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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/mathlib/vmatrix.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/mathlib/vmatrix.cpp')
-rw-r--r--mp/src/mathlib/vmatrix.cpp1273
1 files changed, 1273 insertions, 0 deletions
diff --git a/mp/src/mathlib/vmatrix.cpp b/mp/src/mathlib/vmatrix.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
+
+#include "basetypes.h"
+#include "mathlib/vmatrix.h"
+#include "mathlib/mathlib.h"
+#include <string.h>
+#include "mathlib/vector4d.h"
+#include "tier0/dbg.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#pragma warning (disable : 4700) // local variable 'x' used without having been initialized
+
+// ------------------------------------------------------------------------------------------- //
+// Helper functions.
+// ------------------------------------------------------------------------------------------- //
+
+#ifndef VECTOR_NO_SLOW_OPERATIONS
+
+VMatrix SetupMatrixIdentity()
+{
+ return VMatrix(
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+}
+
+VMatrix SetupMatrixTranslation(const Vector &vTranslation)
+{
+ return VMatrix(
+ 1.0f, 0.0f, 0.0f, vTranslation.x,
+ 0.0f, 1.0f, 0.0f, vTranslation.y,
+ 0.0f, 0.0f, 1.0f, vTranslation.z,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
+}
+
+VMatrix SetupMatrixScale(const Vector &vScale)
+{
+ return VMatrix(
+ vScale.x, 0.0f, 0.0f, 0.0f,
+ 0.0f, vScale.y, 0.0f, 0.0f,
+ 0.0f, 0.0f, vScale.z, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
+}
+
+VMatrix SetupMatrixReflection(const VPlane &thePlane)
+{
+ VMatrix mReflect, mBack, mForward;
+ Vector vOrigin, N;
+
+ N = thePlane.m_Normal;
+
+ mReflect.Init(
+ -2.0f*N.x*N.x + 1.0f, -2.0f*N.x*N.y, -2.0f*N.x*N.z, 0.0f,
+ -2.0f*N.y*N.x, -2.0f*N.y*N.y + 1.0f, -2.0f*N.y*N.z, 0.0f,
+ -2.0f*N.z*N.x, -2.0f*N.z*N.y, -2.0f*N.z*N.z + 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
+
+ vOrigin = thePlane.GetPointOnPlane();
+
+ mBack.Identity();
+ mBack.SetTranslation(-vOrigin);
+
+ mForward.Identity();
+ mForward.SetTranslation(vOrigin);
+
+ // (multiplied in reverse order, so it translates to the origin point,
+ // reflects, and translates back).
+ return mForward * mReflect * mBack;
+}
+
+VMatrix SetupMatrixProjection(const Vector &vOrigin, const VPlane &thePlane)
+{
+ vec_t dot;
+ VMatrix mRet;
+
+
+ #define PN thePlane.m_Normal
+ #define PD thePlane.m_Dist;
+
+ dot = PN[0]*vOrigin.x + PN[1]*vOrigin.y + PN[2]*vOrigin.z - PD;
+
+ mRet.m[0][0] = dot - vOrigin.x * PN[0];
+ mRet.m[0][1] = -vOrigin.x * PN[1];
+ mRet.m[0][2] = -vOrigin.x * PN[2];
+ mRet.m[0][3] = -vOrigin.x * -PD;
+
+ mRet.m[1][0] = -vOrigin.y * PN[0];
+ mRet.m[1][1] = dot - vOrigin.y * PN[1];
+ mRet.m[1][2] = -vOrigin.y * PN[2];
+ mRet.m[1][3] = -vOrigin.y * -PD;
+
+ mRet.m[2][0] = -vOrigin.z * PN[0];
+ mRet.m[2][1] = -vOrigin.z * PN[1];
+ mRet.m[2][2] = dot - vOrigin.z * PN[2];
+ mRet.m[2][3] = -vOrigin.z * -PD;
+
+ mRet.m[3][0] = -PN[0];
+ mRet.m[3][1] = -PN[1];
+ mRet.m[3][2] = -PN[2];
+ mRet.m[3][3] = dot + PD;
+
+ #undef PN
+ #undef PD
+
+ return mRet;
+}
+
+VMatrix SetupMatrixAxisRot(const Vector &vAxis, vec_t fDegrees)
+{
+ vec_t s, c, t;
+ vec_t tx, ty, tz;
+ vec_t sx, sy, sz;
+ vec_t fRadians;
+
+
+ fRadians = fDegrees * (M_PI / 180.0f);
+
+ s = (vec_t)sin(fRadians);
+ c = (vec_t)cos(fRadians);
+ t = 1.0f - c;
+
+ tx = t * vAxis.x; ty = t * vAxis.y; tz = t * vAxis.z;
+ sx = s * vAxis.x; sy = s * vAxis.y; sz = s * vAxis.z;
+
+ return VMatrix(
+ tx*vAxis.x + c, tx*vAxis.y - sz, tx*vAxis.z + sy, 0.0f,
+ tx*vAxis.y + sz, ty*vAxis.y + c, ty*vAxis.z - sx, 0.0f,
+ tx*vAxis.z - sy, ty*vAxis.z + sx, tz*vAxis.z + c, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+}
+
+VMatrix SetupMatrixAngles(const QAngle &vAngles)
+{
+ VMatrix mRet;
+ MatrixFromAngles( vAngles, mRet );
+ return mRet;
+}
+
+VMatrix SetupMatrixOrgAngles(const Vector &origin, const QAngle &vAngles)
+{
+ VMatrix mRet;
+ mRet.SetupMatrixOrgAngles( origin, vAngles );
+ return mRet;
+}
+
+#endif // VECTOR_NO_SLOW_OPERATIONS
+
+
+bool PlaneIntersection( const VPlane &vp1, const VPlane &vp2, const VPlane &vp3, Vector &vOut )
+{
+ VMatrix mMat, mInverse;
+
+ mMat.Init(
+ vp1.m_Normal.x, vp1.m_Normal.y, vp1.m_Normal.z, -vp1.m_Dist,
+ vp2.m_Normal.x, vp2.m_Normal.y, vp2.m_Normal.z, -vp2.m_Dist,
+ vp3.m_Normal.x, vp3.m_Normal.y, vp3.m_Normal.z, -vp3.m_Dist,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
+
+ if(mMat.InverseGeneral(mInverse))
+ {
+ //vOut = mInverse * Vector(0.0f, 0.0f, 0.0f);
+ mInverse.GetTranslation( vOut );
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+
+
+// ------------------------------------------------------------------------------------------- //
+// VMatrix functions.
