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blender-archive/source/blender/blenlib/intern/math_matrix.c
Brecht Van Lommel 60ea745613 Math Lib Reorganization
* New header and source files.
* Still need a few tweaks before switching code to use them.
2009-11-09 22:42:41 +00:00

1103 lines
28 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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 2
* 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, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: some of this file.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <float.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "BLI_math.h"
/********************************* Init **************************************/
void zero_m3(float *m)
{
memset(m, 0, 3*3*sizeof(float));
}
void zero_m4(float *m)
{
memset(m, 0, 4*4*sizeof(float));
}
void unit_m3(float m[][3])
{
m[0][0]= m[1][1]= m[2][2]= 1.0;
m[0][1]= m[0][2]= 0.0;
m[1][0]= m[1][2]= 0.0;
m[2][0]= m[2][1]= 0.0;
}
void unit_m4(float m[][4])
{
m[0][0]= m[1][1]= m[2][2]= m[3][3]= 1.0;
m[0][1]= m[0][2]= m[0][3]= 0.0;
m[1][0]= m[1][2]= m[1][3]= 0.0;
m[2][0]= m[2][1]= m[2][3]= 0.0;
m[3][0]= m[3][1]= m[3][2]= 0.0;
}
void copy_m3_m3(float m1[][3], float m2[][3])
{
/* destination comes first: */
memcpy(&m1[0], &m2[0], 9*sizeof(float));
}
void copy_m4_m4(float m1[][4], float m2[][4])
{
memcpy(m1, m2, 4*4*sizeof(float));
}
void copy_m3_m4(float m1[][3], float m2[][4])
{
m1[0][0]= m2[0][0];
m1[0][1]= m2[0][1];
m1[0][2]= m2[0][2];
m1[1][0]= m2[1][0];
m1[1][1]= m2[1][1];
m1[1][2]= m2[1][2];
m1[2][0]= m2[2][0];
m1[2][1]= m2[2][1];
m1[2][2]= m2[2][2];
}
void copy_m4_m3(float m1[][4], float m2[][3]) /* no clear */
{
m1[0][0]= m2[0][0];
m1[0][1]= m2[0][1];
m1[0][2]= m2[0][2];
m1[1][0]= m2[1][0];
m1[1][1]= m2[1][1];
m1[1][2]= m2[1][2];
m1[2][0]= m2[2][0];
m1[2][1]= m2[2][1];
m1[2][2]= m2[2][2];
/* Reevan's Bugfix */
m1[0][3]=0.0F;
m1[1][3]=0.0F;
m1[2][3]=0.0F;
m1[3][0]=0.0F;
m1[3][1]=0.0F;
m1[3][2]=0.0F;
m1[3][3]=1.0F;
}
void swap_m4m4(float m1[][4], float m2[][4])
{
float t;
int i, j;
for(i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
t = m1[i][j];
m1[i][j] = m2[i][j];
m2[i][j] = t;
}
}
}
/******************************** Arithmetic *********************************/
void mul_m4_m4m4(float m1[][4], float m2[][4], float m3[][4])
{
/* matrix product: m1[j][k] = m2[j][i].m3[i][k] */
m1[0][0] = m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0] + m2[0][3]*m3[3][0];
m1[0][1] = m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1] + m2[0][3]*m3[3][1];
m1[0][2] = m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2] + m2[0][3]*m3[3][2];
m1[0][3] = m2[0][0]*m3[0][3] + m2[0][1]*m3[1][3] + m2[0][2]*m3[2][3] + m2[0][3]*m3[3][3];
m1[1][0] = m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0] + m2[1][3]*m3[3][0];
m1[1][1] = m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1] + m2[1][3]*m3[3][1];
m1[1][2] = m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2] + m2[1][3]*m3[3][2];
m1[1][3] = m2[1][0]*m3[0][3] + m2[1][1]*m3[1][3] + m2[1][2]*m3[2][3] + m2[1][3]*m3[3][3];
