
rVal.fY = hsScalarMul(p.fX, m.fMap[1][0]) + hsScalarMul(p.fY, m.fMap[1][1]) + hsScalarMul(p.fZ, m.fMap[1][2]);
rVal.fZ = hsScalarMul(p.fX, m.fMap[2][0]) + hsScalarMul(p.fY, m.fMap[2][1]) + hsScalarMul(p.fZ, m.fMap[2][2]);
#endif
return rVal;
}
#else // Havok reeks
hsMatrix44 hsMatrix44::operator*(const hsMatrix44& b) const
{
hsMatrix44 c;
if( fFlags & b.fFlags & hsMatrix44::kIsIdent )
{
c.Reset();
return c;
}
if( fFlags & hsMatrix44::kIsIdent )
return b;
if( b.fFlags & hsMatrix44::kIsIdent )
return *this;
#if HS_BUILD_FOR_PS2
MulMatrixVU0(fMap, b.fMap, c.fMap);
#else
c.fMap[0][0] = hsScalarMul(fMap[0][0], b.fMap[0][0]) + hsScalarMul(fMap[0][1], b.fMap[1][0]) + hsScalarMul(fMap[0][2], b.fMap[2][0]) + hsScalarMul(fMap[0][3], b.fMap[3][0]);
c.fMap[0][1] = hsScalarMul(fMap[0][0], b.fMap[0][1]) + hsScalarMul(fMap[0][1], b.fMap[1][1]) + hsScalarMul(fMap[0][2], b.fMap[2][1]) + hsScalarMul(fMap[0][3], b.fMap[3][1]);
c.fMap[0][2] = hsScalarMul(fMap[0][0], b.fMap[0][2]) + hsScalarMul(fMap[0][1], b.fMap[1][2]) + hsScalarMul(fMap[0][2], b.fMap[2][2]) + hsScalarMul(fMap[0][3], b.fMap[3][2]);
c.fMap[0][3] = hsScalarMul(fMap[0][0], b.fMap[0][3]) + hsScalarMul(fMap[0][1], b.fMap[1][3]) + hsScalarMul(fMap[0][2], b.fMap[2][3]) + hsScalarMul(fMap[0][3], b.fMap[3][3]);
c.fMap[1][0] = hsScalarMul(fMap[1][0], b.fMap[0][0]) + hsScalarMul(fMap[1][1], b.fMap[1][0]) + hsScalarMul(fMap[1][2], b.fMap[2][0]) + hsScalarMul(fMap[1][3], b.fMap[3][0]);
c.fMap[1][1] = hsScalarMul(fMap[1][0], b.fMap[0][1]) + hsScalarMul(fMap[1][1], b.fMap[1][1]) + hsScalarMul(fMap[1][2], b.fMap[2][1]) + hsScalarMul(fMap[1][3], b.fMap[3][1]);
c.fMap[1][2] = hsScalarMul(fMap[1][0], b.fMap[0][2]) + hsScalarMul(fMap[1][1], b.fMap[1][2]) + hsScalarMul(fMap[1][2], b.fMap[2][2]) + hsScalarMul(fMap[1][3], b.fMap[3][2]);
c.fMap[1][3] = hsScalarMul(fMap[1][0], b.fMap[0][3]) + hsScalarMul(fMap[1][1], b.fMap[1][3]) + hsScalarMul(fMap[1][2], b.fMap[2][3]) + hsScalarMul(fMap[1][3], b.fMap[3][3]);
c.fMap[2][0] = hsScalarMul(fMap[2][0], b.fMap[0][0]) + hsScalarMul(fMap[2][1], b.fMap[1][0]) + hsScalarMul(fMap[2][2], b.fMap[2][0]) + hsScalarMul(fMap[2][3], b.fMap[3][0]);
c.fMap[2][1] = hsScalarMul(fMap[2][0], b.fMap[0][1]) + hsScalarMul(fMap[2][1], b.fMap[1][1]) + hsScalarMul(fMap[2][2], b.fMap[2][1]) + hsScalarMul(fMap[2][3], b.fMap[3][1]);
c.fMap[2][2] = hsScalarMul(fMap[2][0], b.fMap[0][2]) + hsScalarMul(fMap[2][1], b.fMap[1][2]) + hsScalarMul(fMap[2][2], b.fMap[2][2]) + hsScalarMul(fMap[2][3], b.fMap[3][2]);
c.fMap[2][3] = hsScalarMul(fMap[2][0], b.fMap[0][3]) + hsScalarMul(fMap[2][1], b.fMap[1][3]) + hsScalarMul(fMap[2][2], b.fMap[2][3]) + hsScalarMul(fMap[2][3], b.fMap[3][3]);
c.fMap[3][0] = hsScalarMul(fMap[3][0], b.fMap[0][0]) + hsScalarMul(fMap[3][1], b.fMap[1][0]) + hsScalarMul(fMap[3][2], b.fMap[2][0]) + hsScalarMul(fMap[3][3], b.fMap[3][0]);