+// ------------------------------------------------------------------------------------------- //
+
+VMatrix& VMatrix::operator=(const VMatrix &mOther)
+{
+ m[0][0] = mOther.m[0][0];
+ m[0][1] = mOther.m[0][1];
+ m[0][2] = mOther.m[0][2];
+ m[0][3] = mOther.m[0][3];
+
+ m[1][0] = mOther.m[1][0];
+ m[1][1] = mOther.m[1][1];
+ m[1][2] = mOther.m[1][2];
+ m[1][3] = mOther.m[1][3];
+
+ m[2][0] = mOther.m[2][0];
+ m[2][1] = mOther.m[2][1];
+ m[2][2] = mOther.m[2][2];
+ m[2][3] = mOther.m[2][3];
+
+ m[3][0] = mOther.m[3][0];
+ m[3][1] = mOther.m[3][1];
+ m[3][2] = mOther.m[3][2];
+ m[3][3] = mOther.m[3][3];
+
+ return *this;
+}
+
+bool VMatrix::operator==( const VMatrix& src ) const
+{
+ return !memcmp( src.m, m, sizeof(m) );
+}
+
+void VMatrix::MatrixMul( const VMatrix &vm, VMatrix &out ) const
+{
+ out.Init(
+ m[0][0]*vm.m[0][0] + m[0][1]*vm.m[1][0] + m[0][2]*vm.m[2][0] + m[0][3]*vm.m[3][0],
+ m[0][0]*vm.m[0][1] + m[0][1]*vm.m[1][1] + m[0][2]*vm.m[2][1] + m[0][3]*vm.m[3][1],
+ m[0][0]*vm.m[0][2] + m[0][1]*vm.m[1][2] + m[0][2]*vm.m[2][2] + m[0][3]*vm.m[3][2],
+ m[0][0]*vm.m[0][3] + m[0][1]*vm.m[1][3] + m[0][2]*vm.m[2][3] + m[0][3]*vm.m[3][3],
+
+ m[1][0]*vm.m[0][0] + m[1][1]*vm.m[1][0] + m[1][2]*vm.m[2][0] + m[1][3]*vm.m[3][0],
+ m[1][0]*vm.m[0][1] + m[1][1]*vm.m[1][1] + m[1][2]*vm.m[2][1] + m[1][3]*vm.m[3][1],
+ m[1][0]*vm.m[0][2] + m[1][1]*vm.m[1][2] + m[1][2]*vm.m[2][2] + m[1][3]*vm.m[3][2],
+ m[1][0]*vm.m[0][3] + m[1][1]*vm.m[1][3] + m[1][2]*vm.m[2][3] + m[1][3]*vm.m[3][3],
+
+ m[2][0]*vm.m[0][0] + m[2][1]*vm.m[1][0] + m[2][2]*vm.m[2][0] + m[2][3]*vm.m[3][0],
+ m[2][0]*vm.m[0][1] + m[2][1]*vm.m[1][1] + m[2][2]*vm.m[2][1] + m[2][3]*vm.m[3][1],
+ m[2][0]*vm.m[0][2] + m[2][1]*vm.m[1][2] + m[2][2]*vm.m[2][2] + m[2][3]*vm.m[3][2],
+ m[2][0]*vm.m[0][3] + m[2][1]*vm.m[1][3] + m[2][2]*vm.m[2][3] + m[2][3]*vm.m[3][3],
+
+ m[3][0]*vm.m[0][0] + m[3][1]*vm.m[1][0] + m[3][2]*vm.m[2][0] + m[3][3]*vm.m[3][0],
+ m[3][0]*vm.m[0][1] + m[3][1]*vm.m[1][1] + m[3][2]*vm.m[2][1] + m[3][3]*vm.m[3][1],
+ m[3][0]*vm.m[0][2] + m[3][1]*vm.m[1][2] + m[3][2]*vm.m[2][2] + m[3][3]*vm.m[3][2],
+ m[3][0]*vm.m[0][3] + m[3][1]*vm.m[1][3] + m[3][2]*vm.m[2][3] + m[3][3]*vm.m[3][3]
+ );
+}
+
+#ifndef VECTOR_NO_SLOW_OPERATIONS
+
+VMatrix VMatrix::operator*(const VMatrix &vm) const
+{
+ VMatrix ret;
+ MatrixMul( vm, ret );
+ return ret;
+}
+
+#endif
+
+bool VMatrix::InverseGeneral(VMatrix &vInverse) const
+{
+ return MatrixInverseGeneral( *this, vInverse );
+}
+
+
+bool MatrixInverseGeneral(const VMatrix& src, VMatrix& dst)
+{
+ int iRow, i, j, iTemp, iTest;
+ vec_t mul, fTest, fLargest;
+ vec_t mat[4][8];
+ int rowMap[4], iLargest;
+ vec_t *pOut, *pRow, *pScaleRow;
+
+
+ // How it's done.
+ // AX = I
+ // A = this
+ // X = the matrix we're looking for
+ // I = identity
+
+ // Setup AI
+ for(i=0; i < 4; i++)
+ {
+ const vec_t *pIn = src[i];
+ pOut = mat[i];
+
+ for(j=0; j < 4; j++)
+ {
+ pOut[j] = pIn[j];
+ }
+
+ pOut[4] = 0.0f;
+ pOut[5] = 0.0f;
+ pOut[6] = 0.0f;
+ pOut[7] = 0.0f;
+ pOut[i+4] = 1.0f;
+
+ rowMap[i] = i;
+ }
+
+ // Use row operations to get to reduced row-echelon form using these rules:
+ // 1. Multiply or divide a row by a nonzero number.
+ // 2. Add a multiple of one row to another.
+ // 3. Interchange two rows.
+
+ for(iRow=0; iRow < 4; iRow++)
+ {
+ // Find the row with the largest element in this column.
+ fLargest = 0.00001f;
+ iLargest = -1;
+ for(iTest=iRow; iTest < 4; iTest++)
+ {
+ fTest = (vec_t)FloatMakePositive(mat[rowMap[iTest]][iRow]);
+ if(fTest > fLargest)
+ {
+ iLargest = iTest;
+ fLargest = fTest;
+ }
+ }
+
+ // They're all too small.. sorry.
+ if(iLargest == -1)
+ {
+ return false;
+ }
+
+ // Swap the rows.
+ iTemp = rowMap[iLargest];
+ rowMap[iLargest] = rowMap[iRow];
+ rowMap[iRow] = iTemp;
+
+ pRow = mat[rowMap[iRow]];
+
+ // Divide this row by the element.
+ mul = 1.0f / pRow[iRow];
+ for(j=0; j < 8; j++)
+ pRow[j] *= mul;
+
+ pRow[iRow] = 1.0f; // Preserve accuracy...
+
+ // Eliminate this element from the other rows using operation 2.
+ for(i=0; i < 4; i++)
+ {
+ if(i == iRow)
+ continue;
+
+ pScaleRow = mat[rowMap[i]];
+
+ // Multiply this row by -(iRow*the element).
+ mul = -pScaleRow[iRow];
+ for(j=0; j < 8; j++)
+ {
+ pScaleRow[j] += pRow[j] * mul;
+ }
+
+ pScaleRow[iRow] = 0.0f; // Preserve accuracy...
+ }
+ }
+
+ // The inverse is on the right side of AX now (the identity is on the left).
+ for(i=0; i < 4; i++)
+ {
+ const vec_t *pIn = mat[rowMap[i]] + 4;
+ pOut = dst.m[i];
+
+ for(j=0; j < 4; j++)
+ {
+ pOut[j] = pIn[j];
+ }
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Does a fast inverse, assuming the matrix only contains translation and rotation.
+//-----------------------------------------------------------------------------
+void MatrixInverseTR( const VMatrix& src, VMatrix &dst )
+{
+ Vector vTrans, vNewTrans;
+
+ // Transpose the upper 3x3.
