Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /*
- File: matrix.c
- Abstract: simple 4x4 matrix computations
- Version: 1.0
- Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc.
- ("Apple") in consideration of your agreement to the following terms, and your
- use, installation, modification or redistribution of this Apple software
- constitutes acceptance of these terms. If you do not agree with these terms,
- please do not use, install, modify or redistribute this Apple software.
- In consideration of your agreement to abide by the following terms, and subject
- to these terms, Apple grants you a personal, non-exclusive license, under
- Apple's copyrights in this original Apple software (the "Apple Software"), to
- use, reproduce, modify and redistribute the Apple Software, with or without
- modifications, in source and/or binary forms; provided that if you redistribute
- the Apple Software in its entirety and without modifications, you must retain
- this notice and the following text and disclaimers in all such redistributions
- of the Apple Software.
- Neither the name, trademarks, service marks or logos of Apple Inc. may be used
- to endorse or promote products derived from the Apple Software without specific
- prior written permission from Apple. Except as expressly stated in this notice,
- no other rights or licenses, express or implied, are granted by Apple herein,
- including but not limited to any patent rights that may be infringed by your
- derivative works or by other works in which the Apple Software may be
- incorporated.
- The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
- WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
- WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
- COMBINATION WITH YOUR PRODUCTS.
- IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
- CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
- GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
- ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR
- DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF
- CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
- APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- Copyright (C) 2009 Apple Inc. All Rights Reserved.
- */
- #include <string.h>
- #include <math.h>
- #include "matrix.h"
- /*
- NOTE: These functions are created for your convenience but the matrix algorithms
- are not optimized. You are encouraged to do additional research on your own to
- implement a more robust numerical algorithm.
- */
- void mat4f_LoadIdentity(float* m)
- {
- m[0] = 1.0f;
- m[1] = 0.0f;
- m[2] = 0.0f;
- m[3] = 0.0f;
- m[4] = 0.0f;
- m[5] = 1.0f;
- m[6] = 0.0f;
- m[7] = 0.0f;
- m[8] = 0.0f;
- m[9] = 0.0f;
- m[10] = 1.0f;
- m[11] = 0.0f;
- m[12] = 0.0f;
- m[13] = 0.0f;
- m[14] = 0.0f;
- m[15] = 1.0f;
- }
- // s is a 3D vector
- void mat4f_LoadScale(float* s, float* m)
- {
- m[0] = s[0];
- m[1] = 0.0f;
- m[2] = 0.0f;
- m[3] = 0.0f;
- m[4] = 0.0f;
- m[5] = s[1];
- m[6] = 0.0f;
- m[7] = 0.0f;
- m[8] = 0.0f;
- m[9] = 0.0f;
- m[10] = s[2];
- m[11] = 0.0f;
- m[12] = 0.0f;
- m[13] = 0.0f;
- m[14] = 0.0f;
- m[15] = 1.0f;
- }
- void mat4f_LoadXRotation(float radians, float* m)
- {
- float cosrad = cosf(radians);
- float sinrad = sinf(radians);
- m[0] = 1.0f;
- m[1] = 0.0f;
- m[2] = 0.0f;
- m[3] = 0.0f;
- m[4] = 0.0f;
- m[5] = cosrad;
- m[6] = sinrad;
- m[7] = 0.0f;
- m[8] = 0.0f;
- m[9] = -sinrad;
- m[10] = cosrad;
- m[11] = 0.0f;
- m[12] = 0.0f;
- m[13] = 0.0f;
- m[14] = 0.0f;
- m[15] = 1.0f;
- }