c.fMap[3][1] = hsScalarMul(fMap[3][0], b.fMap[0][1]) + hsScalarMul(fMap[3][1], b.fMap[1][1]) + hsScalarMul(fMap[3][2], b.fMap[2][1]) + hsScalarMul(fMap[3][3], b.fMap[3][1]);
c.fMap[3][2] = hsScalarMul(fMap[3][0], b.fMap[0][2]) + hsScalarMul(fMap[3][1], b.fMap[1][2]) + hsScalarMul(fMap[3][2], b.fMap[2][2]) + hsScalarMul(fMap[3][3], b.fMap[3][2]);
c.fMap[3][3] = hsScalarMul(fMap[3][0], b.fMap[0][3]) + hsScalarMul(fMap[3][1], b.fMap[1][3]) + hsScalarMul(fMap[3][2], b.fMap[2][3]) + hsScalarMul(fMap[3][3], b.fMap[3][3]);
#endif
return c;
}
hsVector3 hsMatrix44::operator*(const hsVector3& p) const
{
if( fFlags & hsMatrix44::kIsIdent )
return p;
hsVector3 rVal;
#if HS_BUILD_FOR_PS2
MulVectorVU0(fMap, (MATRIX4) &p, (MATRIX4) &rVal);
#else
rVal.fX = hsScalarMul(p.fX, fMap[0][0]) + hsScalarMul(p.fY, fMap[0][1]) + hsScalarMul(p.fZ, fMap[0][2]);
rVal.fY = hsScalarMul(p.fX, fMap[1][0]) + hsScalarMul(p.fY, fMap[1][1]) + hsScalarMul(p.fZ, fMap[1][2]);
rVal.fZ = hsScalarMul(p.fX, fMap[2][0]) + hsScalarMul(p.fY, fMap[2][1]) + hsScalarMul(p.fZ, fMap[2][2]);
#endif
return rVal;
}
#endif // Havok reeks
#if 0 // Havok reeks
int operator==(const hsMatrix44& s, const hsMatrix44& t)
{
if( s.fFlags & t.fFlags & hsMatrix44::kIsIdent )
{
return true;
}
for(int i = 0; i < 4; i++)
{
for(int j = 0; j < 4; j++)
{
if (s.fMap[i][j] != t.fMap[i][j])
return false;
}
}
return true;
}
#else // Havok reeks
int hsMatrix44::operator==(const hsMatrix44& ss) const
{
if( ss.fFlags & fFlags & hsMatrix44::kIsIdent )
{
return true;
}
for(int i = 0; i < 4; i++)
{
for(int j = 0; j < 4; j++)
{
if (ss.fMap[i][j] != fMap[i][j])
return false;
}
}
return true;
}
#endif // Havok reeks
hsMatrix44& hsMatrix44::Scale(const hsVector3* scale)
{
#if HS_BUILD_FOR_PS2
MulScaleVU0(fMap, (MATRIX4 *) scale);
#else
fMap[0][0] *= scale->fX;
fMap[0][1] *= scale->fX;
fMap[0][2] *= scale->fX;
fMap[0][3] *= scale->fX;
fMap[1][0] *= scale->fY;
fMap[1][1] *= scale->fY;
fMap[1][2] *= scale->fY;
fMap[1][3] *= scale->fY;
fMap[2][0] *= scale->fZ;
fMap[2][1] *= scale->fZ;
fMap[2][2] *= scale->fZ;
fMap[2][3] *= scale->fZ;
#endif
NotIdentity();
return *this;
}
hsVector3 hsMatrix44::RemoveScale()
{
hsVector3 xCol(fMap[0][0], fMap[0][1], fMap[0][2]);
float xLen = xCol.Magnitude();
hsVector3 yCol(fMap[1][0], fMap[1][1], fMap[1][2]);
float yLen = yCol.Magnitude();
hsVector3 zCol(fMap[2][0], fMap[2][1], fMap[2][2]);
float zLen = zCol.Magnitude();
fMap[0][0] /= xLen;
fMap[0][1] /= xLen;
fMap[0][2] /= xLen;
fMap[1][0] /= yLen;
fMap[1][1] /= yLen;
fMap[1][2] /= yLen;
fMap[2][0] /= zLen;
fMap[2][1] /= zLen;
fMap[2][2] /= zLen;
hsVector3 oldScale(xLen, yLen, zLen);
return oldScale;
}
hsMatrix44& hsMatrix44::Translate(const hsVector3* pt)