m1[2][0] = m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0] + m2[2][3]*m3[3][0];
m1[2][1] = m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1] + m2[2][3]*m3[3][1];
m1[2][2] = m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2] + m2[2][3]*m3[3][2];
m1[2][3] = m2[2][0]*m3[0][3] + m2[2][1]*m3[1][3] + m2[2][2]*m3[2][3] + m2[2][3]*m3[3][3];
m1[3][0] = m2[3][0]*m3[0][0] + m2[3][1]*m3[1][0] + m2[3][2]*m3[2][0] + m2[3][3]*m3[3][0];
m1[3][1] = m2[3][0]*m3[0][1] + m2[3][1]*m3[1][1] + m2[3][2]*m3[2][1] + m2[3][3]*m3[3][1];
m1[3][2] = m2[3][0]*m3[0][2] + m2[3][1]*m3[1][2] + m2[3][2]*m3[2][2] + m2[3][3]*m3[3][2];
m1[3][3] = m2[3][0]*m3[0][3] + m2[3][1]*m3[1][3] + m2[3][2]*m3[2][3] + m2[3][3]*m3[3][3];
}
void mul_m3_m3m3(float m1[][3], float m3[][3], float m2[][3])
{
/* m1[i][j] = m2[i][k]*m3[k][j], args are flipped! */
m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
}
void mul_m4_m4m3(float (*m1)[4], float (*m3)[4], float (*m2)[3])
{
m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
}
/* m1 = m2 * m3, ignore the elements on the 4th row/column of m3*/
void mul_m3_m3m4(float m1[][3], float m2[][3], float m3[][4])
{
/* m1[i][j] = m2[i][k] * m3[k][j] */
m1[0][0] = m2[0][0] * m3[0][0] + m2[0][1] * m3[1][0] +m2[0][2] * m3[2][0];
m1[0][1] = m2[0][0] * m3[0][1] + m2[0][1] * m3[1][1] +m2[0][2] * m3[2][1];
m1[0][2] = m2[0][0] * m3[0][2] + m2[0][1] * m3[1][2] +m2[0][2] * m3[2][2];
m1[1][0] = m2[1][0] * m3[0][0] + m2[1][1] * m3[1][0] +m2[1][2] * m3[2][0];
m1[1][1] = m2[1][0] * m3[0][1] + m2[1][1] * m3[1][1] +m2[1][2] * m3[2][1];
m1[1][2] = m2[1][0] * m3[0][2] + m2[1][1] * m3[1][2] +m2[1][2] * m3[2][2];
m1[2][0] = m2[2][0] * m3[0][0] + m2[2][1] * m3[1][0] +m2[2][2] * m3[2][0];
m1[2][1] = m2[2][0] * m3[0][1] + m2[2][1] * m3[1][1] +m2[2][2] * m3[2][1];
m1[2][2] = m2[2][0] * m3[0][2] + m2[2][1] * m3[1][2] +m2[2][2] * m3[2][2];
}
void mul_m4_m3m4(float (*m1)[4], float (*m3)[3], float (*m2)[4])
{
m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
}
void mul_serie_m3(float answ[][3],
float m1[][3], float m2[][3], float m3[][3],
float m4[][3], float m5[][3], float m6[][3],
float m7[][3], float m8[][3])
{
float temp[3][3];
if(m1==0 || m2==0) return;
mul_m3_m3m3(answ, m2, m1);
if(m3) {
mul_m3_m3m3(temp, m3, answ);
if(m4) {
mul_m3_m3m3(answ, m4, temp);
if(m5) {
mul_m3_m3m3(temp, m5, answ);
if(m6) {
mul_m3_m3m3(answ, m6, temp);
if(m7) {
mul_m3_m3m3(temp, m7, answ);
if(m8) {
mul_m3_m3m3(answ, m8, temp);
}
else copy_m3_m3(answ, temp);
}
}
else copy_m3_m3(answ, temp);
}
}
else copy_m3_m3(answ, temp);
}
}
void mul_serie_m4(float answ[][4], float m1[][4],
float m2[][4], float m3[][4], float m4[][4],
float m5[][4], float m6[][4], float m7[][4],
float m8[][4])
{
float temp[4][4];
if(m1==0 || m2==0) return;
mul_m4_m4m4(answ, m2, m1);
if(m3) {
mul_m4_m4m4(temp, m3, answ);
if(m4) {
mul_m4_m4m4(answ, m4, temp);
if(m5) {
mul_m4_m4m4(temp, m5, answ);
if(m6) {
mul_m4_m4m4(answ, m6, temp);
if(m7) {
mul_m4_m4m4(temp, m7, answ);
if(m8) {
mul_m4_m4m4(answ, m8, temp);
}
else copy_m4_m4(answ, temp);
