68 lines
2.2 KiB
C
68 lines
2.2 KiB
C
/******************************************************************************
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Plush Version 1.2
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math.c
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Math and Matrix Control
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Copyright (c) 1996-2000, Justin Frankel
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******************************************************************************/
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#include "plush.h"
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void plMatrixRotate(pl_Float matrix[], pl_uChar m, pl_Float Deg) {
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pl_uChar m1, m2;
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double c,s;
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double d= Deg * PL_PI / 180.0;
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memset(matrix,0,sizeof(pl_Float)*16);
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matrix[((m-1)<<2)+m-1] = matrix[15] = 1.0;
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m1 = (m % 3);
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m2 = ((m1+1) % 3);
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c = cos(d); s = sin(d);
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matrix[(m1<<2)+m1]=(pl_Float)c; matrix[(m1<<2)+m2]=(pl_Float)s;
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matrix[(m2<<2)+m2]=(pl_Float)c; matrix[(m2<<2)+m1]=(pl_Float)-s;
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}
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void plMatrixTranslate(pl_Float m[], pl_Float x, pl_Float y, pl_Float z) {
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memset(m,0,sizeof(pl_Float)*16);
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m[0] = m[4+1] = m[8+2] = m[12+3] = 1.0;
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m[0+3] = x; m[4+3] = y; m[8+3] = z;
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}
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void plMatrixMultiply(pl_Float *dest, pl_Float src[]) {
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pl_Float temp[16];
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pl_uInt i;
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memcpy(temp,dest,sizeof(pl_Float)*16);
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for (i = 0; i < 16; i += 4) {
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*dest++ = src[i+0]*temp[(0<<2)+0]+src[i+1]*temp[(1<<2)+0]+
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src[i+2]*temp[(2<<2)+0]+src[i+3]*temp[(3<<2)+0];
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*dest++ = src[i+0]*temp[(0<<2)+1]+src[i+1]*temp[(1<<2)+1]+
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src[i+2]*temp[(2<<2)+1]+src[i+3]*temp[(3<<2)+1];
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*dest++ = src[i+0]*temp[(0<<2)+2]+src[i+1]*temp[(1<<2)+2]+
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src[i+2]*temp[(2<<2)+2]+src[i+3]*temp[(3<<2)+2];
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*dest++ = src[i+0]*temp[(0<<2)+3]+src[i+1]*temp[(1<<2)+3]+
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src[i+2]*temp[(2<<2)+3]+src[i+3]*temp[(3<<2)+3];
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}
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}
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void plMatrixApply(pl_Float *m, pl_Float x, pl_Float y, pl_Float z,
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pl_Float *outx, pl_Float *outy, pl_Float *outz) {
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*outx = x*m[0] + y*m[1] + z*m[2] + m[3];
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*outy = x*m[4] + y*m[5] + z*m[6] + m[7];
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*outz = x*m[8] + y*m[9] + z*m[10] + m[11];
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}
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pl_Float plDotProduct(pl_Float x1, pl_Float y1, pl_Float z1,
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pl_Float x2, pl_Float y2, pl_Float z2) {
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return ((x1*x2)+(y1*y2)+(z1*z2));
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}
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void plNormalizeVector(pl_Float *x, pl_Float *y, pl_Float *z) {
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double length;
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length = (*x)*(*x)+(*y)*(*y)+(*z)*(*z);
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if (length > 0.0000000001) {
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pl_Float t = (pl_Float)sqrt(length);
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*x /= t;
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*y /= t;
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*z /= t;
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} else *x = *y = *z = 0.0;
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}
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