2014-03-21 08:48:30 +00:00
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#include <math.h>
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#include "3DMath.h"
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void MultMatrix(float m0[4][4], float m1[4][4], float dest[4][4])
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{
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2016-06-28 03:54:51 +00:00
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int i;
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for (i = 0; i < 4; i++)
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{
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dest[0][i] = m0[0][i]*m1[0][0] + m0[1][i]*m1[0][1] + m0[2][i]*m1[0][2] + m0[3][i]*m1[0][3];
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dest[1][i] = m0[0][i]*m1[1][0] + m0[1][i]*m1[1][1] + m0[2][i]*m1[1][2] + m0[3][i]*m1[1][3];
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dest[2][i] = m0[0][i]*m1[2][0] + m0[1][i]*m1[2][1] + m0[2][i]*m1[2][2] + m0[3][i]*m1[2][3];
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dest[3][i] = m0[3][i]*m1[3][3] + m0[2][i]*m1[3][2] + m0[1][i]*m1[3][1] + m0[0][i]*m1[3][0];
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}
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2014-03-21 08:48:30 +00:00
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}
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void TransformVectorNormalize(float vec[3], float mtx[4][4])
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{
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2016-06-28 03:54:51 +00:00
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float len;
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2014-03-21 08:48:30 +00:00
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2014-04-13 15:16:59 +00:00
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float vres[3];
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vres[0] = mtx[0][0] * vec[0]
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+ mtx[1][0] * vec[1]
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+ mtx[2][0] * vec[2];
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vres[1] = mtx[0][1] * vec[0]
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+ mtx[1][1] * vec[1]
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+ mtx[2][1] * vec[2];
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vres[2] = mtx[0][2] * vec[0]
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+ mtx[1][2] * vec[1]
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+ mtx[2][2] * vec[2];
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memcpy(vec, vres, sizeof(float)*3);
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2016-06-28 03:54:51 +00:00
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len = vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2];
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if (len != 0.0)
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{
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len = sqrtf(len);
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vec[0] /= len;
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vec[1] /= len;
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vec[2] /= len;
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}
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}
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void Normalize(float v[3])
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{
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#ifdef WIN32_ASM
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__asm {
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mov esi, dword ptr [v]
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// ST(6) ST(5) ST(4) ST(3) ST(2) ST(1) ST
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fld dword ptr [esi+08h] // v2
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fld dword ptr [esi+04h] // v2 v1
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fld dword ptr [esi] // v2 v1 v0
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fld1 // v2 v1 v0 1.0
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fld ST(3) // v2 v1 v0 1.0 v2
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fmul ST, ST // v2 v1 v0 1.0 v2*v2
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fld ST(3) // v2 v1 v0 1.0 v2*v2 v1
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fmul ST, ST // v2 v1 v0 1.0 v2*v2 v1*v1
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fld ST(3) // v2 v1 v0 1.0 v2*v2 v1*v1 v0
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fmul ST, ST // v2 v1 v0 1.0 v2*v2 v1*v1 v0*v0
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fadd // v2 v1 v0 1.0 v2*v2 v1*v1+v0*v0
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fadd // v2 v1 v0 1.0 v2*v2+v1*v1+v0*v0
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ftst // Compare ST to 0
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fstsw ax // Store FPU status word in ax
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sahf // Transfer ax to flags register
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jz End // Skip if length is zero
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fsqrt // v2 v1 v0 1.0 len
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fdiv // v2 v1 v0 1.0/len
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fmul ST(3), ST // v2*(1.0/len) v1 v0 1.0/len
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fmul ST(2), ST // v2*(1.0/len) v1*(1.0/len) v0 1.0/len
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fmul // v2*(1.0/len) v1*(1.0/len) v0*(1.0/len)
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fstp dword ptr [esi] // v2*(1.0/len) v1*(1.0/len)
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fstp dword ptr [esi+04h] // v2*(1.0/len)
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fstp dword ptr [esi+08h] //
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End:
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finit
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}
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#else // WIN32_ASM
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float len;
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len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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if (len != 0.0) {
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len = sqrtf( len );
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v[0] /= len;
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v[1] /= len;
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v[2] /= len;
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}
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#endif // WIN32_ASM
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}
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float DotProduct(const float v0[3], const float v1[3])
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{
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float dot;
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#ifdef WIN32_ASM
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__asm {
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mov esi, dword ptr [v0]
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mov edi, dword ptr [v1]
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lea ebx, [dot]
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fld dword ptr [esi]
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fmul dword ptr [edi]
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fld dword ptr [esi+04h]
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fmul dword ptr [edi+04h]
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fld dword ptr [esi+08h]
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fmul dword ptr [edi+08h]
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fadd
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fadd
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fstp dword ptr [ebx]
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}
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#else // WIN32_ASM
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dot = v0[0]*v1[0] + v0[1]*v1[1] + v0[2]*v1[2];
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#endif // WIN32_ASM
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return dot;
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2014-03-21 08:48:30 +00:00
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}
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