- void mat4f_LoadYRotation(float radians, float* mout)
- {
- float cosrad = cosf(radians);
- float sinrad = sinf(radians);
- mout[0] = cosrad;
- mout[1] = 0.0f;
- mout[2] = -sinrad;
- mout[3] = 0.0f;
- mout[4] = 0.0f;
- mout[5] = 1.0f;
- mout[6] = 0.0f;
- mout[7] = 0.0f;
- mout[8] = sinrad;
- mout[9] = 0.0f;
- mout[10] = cosrad;
- mout[11] = 0.0f;
- mout[12] = 0.0f;
- mout[13] = 0.0f;
- mout[14] = 0.0f;
- mout[15] = 1.0f;
- }
- void mat4f_LoadZRotation(float radians, float* mout)
- {
- float cosrad = cosf(radians);
- float sinrad = sinf(radians);
- mout[0] = cosrad;
- mout[1] = sinrad;
- mout[2] = 0.0f;
- mout[3] = 0.0f;
- mout[4] = -sinrad;
- mout[5] = cosrad;
- mout[6] = 0.0f;
- mout[7] = 0.0f;
- mout[8] = 0.0f;
- mout[9] = 0.0f;
- mout[10] = 1.0f;
- mout[11] = 0.0f;
- mout[12] = 0.0f;
- mout[13] = 0.0f;
- mout[14] = 0.0f;
- mout[15] = 1.0f;
- }
- // v is a 3D vector
- void mat4f_LoadTranslation(float* v, float* mout)
- {
- mout[0] = 1.0f;
- mout[1] = 0.0f;
- mout[2] = 0.0f;
- mout[3] = 0.0f;
- mout[4] = 0.0f;
- mout[5] = 1.0f;
- mout[6] = 0.0f;
- mout[7] = 0.0f;
- mout[8] = 0.0f;
- mout[9] = 0.0f;
- mout[10] = 1.0f;
- mout[11] = 0.0f;
- mout[12] = v[0];
- mout[13] = v[1];
- mout[14] = v[2];
- mout[15] = 1.0f;
- }
- void mat4f_LoadPerspective(float fov_radians, float aspect, float zNear, float zFar, float* mout)
- {
- float f = 1.0f / tanf(fov_radians/2.0f);
- mout[0] = f / aspect;
- mout[1] = 0.0f;
- mout[2] = 0.0f;
- mout[3] = 0.0f;
- mout[4] = 0.0f;
- mout[5] = f;
- mout[6] = 0.0f;
- mout[7] = 0.0f;
- mout[8] = 0.0f;
- mout[9] = 0.0f;
- mout[10] = (zFar+zNear) / (zNear-zFar);
- mout[11] = -1.0f;
- mout[12] = 0.0f;
- mout[13] = 0.0f;
- mout[14] = 2 * zFar * zNear / (zNear-zFar);
- mout[15] = 0.0f;
- }
- void mat4f_LoadOrtho(float left, float right, float bottom, float top, float near, float far, float* mout)
- {
- float r_l = right - left;
- float t_b = top - bottom;
- float f_n = far - near;
- float tx = - (right + left) / (right - left);
- float ty = - (top + bottom) / (top - bottom);
- float tz = - (far + near) / (far - near);
- mout[0] = 2.0f / r_l;
- mout[1] = 0.0f;
- mout[2] = 0.0f;
- mout[3] = 0.0f;
- mout[4] = 0.0f;
- mout[5] = 2.0f / t_b;
- mout[6] = 0.0f;
- mout[7] = 0.0f;
- mout[8] = 0.0f;
- mout[9] = 0.0f;
- mout[10] = -2.0f / f_n;
- mout[11] = 0.0f;
- mout[12] = tx;
- mout[13] = ty;
- mout[14] = tz;
- mout[15] = 1.0f;
- }
- void mat4f_MultiplyMat4f(const float* a, const float* b, float* mout)
- {
- mout[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3];
- mout[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3];
- mout[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3];
- mout[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3];
- mout[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7];
- mout[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7];
- mout[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7];
- mout[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7];
- mout[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11];
- mout[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11];
- mout[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11];
- mout[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11];
- mout[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15];
- mout[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15];
- mout[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15];
- mout[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15];
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement