mupen64plus-oldsvn/glN64/3DMath.h
2008-07-21 02:43:39 +00:00

116 lines
2.5 KiB
C

#ifndef _3DMATH_H
#define _3DMATH_H
#include <string.h>
inline void CopyMatrix( float m0[4][4], float m1[4][4] )
{
memcpy( m0, m1, 16 * sizeof( float ) );
}
inline void MultMatrix( float m0[4][4], float m1[4][4] )
{
int i;
float dst[4][4];
for (i = 0; i < 4; i++)
{
dst[0][i] = m0[0][i]*m1[0][0] + m0[1][i]*m1[0][1] + m0[2][i]*m1[0][2] + m0[3][i]*m1[0][3];
dst[1][i] = m0[0][i]*m1[1][0] + m0[1][i]*m1[1][1] + m0[2][i]*m1[1][2] + m0[3][i]*m1[1][3];
dst[2][i] = m0[0][i]*m1[2][0] + m0[1][i]*m1[2][1] + m0[2][i]*m1[2][2] + m0[3][i]*m1[2][3];
dst[3][i] = m0[3][i]*m1[3][3] + m0[2][i]*m1[3][2] + m0[1][i]*m1[3][1] + m0[0][i]*m1[3][0];
}
memcpy( m0, dst, sizeof(float) * 16 );
}
inline void Transpose3x3Matrix( float mtx[4][4] )
{
float tmp;
tmp = mtx[0][1];
mtx[0][1] = mtx[1][0];
mtx[1][0] = tmp;
tmp = mtx[0][2];
mtx[0][2] = mtx[2][0];
mtx[2][0] = tmp;
tmp = mtx[1][2];
mtx[1][2] = mtx[2][1];
mtx[2][1] = tmp;
}
inline void TransformVertex(float vtx[4], float mtx[4][4])
{
float x, y, z, w;
x = vtx[0];
y = vtx[1];
z = vtx[2];
w = vtx[3];
vtx[0] = x * mtx[0][0] +
y * mtx[1][0] +
z * mtx[2][0] +
mtx[3][0];
vtx[1] = x * mtx[0][1] +
y * mtx[1][1] +
z * mtx[2][1] +
mtx[3][1];
vtx[2] = x * mtx[0][2] +
y * mtx[1][2] +
z * mtx[2][2] +
mtx[3][2];
vtx[3] = x * mtx[0][3] +
y * mtx[1][3] +
z * mtx[2][3] +
mtx[3][3];
}
inline void TransformVector( float vec[3], float mtx[4][4] )
{
vec[0] = mtx[0][0] * vec[0]
+ mtx[1][0] * vec[1]
+ mtx[2][0] * vec[2];
vec[1] = mtx[0][1] * vec[0]
+ mtx[1][1] * vec[1]
+ mtx[2][1] * vec[2];
vec[2] = mtx[0][2] * vec[0]
+ mtx[1][2] * vec[1]
+ mtx[2][2] * vec[2];
}
inline void Normalize(float v[3])
{
float len;
len = (float)(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
if (len != 0.0)
{
len = (float)sqrt( len );
v[0] /= (float)len;
v[1] /= (float)len;
v[2] /= (float)len;
}
}
inline void Normalize2D( float v[2] )
{
float len;
len = (float)sqrt( v[0]*v[0] + v[1]*v[1] );
v[0] /= len;
v[1] /= len;
}
inline float DotProduct( float v0[3], float v1[3] )
{
float dot;
dot = v0[0]*v1[0] + v0[1]*v1[1] + v0[2]*v1[2];
return dot;
}
#endif