}
}
else copy_m4_m4(answ, temp);
}
}
else copy_m4_m4(answ, temp);
}
}
void mul_m4_v3(float mat[][4], float *vec)
{
float x,y;
x=vec[0];
y=vec[1];
vec[0]=x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2] + mat[3][0];
vec[1]=x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2] + mat[3][1];
vec[2]=x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2];
}
void mul_v3_m4v3(float *in, float mat[][4], float *vec)
{
float x,y;
x=vec[0];
y=vec[1];
in[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2] + mat[3][0];
in[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2] + mat[3][1];
in[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2];
}
void mul_no_transl_m4v3(float mat[][4], float *vec)
{
float x,y;
x= vec[0];
y= vec[1];
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
}
void mul_project_m4_v4(float mat[][4], float *vec)
{
float w;
w = vec[0]*mat[0][3] + vec[1]*mat[1][3] + vec[2]*mat[2][3] + mat[3][3];
mul_m4_v3(mat, vec);
vec[0] /= w;
vec[1] /= w;
vec[2] /= w;
}
void mul_m4_v4(float mat[][4], float *vec)
{
float x,y,z;
x=vec[0];
y=vec[1];
z= vec[2];
vec[0]=x*mat[0][0] + y*mat[1][0] + z*mat[2][0] + mat[3][0]*vec[3];
vec[1]=x*mat[0][1] + y*mat[1][1] + z*mat[2][1] + mat[3][1]*vec[3];
vec[2]=x*mat[0][2] + y*mat[1][2] + z*mat[2][2] + mat[3][2]*vec[3];
vec[3]=x*mat[0][3] + y*mat[1][3] + z*mat[2][3] + mat[3][3]*vec[3];
}
void mul_m3_v3(float mat[][3], float *vec)
{
float x,y;
x=vec[0];
y=vec[1];
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
}
void mul_transposed_m3_v3(float mat[][3], float *vec)
{
float x,y;
x=vec[0];
y=vec[1];
vec[0]= x*mat[0][0] + y*mat[0][1] + mat[0][2]*vec[2];
vec[1]= x*mat[1][0] + y*mat[1][1] + mat[1][2]*vec[2];
vec[2]= x*mat[2][0] + y*mat[2][1] + mat[2][2]*vec[2];
}
void mul_m3_fl(float *m, float f)
{
int i;
for(i=0;i<9;i++) m[i]*=f;
}
void mul_m4_fl(float *m, float f)
{
int i;
for(i=0;i<16;i++) m[i]*=f; /* count to 12: without vector component */
}
void mul_no_transl_m4_fl(float *m, float f) /* only scale component */
{
int i,j;
for(i=0; i<3; i++) {
for(j=0; j<3; j++) {
m[4*i+j] *= f;
}
}
}
void mul_m3_v3_double(float mat[][3], double *vec)
{
double x,y;
x=vec[0];
y=vec[1];
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
}
void add_m3_m3m3(float m1[][3], float m2[][3], float m3[][3])
{
int i, j;
for(i=0;i<3;i++)
for(j=0;j<3;j++)
m1[i][j]= m2[i][j] + m3[i][j];
}
void add_m4_m4m4(float m1[][4], float m2[][4], float m3[][4])
{
int i, j;
for(i=0;i<4;i++)
for(j=0;j<4;j++)
m1[i][j]= m2[i][j] + m3[i][j];
}
void invert_m3_m3(float m1[][3], float m2[][3])
{
short a,b;
float det;
/* calc adjoint */
adjoint_m3_m3(m1,m2);
/* then determinant old matrix! */
det= m2[0][0]* (m2[1][1]*m2[2][2] - m2[1][2]*m2[2][1])
-m2[1][0]* (m2[0][1]*m2[2][2] - m2[0][2]*m2[2][1])
+m2[2][0]* (m2[0][1]*m2[1][2] - m2[0][2]*m2[1][1]);
if(det==0) det=1;
det= 1/det;
for(a=0;a<3;a++) {
for(b=0;b<3;b++) {
m1[a][b]*=det;
}
}
}
/*
* invertmat -
* computes the inverse of mat and puts it in inverse. Returns
* TRUE on success (i.e. can always find a pivot) and FALSE on failure.