{
#if HS_BUILD_FOR_PS2
TranslateVU0(fMap, (MATRIX4 *) pt); /* SUNSOFT */
#else
for (int i =0; i < 3; i++)
{
fMap[i][3] += (*pt)[i];
}
#endif
NotIdentity();
return *this;
}
hsMatrix44& hsMatrix44::SetTranslate(const hsScalarTriple* pt)
{
for (int i =0; i < 3; i++)
{
fMap[i][3] = (*pt)[i];
}
NotIdentity();
return *this;
}
hsMatrix44& hsMatrix44::MakeRotateMat(int axis, hsScalar radians)
{
Reset();
SetRotate(axis, radians);
NotIdentity();
return *this;
}
hsMatrix44& hsMatrix44::Rotate(int axis, hsScalar radians)
{
hsMatrix44 rMat;
rMat.MakeRotateMat(axis, radians);
*this = rMat * *this;
return *this;
}
hsMatrix44& hsMatrix44::SetRotate(int axis, hsScalar radians)
{
hsScalar s = hsSine(radians);
hsScalar c = hsCosine(radians);
int c1,c2;
switch (axis)
{
case 0:
c1 = 1;
c2 = 2;
break;
case 1:
c1 = 0;
c2 = 2;
break;
case 2:
c1 = 0;
c2 = 1;
break;
}
fMap[c1][c1] = c;
fMap[c2][c2] = c;
fMap[c1][c2] = s;
fMap[c2][c1] = -s;
NotIdentity();
return *this;
}
void hsMatrix44::MakeXRotation(hsScalar radians)
{
Reset();
hsScalar s = hsSine(radians);
hsScalar c = hsCosine(radians);
fMap[1][1] = c;
fMap[2][2] = c;
fMap[1][2] = s;
fMap[2][1] = -s;
NotIdentity();
}
void hsMatrix44::MakeYRotation(hsScalar radians)
{
Reset();
hsScalar s = hsSine(radians);
hsScalar c = hsCosine(radians);
fMap[0][0] = c;
fMap[2][2] = c;
fMap[0][2] = -s;
fMap[2][0] = s;
NotIdentity();
}
void hsMatrix44::MakeZRotation(hsScalar radians)
{
Reset();
hsScalar s = hsSine(radians);
hsScalar c = hsCosine(radians);
fMap[0][0] = c;
fMap[1][1] = c;
fMap[0][1] = s;
fMap[1][0] = -s;
NotIdentity();
}
//
// Not a camera matrix
//
hsMatrix44& hsMatrix44::Make(const hsPoint3* f, const hsPoint3* at, const hsVector3* up)
{
MakeTranslateMat(&hsVector3(f->fX, f->fY, f->fZ));
hsVector3 back (f,at); // Z
back.Normalize();
hsVector3 leftEar = *up % back; // X, LHS
leftEar.Normalize();
#if 1
// Ignore actual up vector
hsVector3 topHead = leftEar % back; // Y, RHS (should be flipped)
#else
hsVector3 topHead = *up;
#endif
topHead.Normalize();
for(int i = 0; i < 3; i++)
{
fMap[i][0] = leftEar[i];
fMap[i][1] = back[i];
fMap[i][2] = topHead[i];
}
NotIdentity();
return *this;
}
//
// Not a camera matrix
//
hsMatrix44& hsMatrix44::MakeUpPreserving(const hsPoint3* f, const hsPoint3* at, const hsVector3* up)
{
MakeTranslateMat(&hsVector3(f->fX, f->fY, f->fZ));
hsVector3 topHead = *up;
topHead.Normalize();
hsVector3 back (f,at); // Z
back = -back; // really front
hsVector3 leftEar = *up % back; // X
leftEar.Normalize();
back = (topHead % leftEar);
back.Normalize();
for(int i = 0; i < 3; i++)
{
fMap[i][0] = leftEar[i];
fMap[i][1] = back[i];
fMap[i][2] = topHead[i];
}
NotIdentity();
return *this;
}
//
// Get info from a non-camera matrix. Vectors are normalized.
