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matrix.c from Boson at Krugle


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/*
 * 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");
  }
}









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Boson

Boson is an OpenGL real-time strategy game. It is designed to run on Unix (Linux) computers, and is built on top of the KDE, Qt and kdegames libraries.

Project homepage: http://sourceforge.net/projects/boson
Programming language(s): C,C++
License: other

  CMakeLists.txt
  atmosphere.c
  atmosphere.h
  background.c
  background.h
  camera.c
  camera.h
  chunk.c
  chunk.h
  chunktable.h
  chunktable.sed
  ease.c
  ease.h
  file.c
  file.h
  float.c
  float.h
  io.c
  io.h
  light.c
  light.h
  material.c
  material.h
  matrix.c
  matrix.h
  mesh.c
  mesh.h
  node.c
  node.h
  quat.c
  quat.h
  shadow.c
  shadow.h
  tcb.c
  tcb.h
  tracks.c
  tracks.h
  types.h
  vector.c
  vector.h
  version.h
  viewport.c
  viewport.h