* Uses Gaussian Elimination with partial (maximal column) pivoting.
*
* Mark Segal - 1992
*/
int invert_m4_m4(float inverse[][4], float mat[][4])
{
int i, j, k;
double temp;
float tempmat[4][4];
float max;
int maxj;
/* Set inverse to identity */
for (i=0; i<4; i++)
for (j=0; j<4; j++)
inverse[i][j] = 0;
for (i=0; i<4; i++)
inverse[i][i] = 1;
/* Copy original matrix so we don't mess it up */
for(i = 0; i < 4; i++)
for(j = 0; j <4; j++)
tempmat[i][j] = mat[i][j];
for(i = 0; i < 4; i++) {
/* Look for row with max pivot */
max = fabs(tempmat[i][i]);
maxj = i;
for(j = i + 1; j < 4; j++) {
if(fabs(tempmat[j][i]) > max) {
max = fabs(tempmat[j][i]);
maxj = j;
}
}
/* Swap rows if necessary */
if (maxj != i) {
for(k = 0; k < 4; k++) {
SWAP(float, tempmat[i][k], tempmat[maxj][k]);
SWAP(float, inverse[i][k], inverse[maxj][k]);
}
}
temp = tempmat[i][i];
if (temp == 0)
return 0; /* No non-zero pivot */
for(k = 0; k < 4; k++) {
tempmat[i][k] = (float)(tempmat[i][k]/temp);
inverse[i][k] = (float)(inverse[i][k]/temp);
}
for(j = 0; j < 4; j++) {
if(j != i) {
temp = tempmat[j][i];
for(k = 0; k < 4; k++) {
tempmat[j][k] -= (float)(tempmat[i][k]*temp);
inverse[j][k] -= (float)(inverse[i][k]*temp);
}
}
}
}
return 1;
}
/****************************** Linear Algebra *******************************/
void transpose_m3(float mat[][3])
{
float t;
t = mat[0][1] ;
mat[0][1] = mat[1][0] ;
mat[1][0] = t;
t = mat[0][2] ;
mat[0][2] = mat[2][0] ;
mat[2][0] = t;
t = mat[1][2] ;
mat[1][2] = mat[2][1] ;
mat[2][1] = t;
}
void transpose_m4(float mat[][4])
{
float t;
t = mat[0][1] ;
mat[0][1] = mat[1][0] ;
mat[1][0] = t;
t = mat[0][2] ;
mat[0][2] = mat[2][0] ;
mat[2][0] = t;
t = mat[0][3] ;
mat[0][3] = mat[3][0] ;
mat[3][0] = t;
t = mat[1][2] ;
mat[1][2] = mat[2][1] ;
mat[2][1] = t;
t = mat[1][3] ;
mat[1][3] = mat[3][1] ;
mat[3][1] = t;
t = mat[2][3] ;
mat[2][3] = mat[3][2] ;
mat[3][2] = t;
}
void orthogonalize_m3(float mat[][3], int axis)
{
float size[3];
size[0] = len_v3(mat[0]);
size[1] = len_v3(mat[1]);
size[2] = len_v3(mat[2]);
normalize_v3(mat[axis]);
switch(axis)
{
case 0:
if (dot_v3v3(mat[0], mat[1]) < 1) {
cross_v3_v3v3(mat[2], mat[0], mat[1]);
normalize_v3(mat[2]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
} else if (dot_v3v3(mat[0], mat[2]) < 1) {
cross_v3_v3v3(mat[1], mat[2], mat[0]);
normalize_v3(mat[1]);
cross_v3_v3v3(mat[2], mat[0], mat[1]);
} else {
float vec[3] = {mat[0][1], mat[0][2], mat[0][0]};
cross_v3_v3v3(mat[2], mat[0], vec);
normalize_v3(mat[2]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
}
case 1:
if (dot_v3v3(mat[1], mat[0]) < 1) {
cross_v3_v3v3(mat[2], mat[0], mat[1]);
normalize_v3(mat[2]);
cross_v3_v3v3(mat[0], mat[1], mat[2]);
} else if (dot_v3v3(mat[0], mat[2]) < 1) {
cross_v3_v3v3(mat[0], mat[1], mat[2]);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[2], mat[0], mat[1]);
} else {
float vec[3] = {mat[1][1], mat[1][2], mat[1][0]};
cross_v3_v3v3(mat[0], mat[1], vec);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[2], mat[0], mat[1]);
}
case 2:
if (dot_v3v3(mat[2], mat[0]) < 1) {
cross_v3_v3v3(mat[1], mat[2], mat[0]);
normalize_v3(mat[1]);
cross_v3_v3v3(mat[0], mat[1], mat[2]);
} else if (dot_v3v3(mat[2], mat[1]) < 1) {
cross_v3_v3v3(mat[0], mat[1], mat[2]);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
} else {
float vec[3] = {mat[2][1], mat[2][2], mat[2][0]};
cross_v3_v3v3(mat[0], vec, mat[2]);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
}
}
mul_v3_fl(mat[0], size[0]);
mul_v3_fl(mat[1], size[1]);
mul_v3_fl(mat[2], size[2]);
}
void orthogonalize_m4(float mat[][4], int axis)
{
float size[3];
size[0] = len_v3(mat[0]);
size[1] = len_v3(mat[1]);
size[2] = len_v3(mat[2]);
normalize_v3(mat[axis]);
switch(axis)
{
case 0:
if (dot_v3v3(mat[0], mat[1]) < 1) {
cross_v3_v3v3(mat[2], mat[0], mat[1]);
normalize_v3(mat[2]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
} else if (dot_v3v3(mat[0], mat[2]) < 1) {
cross_v3_v3v3(mat[1], mat[2], mat[0]);
normalize_v3(mat[1]);
cross_v3_v3v3(mat[2], mat[0], mat[1]);
} else {
float vec[3] = {mat[0][1], mat[0][2], mat[0][0]};
cross_v3_v3v3(mat[2], mat[0], vec);
normalize_v3(mat[2]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
}
case 1:
normalize_v3(mat[0]);
if (dot_v3v3(mat[1], mat[0]) < 1) {
cross_v3_v3v3(mat[2], mat[0], mat[1]);
normalize_v3(mat[2]);
cross_v3_v3v3(mat[0], mat[1], mat[2]);
} else if (dot_v3v3(mat[0], mat[2]) < 1) {
cross_v3_v3v3(mat[0], mat[1], mat[2]);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[2], mat[0], mat[1]);
} else {
float vec[3] = {mat[1][1], mat[1][2], mat[1][0]};
cross_v3_v3v3(mat[0], mat[1], vec);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[2], mat[0], mat[1]);
}
case 2:
if (dot_v3v3(mat[2], mat[0]) < 1) {
cross_v3_v3v3(mat[1], mat[2], mat[0]);
normalize_v3(mat[1]);
cross_v3_v3v3(mat[0], mat[1], mat[2]);
} else if (dot_v3v3(mat[2], mat[1]) < 1) {
cross_v3_v3v3(mat[0], mat[1], mat[2]);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
} else {
float vec[3] = {mat[2][1], mat[2][2], mat[2][0]};
cross_v3_v3v3(mat[0], vec, mat[2]);
normalize_v3(mat[0]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
}
}
mul_v3_fl(mat[0], size[0]);
mul_v3_fl(mat[1], size[1]);
mul_v3_fl(mat[2], size[2]);
}
int is_orthogonal_m3(float mat[][3])
{
if (fabs(dot_v3v3(mat[0], mat[1])) > 1.5 * FLT_EPSILON)
return 0;
if (fabs(dot_v3v3(mat[1], mat[2])) > 1.5 * FLT_EPSILON)
return 0;
if (fabs(dot_v3v3(mat[0], mat[2])) > 1.5 * FLT_EPSILON)
return 0;
return 1;
}
int is_orthogonal_m4(float mat[][4])
{
if (fabs(dot_v3v3(mat[0], mat[1])) > 1.5 * FLT_EPSILON)
return 0;
if (fabs(dot_v3v3(mat[1], mat[2])) > 1.5 * FLT_EPSILON)
return 0;
if (fabs(dot_v3v3(mat[0], mat[2])) > 1.5 * FLT_EPSILON)
return 0;
return 1;
}
void normalize_m3(float mat[][3])
{
normalize_v3(mat[0]);
normalize_v3(mat[1]);
normalize_v3(mat[2]);
}
void normalize_m4(float mat[][4])
{
float len;
len= normalize_v3(mat[0]);
if(len!=0.0) mat[0][3]/= len;
len= normalize_v3(mat[1]);
if(len!=0.0) mat[1][3]/= len;
len= normalize_v3(mat[2]);
if(len!=0.0) mat[2][3]/= len;
}
void adjoint_m3_m3(float m1[][3], float m[][3])
{
m1[0][0]=m[1][1]*m[2][2]-m[1][2]*m[2][1];
m1[0][1]= -m[0][1]*m[2][2]+m[0][2]*m[2][1];
m1[0][2]=m[0][1]*m[1][2]-m[0][2]*m[1][1];
m1[1][0]= -m[1][0]*m[2][2]+m[1][2]*m[2][0];
m1[1][1]=m[0][0]*m[2][2]-m[0][2]*m[2][0];
m1[1][2]= -m[0][0]*m[1][2]+m[0][2]*m[1][0];
m1[2][0]=m[1][0]*m[2][1]-m[1][1]*m[2][0];
m1[2][1]= -m[0][0]*m[2][1]+m[0][1]*m[2][0];
m1[2][2]=m[0][0]*m[1][1]-m[0][1]*m[1][0];
}
void adjoint_m4_m4(float out[][4], float in[][4]) /* out = ADJ(in) */