//
void hsMatrix44::GetAxis(hsVector3* view, hsVector3 *up, hsVector3* right)
{
if (view)
view->Set(-fMap[0][1],-fMap[1][1],-fMap[2][1]);
if (right)
right->Set(-fMap[0][0],-fMap[1][0],-fMap[2][0]);
if (up)
up->Set(fMap[0][2], fMap[1][2], fMap[2][2]);
}
const hsVector3 hsMatrix44::GetAxis(int i) const
{
hsVector3 ret;
switch(i)
{
case kView:
{
ret.Set(-fMap[0][1],-fMap[1][1],-fMap[2][1]);
break;
}
case kUp:
{
ret.Set(fMap[0][2], fMap[1][2], fMap[2][2]);
break;
}
case kRight:
{
ret.Set(-fMap[0][0],-fMap[1][0],-fMap[2][0]);
break;
}
}
return ret;
}
//
// Camera matrix
//
hsMatrix44& hsMatrix44::MakeCamera(const hsPoint3* from, const hsPoint3* at,
const hsVector3* up)
{
hsVector3 dirZ(at, from);
hsVector3 trans( -from->fX, -from->fY, -from->fZ );
hsVector3 dirY, dirX;
hsMatrix44 rmat;
dirX = (*up) % dirZ; // Stop passing in down!!! // mf_flip_up - mf
if (dirX.MagnitudeSquared())
dirX.Normalize();
if (dirZ.MagnitudeSquared())
dirZ.Normalize();
dirY = dirZ % dirX;
if (dirY.MagnitudeSquared())
dirY.Normalize();
this->Reset();
this->Translate(&trans);
rmat.Reset();
for(int i = 0; i < 3; i++)
{
rmat.fMap[0][i] = -dirX[i];
rmat.fMap[1][i] = dirY[i];
rmat.fMap[2][i] = dirZ[i];
}
rmat.NotIdentity();
*this = rmat * *this;
return *this;
}
void hsMatrix44::MakeCameraMatrices(const hsPoint3& from, const hsPoint3& at, const hsVector3& up, hsMatrix44& worldToCamera, hsMatrix44& cameraToWorld)
{
hsVector3 dirZ(&at, &from);
hsVector3 dirX(dirZ % up);
dirX.Normalize();
hsVector3 dirY(dirX % dirZ);
dirY.Normalize();
worldToCamera.Reset(false);
cameraToWorld.Reset(false);
int i;
for( i = 0; i < 3; i++ )
{
worldToCamera.fMap[0][i] = dirX[i];
worldToCamera.fMap[1][i] = dirY[i];
worldToCamera.fMap[2][i] = dirZ[i];
cameraToWorld.fMap[i][0] = dirX[i];
cameraToWorld.fMap[i][1] = dirY[i];
cameraToWorld.fMap[i][2] = dirZ[i];
}
hsPoint3 trans = -from;
worldToCamera.fMap[0][3] = dirX.InnerProduct(trans);
worldToCamera.fMap[1][3] = dirY.InnerProduct(trans);
worldToCamera.fMap[2][3] = dirZ.InnerProduct(trans);
cameraToWorld.fMap[0][3] = from.fX;
cameraToWorld.fMap[1][3] = from.fY;
cameraToWorld.fMap[2][3] = from.fZ;
}
void hsMatrix44::MakeEnvMapMatrices(const hsPoint3& pos, hsMatrix44* worldToCameras, hsMatrix44* cameraToWorlds)
{
MakeCameraMatrices(pos, hsPoint3(pos.fX - 1.f, pos.fY, pos.fZ), hsVector3(0, 0, 1.f), worldToCameras[0], cameraToWorlds[0]);
MakeCameraMatrices(pos, hsPoint3(pos.fX + 1.f, pos.fY, pos.fZ), hsVector3(0, 0, 1.f), worldToCameras[1], cameraToWorlds[1]);
MakeCameraMatrices(pos, hsPoint3(pos.fX, pos.fY + 1.f, pos.fZ), hsVector3(0, 0, 1.f), worldToCameras[2], cameraToWorlds[2]);
MakeCameraMatrices(pos, hsPoint3(pos.fX, pos.fY - 1.f, pos.fZ), hsVector3(0, 0, 1.f), worldToCameras[3], cameraToWorlds[3]);
