/** * $Id:$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * The contents of this file may be used under the terms of either the GNU * General Public License Version 2 or later (the "GPL", see * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or * later (the "BL", see http://www.blender.org/BL/ ) which has to be * bought from the Blender Foundation to become active, in which case the * above mentioned GPL option does not apply. * * The Original Code is Copyright (C) 2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ /* * matrixops.h * * Version: $Id: matrixops.h,v 1.3 2000/09/21 13:46:22 nzc Exp $ */ #ifndef MATRIXOPS_H #define MATRIXOPS_H "$Id: matrixops.h,v 1.3 2000/09/21 13:46:22 nzc Exp $" /* ------------------------------------------------------------------------- */ /* need rewriting: */ /** * copy the left upp3 3 by 3 of m2 to m1 */ void MTC_Mat3CpyMat4(float m1[][3], float m2[][4]); /* ------------------------------------------------------------------------- */ /* operations based on 4 by 4 matrices */ /** * Copy m1 to m2 */ void MTC_Mat4CpyMat4(float m1[][4], float m2[][4]); /** * Multiply all matrices after the first, leave the result in the * first argument */ void MTC_Mat4MulSerie(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]); /** * m1 = m2 matprod m3 */ void MTC_Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4]); /** * Do vec^t prod mat, result in vec. Ignore vec[3] (vec is a * float[3]) */ void MTC_Mat4MulVecfl(float mat[][4], float *vec); /** * Invert mat, result in inverse. Always returns 1 */ int MTC_Mat4Invert(float inverse[][4], float mat[][4]); /** * Make the set of mat orthonormal (mat should already be orthogonal)? * (doesn't appear to normalise properly?) */ void MTC_Mat4Ortho(float mat[][4]); /** * vec = vec prod mat, result in vec, ignore fourth component entirely */ void MTC_Mat4Mul3Vecfl(float mat[][4], float *vec); /** * Set to the 4-D unity matrix */ void MTC_Mat4One(float m[][4]); /* ------------------------------------------------------------------------- */ /* Operations based on 3 by 3 matrices */ /** * Do vec^t prod mat, result in vec.(vex is 3d) */ void MTC_Mat3MulVecfl(float mat[][3], float *vec); /** * Copy m1 to m2 */ void MTC_Mat3CpyMat3(float m1[][3], float m2[][3]); /** * m1 = m2 prod m3 */ void MTC_Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]); /** * vec = vec prod mat */ void MTC_Mat3MulVecd(float mat[][3], double *vec); /** * Guess: invert matrix * result goes to m1 */ void MTC_Mat3Inv(float m1[][3], float m2[][3]); /** * Sort of a determinant matrix? Doesn't seem very adjoint to me... * result goes to m1 */ void MTC_Mat3Adj(float m1[][3], float m[][3]); /** * Set to the 3D unity matrix */ void MTC_Mat3One(float m[][3]); /* ------------------------------------------------------------------------- */ #endif /* MATRIXOPS_H */