+ dst.m[0][0] = src.m[0][0]; dst.m[0][1] = src.m[1][0]; dst.m[0][2] = src.m[2][0];
+ dst.m[1][0] = src.m[0][1]; dst.m[1][1] = src.m[1][1]; dst.m[1][2] = src.m[2][1];
+ dst.m[2][0] = src.m[0][2]; dst.m[2][1] = src.m[1][2]; dst.m[2][2] = src.m[2][2];
+
+ // Transform the translation.
+ vTrans.Init( -src.m[0][3], -src.m[1][3], -src.m[2][3] );
+ Vector3DMultiply( dst, vTrans, vNewTrans );
+ MatrixSetColumn( dst, 3, vNewTrans );
+
+ // Fill in the bottom row.
+ dst.m[3][0] = dst.m[3][1] = dst.m[3][2] = 0.0f;
+ dst.m[3][3] = 1.0f;
+}
+
+
+void VMatrix::InverseTR( VMatrix &ret ) const
+{
+ MatrixInverseTR( *this, ret );
+}
+
+void MatrixInverseTranspose( const VMatrix& src, VMatrix& dst )
+{
+ src.InverseGeneral( dst );
+ MatrixTranspose( dst, dst );
+}
+
+//-----------------------------------------------------------------------------
+// Computes the inverse transpose
+//-----------------------------------------------------------------------------
+void MatrixInverseTranspose( const matrix3x4_t& src, matrix3x4_t& dst )
+{
+ VMatrix tmp, out;
+ tmp.CopyFrom3x4( src );
+ ::MatrixInverseTranspose( tmp, out );
+ out.Set3x4( dst );
+}
+
+
+#ifndef VECTOR_NO_SLOW_OPERATIONS
+
+VMatrix VMatrix::InverseTR() const
+{
+ VMatrix ret;
+ MatrixInverseTR( *this, ret );
+ return ret;
+}
+
+Vector VMatrix::GetScale() const
+{
+ Vector vecs[3];
+
+ GetBasisVectors(vecs[0], vecs[1], vecs[2]);
+
+ return Vector(
+ vecs[0].Length(),
+ vecs[1].Length(),
+ vecs[2].Length()
+ );
+}
+
+VMatrix VMatrix::Scale(const Vector &vScale)
+{
+ return VMatrix(
+ m[0][0]*vScale.x, m[0][1]*vScale.y, m[0][2]*vScale.z, m[0][3],
+ m[1][0]*vScale.x, m[1][1]*vScale.y, m[1][2]*vScale.z, m[1][3],
+ m[2][0]*vScale.x, m[2][1]*vScale.y, m[2][2]*vScale.z, m[2][3],
+ m[3][0]*vScale.x, m[3][1]*vScale.y, m[3][2]*vScale.z, 1.0f
+ );
+}
+
+VMatrix VMatrix::NormalizeBasisVectors() const
+{
+ Vector vecs[3];
+ VMatrix mRet;
+
+
+ GetBasisVectors(vecs[0], vecs[1], vecs[2]);
+
+ VectorNormalize( vecs[0] );
+ VectorNormalize( vecs[1] );
+ VectorNormalize( vecs[2] );
+
+ mRet.SetBasisVectors(vecs[0], vecs[1], vecs[2]);
+
+ // Set everything but basis vectors to identity.
+ mRet.m[3][0] = mRet.m[3][1] = mRet.m[3][2] = 0.0f;
+ mRet.m[3][3] = 1.0f;
+
+ return mRet;
+}
+
+VMatrix VMatrix::Transpose() const
+{
+ return VMatrix(
+ m[0][0], m[1][0], m[2][0], m[3][0],
+ m[0][1], m[1][1], m[2][1], m[3][1],
+ m[0][2], m[1][2], m[2][2], m[3][2],
+ m[0][3], m[1][3], m[2][3], m[3][3]);
+}
+
+// Transpose upper-left 3x3.
+VMatrix VMatrix::Transpose3x3() const
+{
+ return VMatrix(
+ m[0][0], m[1][0], m[2][0], m[0][3],
+ m[0][1], m[1][1], m[2][1], m[1][3],
+ m[0][2], m[1][2], m[2][2], m[2][3],
+ m[3][0], m[3][1], m[3][2], m[3][3]);
+}
+
+#endif // VECTOR_NO_SLOW_OPERATIONS
+
+
+bool VMatrix::IsRotationMatrix() const
+{
+ Vector &v1 = (Vector&)m[0][0];
+ Vector &v2 = (Vector&)m[1][0];
+ Vector &v3 = (Vector&)m[2][0];
+
+ return
+ FloatMakePositive( 1 - v1.Length() ) < 0.01f &&
+ FloatMakePositive( 1 - v2.Length() ) < 0.01f &&
+ FloatMakePositive( 1 - v3.Length() ) < 0.01f &&
+ FloatMakePositive( v1.Dot(v2) ) < 0.01f &&
+ FloatMakePositive( v1.Dot(v3) ) < 0.01f &&
+ FloatMakePositive( v2.Dot(v3) ) < 0.01f;
+}
+
+void VMatrix::SetupMatrixOrgAngles( const Vector &origin, const QAngle &vAngles )
+{
+ float sr, sp, sy, cr, cp, cy;
+
+ SinCos( DEG2RAD( vAngles[YAW] ), &sy, &cy );
+ SinCos( DEG2RAD( vAngles[PITCH] ), &sp, &cp );
+ SinCos( DEG2RAD( vAngles[ROLL] ), &sr, &cr );
+
+ // matrix = (YAW * PITCH) * ROLL
+ m[0][0] = cp*cy;
+ m[1][0] = cp*sy;
+ m[2][0] = -sp;
+ m[0][1] = sr*sp*cy+cr*-sy;
+ m[1][1] = sr*sp*sy+cr*cy;
+ m[2][1] = sr*cp;
+ m[0][2] = (cr*sp*cy+-sr*-sy);
+ m[1][2] = (cr*sp*sy+-sr*cy);
+ m[2][2] = cr*cp;
+ m[0][3] = 0.f;
+ m[1][3] = 0.f;
+ m[2][3] = 0.f;
+
+ // Add translation
+ m[0][3] = origin.x;
+ m[1][3] = origin.y;
+ m[2][3] = origin.z;
+ m[3][0] = 0.0f;
+ m[3][1] = 0.0f;
+ m[3][2] = 0.0f;
+ m[3][3] = 1.0f;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets matrix to identity
+//-----------------------------------------------------------------------------
+void MatrixSetIdentity( VMatrix &dst )
+{
+ dst[0][0] = 1.0f; dst[0][1] = 0.0f; dst[0][2] = 0.0f; dst[0][3] = 0.0f;
+ dst[1][0] = 0.0f; dst[1][1] = 1.0f; dst[1][2] = 0.0f; dst[1][3] = 0.0f;
+ dst[2][0] = 0.0f; dst[2][1] = 0.0f; dst[2][2] = 1.0f; dst[2][3] = 0.0f;
+ dst[3][0] = 0.0f; dst[3][1] = 0.0f; dst[3][2] = 0.0f; dst[3][3] = 1.0f;
+}
+
+
+//-----------------------------------------------------------------------------
+// Setup a matrix from euler angles.