MakeCameraMatrices(pos, hsPoint3(pos.fX, pos.fY, pos.fZ + 1.f), hsVector3(0, -1.f, 0), worldToCameras[4], cameraToWorlds[4]);
MakeCameraMatrices(pos, hsPoint3(pos.fX, pos.fY, pos.fZ - 1.f), hsVector3(0, 1.f, 0), worldToCameras[5], cameraToWorlds[5]);
}
//
// Vectors are normalized.
//
void hsMatrix44::GetAxisFromCamera(hsVector3* view, hsVector3 *up, hsVector3* right)
{
if (view)
view->Set(fMap[2][0],fMap[2][1],fMap[2][2]);
if (right)
right->Set(fMap[0][0],fMap[0][1],fMap[0][2]);
if (up)
up->Set(fMap[1][0], fMap[1][1], fMap[1][2]);
}
//
// Camera matrix
//
hsMatrix44& hsMatrix44::MakeCameraUpPreserving(const hsPoint3* from, const hsPoint3* at,
const hsVector3* up)
{
hsVector3 dirZ(at, from);
hsVector3 trans( -from->fX, -from->fY, -from->fZ );
hsVector3 dirY( up->fX, up->fY, up->fZ );
hsVector3 dirX;
hsMatrix44 rmat;
dirX = dirY % dirZ;
dirX.Normalize();
dirY.Normalize();
dirZ = dirX % dirY;
dirZ.Normalize();
this->Reset();
this->Translate(&trans);
rmat.Reset();
for(int i = 0; i < 3; i++)
{
rmat.fMap[0][i] = -dirX[i];
rmat.fMap[1][i] = dirY[i];
rmat.fMap[2][i] = dirZ[i];
}
rmat.NotIdentity();
*this = rmat * *this;
return *this;
}
///////////////////////////////////////////////////////
static hsScalar GetDeterminant33(const hsMatrix44* mat)
{
return hsScalarMul(hsScalarMul(mat->fMap[0][0], mat->fMap[1][1]), mat->fMap[2][2]) +
hsScalarMul(hsScalarMul(mat->fMap[0][1], mat->fMap[1][2]), mat->fMap[2][0]) +
hsScalarMul(hsScalarMul(mat->fMap[0][2], mat->fMap[1][0]), mat->fMap[2][1]) -
hsScalarMul(hsScalarMul(mat->fMap[0][2], mat->fMap[1][1]), mat->fMap[2][0]) -
hsScalarMul(hsScalarMul(mat->fMap[0][1], mat->fMap[1][0]), mat->fMap[2][2]) -
hsScalarMul(hsScalarMul(mat->fMap[0][0], mat->fMap[1][2]), mat->fMap[2][1]);
}
hsMatrix44* hsMatrix44::GetTranspose(hsMatrix44* transp) const
{
for(int i = 0 ; i < 4; i++)
for(int j=0; j < 4; j++)
transp->fMap[i][j] = fMap[j][i];
return transp;
}
static inline hsScalar Determinant2(hsScalar a, hsScalar b,hsScalar c, hsScalar d)
{
return hsScalarMul(a,d) - hsScalarMul(c,b);
}
static inline hsScalar Determinant3(hsScalar a, hsScalar b, hsScalar c,
hsScalar d, hsScalar e, hsScalar f,
hsScalar g, hsScalar h, hsScalar i)
{
return hsScalarMul(a, Determinant2(e, f, h, i))
- hsScalarMul(b, Determinant2(d, f, g, i))
+ hsScalarMul(c, Determinant2(d, e, g, h));
}
hsScalar hsMatrix44::GetDeterminant() const
{
#if HS_BUILD_FOR_PS2
return (GetDeterminantVU0(fMap));
#else
return (fMap[0][0]*Determinant3(fMap[1][1], fMap[2][1], fMap[3][1],
fMap[1][2], fMap[2][2], fMap[3][2],
fMap[1][3], fMap[2][3], fMap[3][3]) -
fMap[1][0]*Determinant3(fMap[0][1], fMap[2][1], fMap[3][1],