{
float a1, a2, a3, a4, b1, b2, b3, b4;
float c1, c2, c3, c4, d1, d2, d3, d4;
a1= in[0][0];
b1= in[0][1];
c1= in[0][2];
d1= in[0][3];
a2= in[1][0];
b2= in[1][1];
c2= in[1][2];
d2= in[1][3];
a3= in[2][0];
b3= in[2][1];
c3= in[2][2];
d3= in[2][3];
a4= in[3][0];
b4= in[3][1];
c4= in[3][2];
d4= in[3][3];
out[0][0] = determinant_m3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
out[1][0] = - determinant_m3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
out[2][0] = determinant_m3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
out[3][0] = - determinant_m3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
out[0][1] = - determinant_m3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
out[1][1] = determinant_m3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
out[2][1] = - determinant_m3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
out[3][1] = determinant_m3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
out[0][2] = determinant_m3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
out[1][2] = - determinant_m3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
out[2][2] = determinant_m3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
out[3][2] = - determinant_m3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
out[0][3] = - determinant_m3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
out[1][3] = determinant_m3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
out[2][3] = - determinant_m3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
out[3][3] = determinant_m3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
}
float determinant_m2(float a,float b,float c,float d)
{
return a*d - b*c;
}
float determinant_m3(float a1, float a2, float a3,
float b1, float b2, float b3,
float c1, float c2, float c3)
{
float ans;
ans = a1 * determinant_m2(b2, b3, c2, c3)
- b1 * determinant_m2(a2, a3, c2, c3)
+ c1 * determinant_m2(a2, a3, b2, b3);
return ans;
}
float determinant_m4(float m[][4])
{
float ans;
float a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
a1= m[0][0];
b1= m[0][1];
c1= m[0][2];
d1= m[0][3];
a2= m[1][0];
b2= m[1][1];
c2= m[1][2];
d2= m[1][3];
a3= m[2][0];
b3= m[2][1];
c3= m[2][2];
d3= m[2][3];
a4= m[3][0];
b4= m[3][1];
c4= m[3][2];
d4= m[3][3];
ans = a1 * determinant_m3(b2, b3, b4, c2, c3, c4, d2, d3, d4)
- b1 * determinant_m3(a2, a3, a4, c2, c3, c4, d2, d3, d4)
+ c1 * determinant_m3(a2, a3, a4, b2, b3, b4, d2, d3, d4)
- d1 * determinant_m3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
return ans;
}
/****************************** Transformations ******************************/
void size_to_mat3(float mat[][3], float *size)
{
mat[0][0]= size[0];
mat[0][1]= 0.0f;
mat[0][2]= 0.0f;
mat[1][1]= size[1];
mat[1][0]= 0.0f;
mat[1][2]= 0.0f;
mat[2][2]= size[2];
mat[2][1]= 0.0f;
mat[2][0]= 0.0f;
}
void size_to_mat4(float mat[][4], float *size)
{
float tmat[3][3];
size_to_mat3(tmat,size);
unit_m4(mat);
copy_m4_m3(mat, tmat);
}
void mat3_to_size(float *size, float mat[][3])
{
size[0]= len_v3(mat[0]);
size[1]= len_v3(mat[1]);
size[2]= len_v3(mat[2]);
}
void mat4_to_size(float *size, float mat[][4])
{
size[0]= len_v3(mat[0]);
size[1]= len_v3(mat[1]);
size[2]= len_v3(mat[2]);
}
/* this gets the average scale of a matrix, only use when your scaling