+//-----------------------------------------------------------------------------
+void MatrixFromAngles( const QAngle& vAngles, VMatrix& dst )
+{
+ dst.SetupMatrixOrgAngles( vec3_origin, vAngles );
+}
+
+
+//-----------------------------------------------------------------------------
+// Creates euler angles from a matrix
+//-----------------------------------------------------------------------------
+void MatrixToAngles( const VMatrix& src, QAngle& vAngles )
+{
+ float forward[3];
+ float left[3];
+ float up[3];
+
+ // Extract the basis vectors from the matrix. Since we only need the Z
+ // component of the up vector, we don't get X and Y.
+ forward[0] = src[0][0];
+ forward[1] = src[1][0];
+ forward[2] = src[2][0];
+ left[0] = src[0][1];
+ left[1] = src[1][1];
+ left[2] = src[2][1];
+ up[2] = src[2][2];
+
+ float xyDist = sqrtf( forward[0] * forward[0] + forward[1] * forward[1] );
+
+ // enough here to get angles?
+ if ( xyDist > 0.001f )
+ {
+ // (yaw) y = ATAN( forward.y, forward.x ); -- in our space, forward is the X axis
+ vAngles[1] = RAD2DEG( atan2f( forward[1], forward[0] ) );
+
+ // The engine does pitch inverted from this, but we always end up negating it in the DLL
+ // UNDONE: Fix the engine to make it consistent
+ // (pitch) x = ATAN( -forward.z, sqrt(forward.x*forward.x+forward.y*forward.y) );
+ vAngles[0] = RAD2DEG( atan2f( -forward[2], xyDist ) );
+
+ // (roll) z = ATAN( left.z, up.z );
+ vAngles[2] = RAD2DEG( atan2f( left[2], up[2] ) );
+ }
+ else // forward is mostly Z, gimbal lock-
+ {
+ // (yaw) y = ATAN( -left.x, left.y ); -- forward is mostly z, so use right for yaw
+ vAngles[1] = RAD2DEG( atan2f( -left[0], left[1] ) );
+
+ // The engine does pitch inverted from this, but we always end up negating it in the DLL
+ // UNDONE: Fix the engine to make it consistent
+ // (pitch) x = ATAN( -forward.z, sqrt(forward.x*forward.x+forward.y*forward.y) );
+ vAngles[0] = RAD2DEG( atan2f( -forward[2], xyDist ) );
+
+ // Assume no roll in this case as one degree of freedom has been lost (i.e. yaw == roll)
+ vAngles[2] = 0;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Transpose
+//-----------------------------------------------------------------------------
+inline void Swap( float& a, float& b )
+{
+ float tmp = a;
+ a = b;
+ b = tmp;
+}
+
+void MatrixTranspose( const VMatrix& src, VMatrix& dst )
+{
+ if (&src == &dst)
+ {
+ Swap( dst[0][1], dst[1][0] );
+ Swap( dst[0][2], dst[2][0] );
+ Swap( dst[0][3], dst[3][0] );
+ Swap( dst[1][2], dst[2][1] );
+ Swap( dst[1][3], dst[3][1] );
+ Swap( dst[2][3], dst[3][2] );
+ }
+ else
+ {
+ dst[0][0] = src[0][0]; dst[0][1] = src[1][0]; dst[0][2] = src[2][0]; dst[0][3] = src[3][0];
+ dst[1][0] = src[0][1]; dst[1][1] = src[1][1]; dst[1][2] = src[2][1]; dst[1][3] = src[3][1];
+ dst[2][0] = src[0][2]; dst[2][1] = src[1][2]; dst[2][2] = src[2][2]; dst[2][3] = src[3][2];
+ dst[3][0] = src[0][3]; dst[3][1] = src[1][3]; dst[3][2] = src[2][3]; dst[3][3] = src[3][3];
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Matrix copy
+//-----------------------------------------------------------------------------
+
+void MatrixCopy( const VMatrix& src, VMatrix& dst )
+{
+ if (&src != &dst)
+ {
+ memcpy( dst.m, src.m, 16 * sizeof(float) );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Matrix multiply
+//-----------------------------------------------------------------------------
+typedef float VMatrixRaw_t[4];
+
+void MatrixMultiply( const VMatrix& src1, const VMatrix& src2, VMatrix& dst )
+{
+ // Make sure it works if src1 == dst or src2 == dst
+ VMatrix tmp1, tmp2;
+ const VMatrixRaw_t* s1 = (&src1 == &dst) ? tmp1.m : src1.m;
+ const VMatrixRaw_t* s2 = (&src2 == &dst) ? tmp2.m : src2.m;
+
+ if (&src1 == &dst)
+ {
+ MatrixCopy( src1, tmp1 );
+ }
+ if (&src2 == &dst)
+ {
+ MatrixCopy( src2, tmp2 );
+ }
+
+ dst[0][0] = s1[0][0] * s2[0][0] + s1[0][1] * s2[1][0] + s1[0][2] * s2[2][0] + s1[0][3] * s2[3][0];
+ dst[0][1] = s1[0][0] * s2[0][1] + s1[0][1] * s2[1][1] + s1[0][2] * s2[2][1] + s1[0][3] * s2[3][1];
+ dst[0][2] = s1[0][0] * s2[0][2] + s1[0][1] * s2[1][2] + s1[0][2] * s2[2][2] + s1[0][3] * s2[3][2];
+ dst[0][3] = s1[0][0] * s2[0][3] + s1[0][1] * s2[1][3] + s1[0][2] * s2[2][3] + s1[0][3] * s2[3][3];
+
+ dst[1][0] = s1[1][0] * s2[0][0] + s1[1][1] * s2[1][0] + s1[1][2] * s2[2][0] + s1[1][3] * s2[3][0];
+ dst[1][1] = s1[1][0] * s2[0][1] + s1[1][1] * s2[1][1] + s1[1][2] * s2[2][1] + s1[1][3] * s2[3][1];
+ dst[1][2] = s1[1][0] * s2[0][2] + s1[1][1] * s2[1][2] + s1[1][2] * s2[2][2] + s1[1][3] * s2[3][2];
+ dst[1][3] = s1[1][0] * s2[0][3] + s1[1][1] * s2[1][3] + s1[1][2] * s2[2][3] + s1[1][3] * s2[3][3];
+
+ dst[2][0] = s1[2][0] * s2[0][0] + s1[2][1] * s2[1][0] + s1[2][2] * s2[2][0] + s1[2][3] * s2[3][0];
+ dst[2][1] = s1[2][0] * s2[0][1] + s1[2][1] * s2[1][1] + s1[2][2] * s2[2][1] + s1[2][3] * s2[3][1];
+ dst[2][2] = s1[2][0] * s2[0][2] + s1[2][1] * s2[1][2] + s1[2][2] * s2[2][2] + s1[2][3] * s2[3][2];
+ dst[2][3] = s1[2][0] * s2[0][3] + s1[2][1] * s2[1][3] + s1[2][2] * s2[2][3] + s1[2][3] * s2[3][3];
+
+ dst[3][0] = s1[3][0] * s2[0][0] + s1[3][1] * s2[1][0] + s1[3][2] * s2[2][0] + s1[3][3] * s2[3][0];
+ dst[3][1] = s1[3][0] * s2[0][1] + s1[3][1] * s2[1][1] + s1[3][2] * s2[2][1] + s1[3][3] * s2[3][1];
+ dst[3][2] = s1[3][0] * s2[0][2] + s1[3][1] * s2[1][2] + s1[3][2] * s2[2][2] + s1[3][3] * s2[3][2];
+ dst[3][3] = s1[3][0] * s2[0][3] + s1[3][1] * s2[1][3] + s1[3][2] * s2[2][3] + s1[3][3] * s2[3][3];
+}
+
+//-----------------------------------------------------------------------------
+// Matrix/vector multiply
+//-----------------------------------------------------------------------------
+
+void Vector4DMultiply( const VMatrix& src1, Vector4D const& src2, Vector4D& dst )
+{
+ // Make sure it works if src2 == dst
+ Vector4D tmp;