fMap[0][2], fMap[2][2], fMap[3][2],
fMap[0][3], fMap[2][3], fMap[3][3]) +
fMap[2][0]*Determinant3(fMap[0][1], fMap[1][1], fMap[3][1],
fMap[0][2], fMap[1][2], fMap[3][2],
fMap[0][3], fMap[1][3], fMap[3][3]) -
fMap[3][0]*Determinant3(fMap[0][1], fMap[1][1], fMap[2][1],
fMap[0][2], fMap[1][2], fMap[2][2],
fMap[0][3], fMap[1][3], fMap[2][3]));
#endif
}
hsMatrix44 *hsMatrix44::GetAdjoint(hsMatrix44 *adj) const
{
#if HS_BUILD_FOR_PS2
GetAdjointVU0(fMap, adj->fMap);
#else
float a1, a2, a3, a4, b1, b2, b3, b4;
float c1, c2, c3, c4, d1, d2, d3, d4;
/*
* calculate the adjoint of a 4x4 matrix
*
* Let a denote the minor determinant of matrix A obtained by
* ij
*
* deleting the ith row and jth column from A.
*
* i+j
* Let b = (-1) a
* ij ji
*
* The matrix B = (b ) is the adjoint of A
* ij
*/
/* assign to individual variable names to aid */
/* selecting correct values */
a1 = fMap[0][0];
b1 = fMap[0][1];
c1 = fMap[0][2];
d1 = fMap[0][3];
a2 = fMap[1][0];
b2 = fMap[1][1];
c2 = fMap[1][2];
d2 = fMap[1][3];
a3 = fMap[2][0];
b3 = fMap[2][1];
c3 = fMap[2][2];
d3 = fMap[2][3];
a4 = fMap[3][0];
b4 = fMap[3][1];
c4 = fMap[3][2];
d4 = fMap[3][3];
/*
* row column labeling reversed since we transpose rows & columns
*/
adj->fMap[0][0] = Determinant3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
adj->fMap[1][0] = -Determinant3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
adj->fMap[2][0] = Determinant3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
adj->fMap[3][0] = -Determinant3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
adj->fMap[0][1] = -Determinant3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
adj->fMap[1][1] = Determinant3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
adj->fMap[2][1] = -Determinant3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
adj->fMap[3][1] = Determinant3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
adj->fMap[0][2] = Determinant3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
adj->fMap[1][2] = -Determinant3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
adj->fMap[2][2] = Determinant3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
adj->fMap[3][2] = -Determinant3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
adj->fMap[0][3] = -Determinant3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
adj->fMap[1][3] = Determinant3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
adj->fMap[2][3] = -Determinant3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
adj->fMap[3][3] = Determinant3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
#endif
adj->NotIdentity();
return adj;
}
hsMatrix44* hsMatrix44::GetInverse(hsMatrix44* inverse) const