* data that has no idea of scale axis, examples are bone-envelope-radius
* and curve radius */
float mat3_to_scale(float mat[][3])
{
/* unit length vector */
float unit_vec[3] = {0.577350269189626f, 0.577350269189626f, 0.577350269189626f};
mul_m3_v3(mat, unit_vec);
return len_v3(unit_vec);
}
float mat4_to_scale(float mat[][4])
{
float tmat[3][3];
copy_m3_m4(tmat, mat);
return mat3_to_scale(tmat);
}
void scale_m3_fl(float m[][3], float scale)
{
m[0][0]= m[1][1]= m[2][2]= scale;
m[0][1]= m[0][2]= 0.0;
m[1][0]= m[1][2]= 0.0;
m[2][0]= m[2][1]= 0.0;
}
void scale_m4_fl(float m[][4], float scale)
{
m[0][0]= m[1][1]= m[2][2]= scale;
m[3][3]= 1.0;
m[0][1]= m[0][2]= m[0][3]= 0.0;
m[1][0]= m[1][2]= m[1][3]= 0.0;
m[2][0]= m[2][1]= m[2][3]= 0.0;
m[3][0]= m[3][1]= m[3][2]= 0.0;
}
void translate_m4(float mat[][4],float Tx, float Ty, float Tz)
{
mat[3][0] += (Tx*mat[0][0] + Ty*mat[1][0] + Tz*mat[2][0]);
mat[3][1] += (Tx*mat[0][1] + Ty*mat[1][1] + Tz*mat[2][1]);
mat[3][2] += (Tx*mat[0][2] + Ty*mat[1][2] + Tz*mat[2][2]);
}
void rotate_m4(float mat[][4], char axis,float angle)
{
int col;
float temp[4];
float cosine, sine;
for(col=0; col<4 ; col++) /* init temp to zero matrix */
temp[col] = 0;
angle = (float)(angle*(3.1415926535/180.0));
cosine = (float)cos(angle);
sine = (float)sin(angle);
switch(axis){
case 'x':
case 'X':
for(col=0 ; col<4 ; col++)
temp[col] = cosine*mat[1][col] + sine*mat[2][col];
for(col=0 ; col<4 ; col++) {
mat[2][col] = - sine*mat[1][col] + cosine*mat[2][col];
mat[1][col] = temp[col];
}
break;
case 'y':
case 'Y':
for(col=0 ; col<4 ; col++)
temp[col] = cosine*mat[0][col] - sine*mat[2][col];
for(col=0 ; col<4 ; col++) {
mat[2][col] = sine*mat[0][col] + cosine*mat[2][col];
mat[0][col] = temp[col];
}
break;
case 'z':
case 'Z':
for(col=0 ; col<4 ; col++)
temp[col] = cosine*mat[0][col] + sine*mat[1][col];
for(col=0 ; col<4 ; col++) {
mat[1][col] = - sine*mat[0][col] + cosine*mat[1][col];
mat[0][col] = temp[col];
}
break;
}
}
void blend_m3_m3m3(float out[][3], float dst[][3], float src[][3], float srcweight)
{
float squat[4], dquat[4], fquat[4];
float ssize[3], dsize[3], fsize[4];
float rmat[3][3], smat[3][3];
mat3_to_quat(dquat,dst);
mat3_to_size(dsize,dst);
mat3_to_quat(squat,src);
mat3_to_size(ssize,src);
/* do blending */
interp_qt_qtqt(fquat, dquat, squat, srcweight);
interp_v3_v3v3(fsize, dsize, ssize, srcweight);
/* compose new matrix */
quat_to_mat3(rmat,fquat);
size_to_mat3(smat,fsize);
mul_m3_m3m3(out, rmat, smat);
}
void blend_m4_m4m4(float out[][4], float dst[][4], float src[][4], float srcweight)
{
float squat[4], dquat[4], fquat[4];
float ssize[3], dsize[3], fsize[4];
float sloc[3], dloc[3], floc[3];
mat4_to_quat(dquat,dst);
mat4_to_size(dsize,dst);
copy_v3_v3(dloc, dst[3]);
mat4_to_quat(squat,src);
mat4_to_size(ssize,src);
copy_v3_v3(sloc, src[3]);
/* do blending */
interp_v3_v3v3(floc, dloc, sloc, srcweight);
interp_qt_qtqt(fquat, dquat, squat, srcweight);
interp_v3_v3v3(fsize, dsize, ssize, srcweight);
/* compose new matrix */
loc_quat_size_to_mat4(out, floc, fquat, fsize);
}
/* make a 4x4 matrix out of 3 transform components */
/* matrices are made in the order: scale * rot * loc */
// TODO: need to have a version that allows for rotation order...