+ Vector4D const&v = (&src2 == &dst) ? tmp : src2;
+
+ if (&src2 == &dst)
+ {
+ Vector4DCopy( src2, tmp );
+ }
+
+ dst[0] = src1[0][0] * v[0] + src1[0][1] * v[1] + src1[0][2] * v[2] + src1[0][3] * v[3];
+ dst[1] = src1[1][0] * v[0] + src1[1][1] * v[1] + src1[1][2] * v[2] + src1[1][3] * v[3];
+ dst[2] = src1[2][0] * v[0] + src1[2][1] * v[1] + src1[2][2] * v[2] + src1[2][3] * v[3];
+ dst[3] = src1[3][0] * v[0] + src1[3][1] * v[1] + src1[3][2] * v[2] + src1[3][3] * v[3];
+}
+
+//-----------------------------------------------------------------------------
+// Matrix/vector multiply
+//-----------------------------------------------------------------------------
+
+void Vector4DMultiplyPosition( const VMatrix& src1, Vector const& src2, Vector4D& dst )
+{
+ // Make sure it works if src2 == dst
+ Vector tmp;
+ Vector const&v = ( &src2 == &dst.AsVector3D() ) ? static_cast<const Vector&>(tmp) : src2;
+
+ if (&src2 == &dst.AsVector3D())
+ {
+ VectorCopy( src2, tmp );
+ }
+
+ dst[0] = src1[0][0] * v[0] + src1[0][1] * v[1] + src1[0][2] * v[2] + src1[0][3];
+ dst[1] = src1[1][0] * v[0] + src1[1][1] * v[1] + src1[1][2] * v[2] + src1[1][3];
+ dst[2] = src1[2][0] * v[0] + src1[2][1] * v[1] + src1[2][2] * v[2] + src1[2][3];
+ dst[3] = src1[3][0] * v[0] + src1[3][1] * v[1] + src1[3][2] * v[2] + src1[3][3];
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Matrix/vector multiply
+//-----------------------------------------------------------------------------
+
+void Vector3DMultiply( const VMatrix &src1, const Vector &src2, Vector &dst )
+{
+ // Make sure it works if src2 == dst
+ Vector tmp;
+ const Vector &v = (&src2 == &dst) ? static_cast<const Vector&>(tmp) : src2;
+
+ if( &src2 == &dst )
+ {
+ VectorCopy( src2, tmp );
+ }
+
+ dst[0] = src1[0][0] * v[0] + src1[0][1] * v[1] + src1[0][2] * v[2];
+ dst[1] = src1[1][0] * v[0] + src1[1][1] * v[1] + src1[1][2] * v[2];
+ dst[2] = src1[2][0] * v[0] + src1[2][1] * v[1] + src1[2][2] * v[2];
+}
+
+
+//-----------------------------------------------------------------------------
+// Vector3DMultiplyPositionProjective treats src2 as if it's a point
+// and does the perspective divide at the end
+//-----------------------------------------------------------------------------
+void Vector3DMultiplyPositionProjective( const VMatrix& src1, const Vector &src2, Vector& dst )
+{
+ // Make sure it works if src2 == dst
+ Vector tmp;
+ const Vector &v = (&src2 == &dst) ? static_cast<const Vector&>(tmp): src2;
+ if( &src2 == &dst )
+ {
+ VectorCopy( src2, tmp );
+ }
+
+ float w = src1[3][0] * v[0] + src1[3][1] * v[1] + src1[3][2] * v[2] + src1[3][3];
+ if ( w != 0.0f )
+ {
+ w = 1.0f / w;
+ }
+
+ dst[0] = src1[0][0] * v[0] + src1[0][1] * v[1] + src1[0][2] * v[2] + src1[0][3];
+ dst[1] = src1[1][0] * v[0] + src1[1][1] * v[1] + src1[1][2] * v[2] + src1[1][3];
+ dst[2] = src1[2][0] * v[0] + src1[2][1] * v[1] + src1[2][2] * v[2] + src1[2][3];
+ dst *= w;
+}
+
+
+//-----------------------------------------------------------------------------
+// Vector3DMultiplyProjective treats src2 as if it's a direction
+// and does the perspective divide at the end
+//-----------------------------------------------------------------------------
+void Vector3DMultiplyProjective( const VMatrix& src1, const Vector &src2, Vector& dst )
+{
+ // Make sure it works if src2 == dst
+ Vector tmp;
+ const Vector &v = (&src2 == &dst) ? static_cast<const Vector&>(tmp) : src2;
+ if( &src2 == &dst )
+ {
+ VectorCopy( src2, tmp );
+ }
+
+ float w;
+ dst[0] = src1[0][0] * v[0] + src1[0][1] * v[1] + src1[0][2] * v[2];
+ dst[1] = src1[1][0] * v[0] + src1[1][1] * v[1] + src1[1][2] * v[2];
+ dst[2] = src1[2][0] * v[0] + src1[2][1] * v[1] + src1[2][2] * v[2];
+ w = src1[3][0] * v[0] + src1[3][1] * v[1] + src1[3][2] * v[2];
+ if (w != 0.0f)
+ {
+ dst /= w;
+ }
+ else
+ {
+ dst = vec3_origin;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Multiplies the vector by the transpose of the matrix
+//-----------------------------------------------------------------------------
+void Vector4DMultiplyTranspose( const VMatrix& src1, Vector4D const& src2, Vector4D& dst )
+{
+ // Make sure it works if src2 == dst
+ bool srcEqualsDst = (&src2 == &dst);
+
+ Vector4D tmp;
+ Vector4D const&v = srcEqualsDst ? tmp : src2;
+
+ if (srcEqualsDst)
+ {
+ Vector4DCopy( src2, tmp );
+ }
+
+ dst[0] = src1[0][0] * v[0] + src1[1][0] * v[1] + src1[2][0] * v[2] + src1[3][0] * v[3];
+ dst[1] = src1[0][1] * v[0] + src1[1][1] * v[1] + src1[2][1] * v[2] + src1[3][1] * v[3];
+ dst[2] = src1[0][2] * v[0] + src1[1][2] * v[1] + src1[2][2] * v[2] + src1[3][2] * v[3];
+ dst[3] = src1[0][3] * v[0] + src1[1][3] * v[1] + src1[2][3] * v[2] + src1[3][3] * v[3];
+}
+
+//-----------------------------------------------------------------------------
+// Multiplies the vector by the transpose of the matrix
+//-----------------------------------------------------------------------------
+void Vector3DMultiplyTranspose( const VMatrix& src1, const Vector& src2, Vector& dst )
+{
+ // Make sure it works if src2 == dst
+ bool srcEqualsDst = (&src2 == &dst);
+
+ Vector tmp;
+ const Vector&v = srcEqualsDst ? static_cast<const Vector&>(tmp) : src2;
+
+ if (srcEqualsDst)
+ {
+ VectorCopy( src2, tmp );
+ }
+
+ dst[0] = src1[0][0] * v[0] + src1[1][0] * v[1] + src1[2][0] * v[2];
+ dst[1] = src1[0][1] * v[0] + src1[1][1] * v[1] + src1[2][1] * v[2];
+ dst[2] = src1[0][2] * v[0] + src1[1][2] * v[1] + src1[2][2] * v[2];
+}
+
+
+//-----------------------------------------------------------------------------
+// Transform a plane
+//-----------------------------------------------------------------------------
+void MatrixTransformPlane( const VMatrix &src, const cplane_t &inPlane, cplane_t &outPlane )
+{
+ // What we want to do is the following:
+ // 1) transform the normal into the new space.