{
hsScalar det = GetDeterminant();
int i,j;
if (det == 0.0f)
{
inverse->Reset();
return inverse;
}
det = hsScalarInvert(det);
GetAdjoint(inverse);
#if HS_BUILD_FOR_PS2
MatMulVU0(inverse->fMap, det);
#else
for (i=0; i<4; i++)
for (j=0; j<4; j++)
inverse->fMap[i][j] *= det;
#endif
return inverse;
}
hsMatrix44& hsMatrix44::SetScale(const hsVector3* pt)
{
for (int i =0; i < 3; i++)
{
fMap[i][i] = (*pt)[i];
}
NotIdentity();
return *this;
}
hsMatrix44& hsMatrix44::MakeScaleMat(const hsVector3* pt)
{
Reset();
SetScale(pt);
return *this;
}
hsMatrix44 &hsMatrix44::MakeTranslateMat(const hsVector3 *trans)
{
Reset();
SetTranslate(trans);
return *this;
}
hsVector3* hsMatrix44::GetTranslate(hsVector3 *pt) const
{
for (int i =0; i < 3; i++)
{
(*pt)[i] = fMap[i][3];
}
return pt;
}
const hsPoint3 hsMatrix44::GetTranslate() const
{
hsPoint3 pt;
for (int i =0; i < 3; i++)
{
(pt)[i] = fMap[i][3];
}
return pt;
}
hsPoint3* hsMatrix44::MapPoints(long count, hsPoint3 points[]) const
{
if( !(fFlags & hsMatrix44::kIsIdent) )
{
int i;
for(i = 0; i < count; i++)
{
points[i] = *this * points[i];
}
}
return points;
}
hsBool hsMatrix44::IsIdentity(void)
{
hsBool retVal = true;
int i, j;
for( i = 0; i < 4; i++ )
{
for( j = 0; j < 4; j++ )
{
#if 0 // IDENTITY_CRISIS
if( i == j)
{
if (fMap[i][j] != hsScalar1)
{
NotIdentity();
retVal = false;
}
}
else
{
if( fMap[i][j] != 0 )
{
NotIdentity();
retVal = false;
}
}
#else // IDENTITY_CRISIS
const hsScalar kEPS = 1.e-5f;
if( i == j)
{
if( (fMap[i][j] < hsScalar1-kEPS) || (fMap[i][j] > hsScalar1+kEPS) )
{
NotIdentity();
retVal = false;
}
else
{
fMap[i][j] = hsScalar1;
}
}
else
{
if( (fMap[i][j] < -kEPS) || (fMap[i][j] > kEPS) )
{
NotIdentity();
retVal = false;
}
else
{
fMap[i][j] = 0;
}
}
#endif // IDENTITY_CRISIS
}
}
if( retVal )
fFlags |= kIsIdent;
return retVal;
}
hsBool hsMatrix44::GetParity() const
{
if( fFlags & kIsIdent )
return false;
hsVector3* rows[3];
rows[0] = (hsVector3*)&fMap[0][0];
rows[1] = (hsVector3*)&fMap[1][0];
rows[2] = (hsVector3*)&fMap[2][0];
hsVector3 zeroXone = *rows[0] % *rows[1];
return zeroXone.InnerProduct(rows[2]) < 0;
}
void hsMatrix44::Read(hsStream *stream)
{
if (stream->ReadBool())
{
int i,j;
for(i=0; i<4; i++)
for(j=0; j<4; j++)
#if HS_SCALAR_IS_FIXED
fMap[i][j] = stream->ReadSwap32();
#endif
#if HS_SCALAR_IS_FLOAT
fMap[i][j] = stream->ReadSwapFloat();
#endif
IsIdentity();
}
else
Reset();
}
void hsMatrix44::Write(hsStream *stream)
{
hsBool ident = IsIdentity();
stream->WriteBool(!ident);
if (!ident)
{
int i,j;
for(i=0; i<4; i++)
for(j=0; j<4; j++)
#if HS_SCALAR_IS_FIXED
stream->WriteSwap32(fMap[i][j]);
#endif
#if HS_SCALAR_IS_FLOAT
stream->WriteSwapFloat(fMap[i][j]);
#endif
}
}