void loc_eul_size_to_mat4(float mat[4][4], float loc[3], float eul[3], float size[3])
{
float rmat[3][3], smat[3][3], tmat[3][3];
/* initialise new matrix */
unit_m4(mat);
/* make rotation + scaling part */
eul_to_mat3(rmat,eul);
size_to_mat3(smat,size);
mul_m3_m3m3(tmat, rmat, smat);
/* copy rot/scale part to output matrix*/
copy_m4_m3(mat, tmat);
/* copy location to matrix */
mat[3][0] = loc[0];
mat[3][1] = loc[1];
mat[3][2] = loc[2];
}
/* make a 4x4 matrix out of 3 transform components */
/* matrices are made in the order: scale * rot * loc */
void loc_eulO_size_to_mat4(float mat[4][4], float loc[3], float eul[3], float size[3], short rotOrder)
{
float rmat[3][3], smat[3][3], tmat[3][3];
/* initialise new matrix */
unit_m4(mat);
/* make rotation + scaling part */
eulO_to_mat3(rmat,eul, rotOrder);
size_to_mat3(smat,size);
mul_m3_m3m3(tmat, rmat, smat);
/* copy rot/scale part to output matrix*/
copy_m4_m3(mat, tmat);
/* copy location to matrix */
mat[3][0] = loc[0];
mat[3][1] = loc[1];
mat[3][2] = loc[2];
}
/* make a 4x4 matrix out of 3 transform components */
/* matrices are made in the order: scale * rot * loc */
void loc_quat_size_to_mat4(float mat[4][4], float loc[3], float quat[4], float size[3])
{
float rmat[3][3], smat[3][3], tmat[3][3];
/* initialise new matrix */
unit_m4(mat);
/* make rotation + scaling part */
quat_to_mat3(rmat,quat);
size_to_mat3(smat,size);
mul_m3_m3m3(tmat, rmat, smat);
/* copy rot/scale part to output matrix*/
copy_m4_m3(mat, tmat);
/* copy location to matrix */
mat[3][0] = loc[0];
mat[3][1] = loc[1];
mat[3][2] = loc[2];
}
/*********************************** Other ***********************************/
void print_m3(char *str, float m[][3])
{
printf("%s\n", str);
printf("%f %f %f\n",m[0][0],m[1][0],m[2][0]);
printf("%f %f %f\n",m[0][1],m[1][1],m[2][1]);
printf("%f %f %f\n",m[0][2],m[1][2],m[2][2]);
printf("\n");
}
void print_m4(char *str, float m[][4])
{
printf("%s\n", str);
printf("%f %f %f %f\n",m[0][0],m[1][0],m[2][0],m[3][0]);
printf("%f %f %f %f\n",m[0][1],m[1][1],m[2][1],m[3][1]);
printf("%f %f %f %f\n",m[0][2],m[1][2],m[2][2],m[3][2]);
printf("%f %f %f %f\n",m[0][3],m[1][3],m[2][3],m[3][3]);
printf("\n");
}