+ // 2) Determine a point on the old plane given by plane dist * plane normal
+ // 3) Transform that point into the new space
+ // 4) Plane dist = DotProduct( new normal, new point )
+
+ // An optimized version, which works if the plane is orthogonal.
+ // 1) Transform the normal into the new space
+ // 2) Realize that transforming the old plane point into the new space
+ // is given by [ d * n'x + Tx, d * n'y + Ty, d * n'z + Tz ]
+ // where d = old plane dist, n' = transformed normal, Tn = translational component of transform
+ // 3) Compute the new plane dist using the dot product of the normal result of #2
+
+ // For a correct result, this should be an inverse-transpose matrix
+ // but that only matters if there are nonuniform scale or skew factors in this matrix.
+ Vector vTrans;
+ Vector3DMultiply( src, inPlane.normal, outPlane.normal );
+ outPlane.dist = inPlane.dist * DotProduct( outPlane.normal, outPlane.normal );
+ outPlane.dist += DotProduct( outPlane.normal, src.GetTranslation(vTrans) );
+}
+
+
+#ifndef VECTOR_NO_SLOW_OPERATIONS
+
+VPlane VMatrix::operator*(const VPlane &thePlane) const
+{
+ VPlane ret;
+ TransformPlane( thePlane, ret );
+ return ret;
+}
+
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Builds a rotation matrix that rotates one direction vector into another
+//-----------------------------------------------------------------------------
+void MatrixBuildTranslation( VMatrix& dst, float x, float y, float z )
+{
+ MatrixSetIdentity( dst );
+ dst[0][3] = x;
+ dst[1][3] = y;
+ dst[2][3] = z;
+}
+
+void MatrixBuildTranslation( VMatrix& dst, const Vector &translation )
+{
+ MatrixSetIdentity( dst );
+ dst[0][3] = translation[0];
+ dst[1][3] = translation[1];
+ dst[2][3] = translation[2];
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Builds the matrix for a counterclockwise rotation about an arbitrary axis.
+//
+// | ax2 + (1 - ax2)cosQ axay(1 - cosQ) - azsinQ azax(1 - cosQ) + aysinQ |
+// Ra(Q) = | axay(1 - cosQ) + azsinQ ay2 + (1 - ay2)cosQ ayaz(1 - cosQ) - axsinQ |
+// | azax(1 - cosQ) - aysinQ ayaz(1 - cosQ) + axsinQ az2 + (1 - az2)cosQ |
+//
+// Input : mat -
+// vAxisOrRot -
+// angle -
+//-----------------------------------------------------------------------------
+void MatrixBuildRotationAboutAxis( VMatrix &dst, const Vector &vAxisOfRot, float angleDegrees )
+{
+ MatrixBuildRotationAboutAxis( vAxisOfRot, angleDegrees, dst.As3x4() );
+ dst[3][0] = 0;
+ dst[3][1] = 0;
+ dst[3][2] = 0;
+ dst[3][3] = 1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Builds a rotation matrix that rotates one direction vector into another
+//-----------------------------------------------------------------------------
+void MatrixBuildRotation( VMatrix &dst, const Vector& initialDirection, const Vector& finalDirection )
+{
+ float angle = DotProduct( initialDirection, finalDirection );
+ Assert( IsFinite(angle) );
+
+ Vector axis;
+
+ // No rotation required
+ if (angle - 1.0 > -1e-3)
+ {
+ // parallel case
+ MatrixSetIdentity(dst);
+ return;
+ }
+ else if (angle + 1.0 < 1e-3)
+ {
+ // antiparallel case, pick any axis in the plane
+ // perpendicular to the final direction. Choose the direction (x,y,z)
+ // which has the minimum component of the final direction, use that
+ // as an initial guess, then subtract out the component which is
+ // parallel to the final direction
+ int idx = 0;
+ if (FloatMakePositive(finalDirection[1]) < FloatMakePositive(finalDirection[idx]))
+ idx = 1;
+ if (FloatMakePositive(finalDirection[2]) < FloatMakePositive(finalDirection[idx]))
+ idx = 2;
+
+ axis.Init( 0, 0, 0 );
+ axis[idx] = 1.0f;
+ VectorMA( axis, -DotProduct( axis, finalDirection ), finalDirection, axis );
+ VectorNormalize(axis);
+ angle = 180.0f;
+ }
+ else
+ {
+ CrossProduct( initialDirection, finalDirection, axis );
+ VectorNormalize( axis );
+ angle = acos(angle) * 180 / M_PI;
+ }
+
+ MatrixBuildRotationAboutAxis( dst, axis, angle );
+
+#ifdef _DEBUG
+ Vector test;
+ Vector3DMultiply( dst, initialDirection, test );
+ test -= finalDirection;
+ Assert( test.LengthSqr() < 1e-3 );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void MatrixBuildRotateZ( VMatrix &dst, float angleDegrees )
+{
+ float radians = angleDegrees * ( M_PI / 180.0f );
+
+ float fSin = ( float )sin( radians );
+ float fCos = ( float )cos( radians );
+
+ dst[0][0] = fCos; dst[0][1] = -fSin; dst[0][2] = 0.0f; dst[0][3] = 0.0f;
+ dst[1][0] = fSin; dst[1][1] = fCos; dst[1][2] = 0.0f; dst[1][3] = 0.0f;
+ dst[2][0] = 0.0f; dst[2][1] = 0.0f; dst[2][2] = 1.0f; dst[2][3] = 0.0f;
+ dst[3][0] = 0.0f; dst[3][1] = 0.0f; dst[3][2] = 0.0f; dst[3][3] = 1.0f;
+}
+
+// Builds a scale matrix
+void MatrixBuildScale( VMatrix &dst, float x, float y, float z )
+{
+ dst[0][0] = x; dst[0][1] = 0.0f; dst[0][2] = 0.0f; dst[0][3] = 0.0f;
+ dst[1][0] = 0.0f; dst[1][1] = y; dst[1][2] = 0.0f; dst[1][3] = 0.0f;
+ dst[2][0] = 0.0f; dst[2][1] = 0.0f; dst[2][2] = z; dst[2][3] = 0.0f;
+ dst[3][0] = 0.0f; dst[3][1] = 0.0f; dst[3][2] = 0.0f; dst[3][3] = 1.0f;
+}
+
+void MatrixBuildScale( VMatrix &dst, const Vector& scale )
+{
+ MatrixBuildScale( dst, scale.x, scale.y, scale.z );
+}
+
+void MatrixBuildPerspective( VMatrix &dst, float fovX, float fovY, float zNear, float zFar )
+{
+ // FIXME: collapse all of this into one matrix after we figure out what all should be in here.
+ float width = 2 * zNear * tan( fovX * ( M_PI/180.0f ) * 0.5f );
+ float height = 2 * zNear * tan( fovY * ( M_PI/180.0f ) * 0.5f );
+
+ memset( dst.Base(), 0, sizeof( dst ) );
+ dst[0][0] = 2.0F * zNear / width;
+ dst[1][1] = 2.0F * zNear / height;
+ dst[2][2] = -zFar / ( zNear - zFar );
+ dst[3][2] = 1.0f;
+ dst[2][3] = zNear * zFar / ( zNear - zFar );
+
+ // negate X and Y so that X points right, and Y points up.
+ VMatrix negateXY;
+ negateXY.Identity();
+ negateXY[0][0] = -1.0f;
+ negateXY[1][1] = -1.0f;
+ MatrixMultiply( negateXY, dst, dst );
+
+ VMatrix addW;
+ addW.Identity();
+ addW[0][3] = 1.0f;
+ addW[1][3] = 1.0f;
+ addW[2][3] = 0.0f;
+ MatrixMultiply( addW, dst, dst );
+
+ VMatrix scaleHalf;
+ scaleHalf.Identity();
+ scaleHalf[0][0] = 0.5f;
+ scaleHalf[1][1] = 0.5f;
+ MatrixMultiply( scaleHalf, dst, dst );
+}
+
+static inline void CalculateAABBForNormalizedFrustum_Helper( float x, float y, float z, const VMatrix &volumeToWorld, Vector &mins, Vector &maxs )
+{
+ Vector volumeSpacePos( x, y, z );
+
+ // Make sure it's been clipped
+ Assert( volumeSpacePos[0] >= -1e-3f );
+ Assert( volumeSpacePos[0] - 1.0f <= 1e-3f );
+ Assert( volumeSpacePos[1] >= -1e-3f );
+ Assert( volumeSpacePos[1] - 1.0f <= 1e-3f );
+ Assert( volumeSpacePos[2] >= -1e-3f );
+ Assert( volumeSpacePos[2] - 1.0f <= 1e-3f );
+
+ Vector worldPos;
+ Vector3DMultiplyPositionProjective( volumeToWorld, volumeSpacePos, worldPos );
+ AddPointToBounds( worldPos, mins, maxs );
+}
+
+//-----------------------------------------------------------------------------
+// Given an inverse projection matrix, take the extremes of the space in transformed into world space and
+// get a bounding box.
+//-----------------------------------------------------------------------------
+void CalculateAABBFromProjectionMatrixInverse( const VMatrix &volumeToWorld, Vector *pMins, Vector *pMaxs )
+{
+ // FIXME: Could maybe do better than the compile with all of these multiplies by 0 and 1.
+ ClearBounds( *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 0, 0, 0, volumeToWorld, *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 0, 0, 1, volumeToWorld, *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 0, 1, 0, volumeToWorld, *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 0, 1, 1, volumeToWorld, *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 1, 0, 0, volumeToWorld, *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 1, 0, 1, volumeToWorld, *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 1, 1, 0, volumeToWorld, *pMins, *pMaxs );
+ CalculateAABBForNormalizedFrustum_Helper( 1, 1, 1, volumeToWorld, *pMins, *pMaxs );
+}
+
+void CalculateAABBFromProjectionMatrix( const VMatrix &worldToVolume, Vector *pMins, Vector *pMaxs )
+{
+ VMatrix volumeToWorld;
+ MatrixInverseGeneral( worldToVolume, volumeToWorld );
+ CalculateAABBFromProjectionMatrixInverse( volumeToWorld, pMins, pMaxs );
+}
+
+//-----------------------------------------------------------------------------
+// Given an inverse projection matrix, take the extremes of the space in transformed into world space and
+// get a bounding sphere.
+//-----------------------------------------------------------------------------
+void CalculateSphereFromProjectionMatrixInverse( const VMatrix &volumeToWorld, Vector *pCenter, float *pflRadius )
+{
+ // FIXME: Could maybe do better than the compile with all of these multiplies by 0 and 1.
+
+ // Need 3 points: the endpoint of the line through the center of the near + far planes,
+ // and one point on the far plane. From that, we can derive a point somewhere on the center line
+ // which would produce the smallest bounding sphere.
+ Vector vecCenterNear, vecCenterFar, vecNearEdge, vecFarEdge;
+ Vector3DMultiplyPositionProjective( volumeToWorld, Vector( 0.5f, 0.5f, 0.0f ), vecCenterNear );
+ Vector3DMultiplyPositionProjective( volumeToWorld, Vector( 0.5f, 0.5f, 1.0f ), vecCenterFar );
+ Vector3DMultiplyPositionProjective( volumeToWorld, Vector( 0.0f, 0.0f, 0.0f ), vecNearEdge );
+ Vector3DMultiplyPositionProjective( volumeToWorld, Vector( 0.0f, 0.0f, 1.0f ), vecFarEdge );
+
+ // Let the distance between the near + far center points = l
+ // Let the distance between the near center point + near edge point = h1
+ // Let the distance between the far center point + far edge point = h2
+ // Let the distance along the center line from the near point to the sphere center point = x
+ // Then let the distance between the sphere center point + near edge point ==
+ // the distance between the sphere center point + far edge point == r == radius of sphere
+ // Then h1^2 + x^2 == r^2 == (l-x)^2 + h2^2
+ // h1^x + x^2 = l^2 - 2 * l * x + x^2 + h2^2
+ // 2 * l * x = l^2 + h2^2 - h1^2
+ // x = (l^2 + h2^2 - h1^2) / (2 * l)
+ // r = sqrt( hl^1 + x^2 )
+ Vector vecDelta;
+ VectorSubtract( vecCenterFar, vecCenterNear, vecDelta );
+ float l = vecDelta.Length();
+ float h1Sqr = vecCenterNear.DistToSqr( vecNearEdge );
+ float h2Sqr = vecCenterFar.DistToSqr( vecFarEdge );
+ float x = (l*l + h2Sqr - h1Sqr) / (2.0f * l);
+ VectorMA( vecCenterNear, (x / l), vecDelta, *pCenter );
+ *pflRadius = sqrt( h1Sqr + x*x );
+}
+
+//-----------------------------------------------------------------------------
+// Given a projection matrix, take the extremes of the space in transformed into world space and
+// get a bounding sphere.
+//-----------------------------------------------------------------------------
+void CalculateSphereFromProjectionMatrix( const VMatrix &worldToVolume, Vector *pCenter, float *pflRadius )
+{
+ VMatrix volumeToWorld;
+ MatrixInverseGeneral( worldToVolume, volumeToWorld );
+ CalculateSphereFromProjectionMatrixInverse( volumeToWorld, pCenter, pflRadius );
+}
+
+
+static inline void FrustumPlanesFromMatrixHelper( const VMatrix &shadowToWorld, const Vector &p1, const Vector &p2, const Vector &p3,
+ Vector &normal, float &dist )
+{
+ Vector world1, world2, world3;
+ Vector3DMultiplyPositionProjective( shadowToWorld, p1, world1 );
+ Vector3DMultiplyPositionProjective( shadowToWorld, p2, world2 );
+ Vector3DMultiplyPositionProjective( shadowToWorld, p3, world3 );
+
+ Vector v1, v2;
+ VectorSubtract( world2, world1, v1 );
+ VectorSubtract( world3, world1, v2 );
+
+ CrossProduct( v1, v2, normal );
+ VectorNormalize( normal );
+ dist = DotProduct( normal, world1 );
+}
+
+void FrustumPlanesFromMatrix( const VMatrix &clipToWorld, Frustum_t &frustum )
+{
+ Vector normal;
+ float dist;
+
+ FrustumPlanesFromMatrixHelper( clipToWorld,
+ Vector( 0.0f, 0.0f, 0.0f ), Vector( 1.0f, 0.0f, 0.0f ), Vector( 0.0f, 1.0f, 0.0f ), normal, dist );
+ frustum.SetPlane( FRUSTUM_NEARZ, PLANE_ANYZ, normal, dist );
+
+ FrustumPlanesFromMatrixHelper( clipToWorld,
+ Vector( 0.0f, 0.0f, 1.0f ), Vector( 0.0f, 1.0f, 1.0f ), Vector( 1.0f, 0.0f, 1.0f ), normal, dist );
+ frustum.SetPlane( FRUSTUM_FARZ, PLANE_ANYZ, normal, dist );
+
+ FrustumPlanesFromMatrixHelper( clipToWorld,
+ Vector( 1.0f, 0.0f, 0.0f ), Vector( 1.0f, 1.0f, 1.0f ), Vector( 1.0f, 1.0f, 0.0f ), normal, dist );
+ frustum.SetPlane( FRUSTUM_RIGHT, PLANE_ANYZ, normal, dist );
+
+ FrustumPlanesFromMatrixHelper( clipToWorld,
+ Vector( 0.0f, 0.0f, 0.0f ), Vector( 0.0f, 1.0f, 1.0f ), Vector( 0.0f, 0.0f, 1.0f ), normal, dist );
+ frustum.SetPlane( FRUSTUM_LEFT, PLANE_ANYZ, normal, dist );
+
+ FrustumPlanesFromMatrixHelper( clipToWorld,
+ Vector( 1.0f, 1.0f, 0.0f ), Vector( 1.0f, 1.0f, 1.0f ), Vector( 0.0f, 1.0f, 1.0f ), normal, dist );
+ frustum.SetPlane( FRUSTUM_TOP, PLANE_ANYZ, normal, dist );
+
+ FrustumPlanesFromMatrixHelper( clipToWorld,
+ Vector( 1.0f, 0.0f, 0.0f ), Vector( 0.0f, 0.0f, 1.0f ), Vector( 1.0f, 0.0f, 1.0f ), normal, dist );
+ frustum.SetPlane( FRUSTUM_BOTTOM, PLANE_ANYZ, normal, dist );
+}
+
+void MatrixBuildOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar )
+{
+ // FIXME: This is being used incorrectly! Should read:
+ // D3DXMatrixOrthoOffCenterRH( &matrix, left, right, bottom, top, zNear, zFar );
+ // Which is certainly why we need these extra -1 scales in y. Bleah
+
+ // NOTE: The camera can be imagined as the following diagram:
+ // /z
+ // /
+ // /____ x Z is going into the screen
+ // |
+ // |
+ // |y
+ //
+ // (0,0,z) represents the upper-left corner of the screen.
+ // Our projection transform needs to transform from this space to a LH coordinate
+ // system that looks thusly:
+ //
+ // y| /z
+ // | /
+ // |/____ x Z is going into the screen
+ //
+ // Where x,y lies between -1 and 1, and z lies from 0 to 1
+ // This is because the viewport transformation from projection space to pixels
+ // introduces a -1 scale in the y coordinates
+ // D3DXMatrixOrthoOffCenterRH( &matrix, left, right, top, bottom, zNear, zFar );
+
+ dst.Init( 2.0f / ( right - left ), 0.0f, 0.0f, ( left + right ) / ( left - right ),
+ 0.0f, 2.0f / ( bottom - top ), 0.0f, ( bottom + top ) / ( top - bottom ),
+ 0.0f, 0.0f, 1.0f / ( zNear - zFar ), zNear / ( zNear - zFar ),
+ 0.0f, 0.0f, 0.0f, 1.0f );
+}
+
+void MatrixBuildPerspectiveZRange( VMatrix& dst, double flZNear, double flZFar )
+{
+ dst.m[2][0] = 0.0f;
+ dst.m[2][1] = 0.0f;
+ dst.m[2][2] = flZFar / ( flZNear - flZFar );
+ dst.m[2][3] = flZNear * flZFar / ( flZNear - flZFar );
+}
+
+void MatrixBuildPerspectiveX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar )
+{
+ float flWidthScale = 1.0f / tanf( flFovX * M_PI / 360.0f );
+ float flHeightScale = flAspect * flWidthScale;
+ dst.Init( flWidthScale, 0.0f, 0.0f, 0.0f,
+ 0.0f, flHeightScale, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, -1.0f, 0.0f );
+
+ MatrixBuildPerspectiveZRange ( dst, flZNear, flZFar );
+}
+
+void MatrixBuildPerspectiveOffCenterX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right )
+{
+ float flWidth = tanf( flFovX * M_PI / 360.0f );
+ float flHeight = flWidth / flAspect;
+
+ // bottom, top, left, right are 0..1 so convert to -<val>/2..<val>/2
+ float flLeft = -(flWidth/2.0f) * (1.0f - left) + left * (flWidth/2.0f);
+ float flRight = -(flWidth/2.0f) * (1.0f - right) + right * (flWidth/2.0f);
+ float flBottom = -(flHeight/2.0f) * (1.0f - bottom) + bottom * (flHeight/2.0f);
+ float flTop = -(flHeight/2.0f) * (1.0f - top) + top * (flHeight/2.0f);
+
+ dst.Init( 1.0f / (flRight-flLeft), 0.0f, (flLeft+flRight)/(flRight-flLeft), 0.0f,
+ 0.0f, 1.0f /(flTop-flBottom), (flTop+flBottom)/(flTop-flBottom), 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, -1.0f, 0.0f );
+
+ MatrixBuildPerspectiveZRange ( dst, flZNear, flZFar );
+}
+#endif // !_STATIC_LINKED || _SHARED_LIB
+