/*---------------------------------------------------------------------------* Project: Horizon File: math_Matrix44.ipp Copyright (C)2009-2010 Nintendo Co., Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 24529 $ *--------------------------------------------------------------------------- */ #include #include namespace nn { namespace math { /* ------------------------------------------------------------------------ MTX44 ------------------------------------------------------------------------ */ /* Please see man pages for details */ /* */ NN_MATH_INLINE MTX44* MTX44Zero(MTX44* pOut) { pOut->f._00 = pOut->f._01 = pOut->f._02 = pOut->f._03 = pOut->f._10 = pOut->f._11 = pOut->f._12 = pOut->f._13 = pOut->f._20 = pOut->f._21 = pOut->f._22 = pOut->f._23 = pOut->f._30 = pOut->f._31 = pOut->f._32 = pOut->f._33 = 0.f; return pOut; } /* */ NN_MATH_INLINE MTX44* MTX44Identity(MTX44* pOut) { NN_NULL_ASSERT( pOut ); MTX44Copy(pOut, MTX44::Identity()); return pOut; } /* */ NN_MATH_INLINE MTX44* MTX44Sub(MTX44* pOut, const MTX44* p1, const MTX44* p2) { pOut->f._00 = p1->f._00 - p2->f._00; pOut->f._01 = p1->f._01 - p2->f._01; pOut->f._02 = p1->f._02 - p2->f._02; pOut->f._03 = p1->f._03 - p2->f._03; pOut->f._10 = p1->f._10 - p2->f._10; pOut->f._11 = p1->f._11 - p2->f._11; pOut->f._12 = p1->f._12 - p2->f._12; pOut->f._13 = p1->f._13 - p2->f._13; pOut->f._20 = p1->f._20 - p2->f._20; pOut->f._21 = p1->f._21 - p2->f._21; pOut->f._22 = p1->f._22 - p2->f._22; pOut->f._23 = p1->f._23 - p2->f._23; pOut->f._30 = p1->f._30 - p2->f._30; pOut->f._31 = p1->f._31 - p2->f._31; pOut->f._32 = p1->f._32 - p2->f._32; pOut->f._33 = p1->f._33 - p2->f._33; return pOut; } /* */ NN_MATH_INLINE bool MTX44IsIdentity(const MTX44* p) { return p->f._00 == 1.f && p->f._01 == 0.f && p->f._02 == 0.f && p->f._03 == 0.f && p->f._10 == 0.f && p->f._11 == 1.f && p->f._12 == 0.f && p->f._13 == 0.f && p->f._20 == 0.f && p->f._21 == 0.f && p->f._22 == 1.f && p->f._23 == 0.f && p->f._30 == 0.f && p->f._31 == 0.f && p->f._32 == 0.f && p->f._33 == 1.f; } #if 0 namespace { /*---------------------------------------------------------------------------* Description: Rotates projection matrix in the direction of the screen. Arguments: pOut Pointer to the matrix to rotate pivot Returns: *--------------------------------------------------------------------------- */ inline MTX44* MTX44Pivot( MTX44* pOut, PivotDirection pivot ) { // TODO: Need to optimize the process. const f32 PIVOT_ROTATION_SIN_COS[ PIVOT_NUM ][ 2 ] = { #ifdef NN_PLATFORM_CTR { 0.0f, 1.0f }, // NONE { -1.0f, 0.0f }, // TO_UP { 0.0f, -1.0f }, // TO_RIGHT { 1.0f, 0.0f }, // TO_BOTTOM { 0.0f, 1.0f }, // TO_LEFT #else { 0.0f, 1.0f }, // NONE { 0.0f, 1.0f }, // TO_UP { -1.0f, 0.0f }, // TO_RIGHT { 0.0f, -1.0f }, // TO_BOTTOM { 1.0f, 0.0f }, // TO_LEFT #endif }; if ( pivot == PIVOT_NONE ) { return pOut; } f32 sin = PIVOT_ROTATION_SIN_COS[ pivot ][ 0 ]; f32 cos = PIVOT_ROTATION_SIN_COS[ pivot ][ 1 ]; f32 (*const m)[4] = pOut->m; if ( sin == 0.0f ) { m[0][0] = cos * m[0][0]; m[0][1] = cos * m[0][1]; m[0][2] = cos * m[0][2]; m[0][3] = cos * m[0][3]; m[1][0] = cos * m[1][0]; m[1][1] = cos * m[1][1]; m[1][2] = cos * m[1][2]; m[1][3] = cos * m[1][3]; } else // if ( cos == 0.0f ) { f32 tmp = m[0][0]; m[0][0] = -sin * m[1][0]; m[1][0] = sin * tmp; tmp = m[0][1]; m[0][1] = -sin * m[1][1]; m[1][1] = sin * tmp; tmp = m[0][2]; m[0][2] = -sin * m[1][2]; m[1][2] = sin * tmp; tmp = m[0][3]; m[0][3] = -sin * m[1][3]; m[1][3] = sin * tmp; } return pOut; } } // Namespace #endif /* */ NN_MATH_INLINE MTX44* MTX44FrustumPivot(MTX44* pOut, f32 l, f32 r, f32 b, f32 t, f32 n, f32 f, PivotDirection pivot) { MTX44Frustum( pOut, l, r, b, t, n, f ); MTX44Pivot( pOut, pivot ); return pOut; } /* */ NN_MATH_INLINE MTX44* MTX44OrthoPivot(MTX44* pOut, f32 l, f32 r, f32 b, f32 t, f32 n, f32 f, PivotDirection pivot) { MTX44Ortho( pOut, l, r, b, t, n, f ); MTX44Pivot( pOut, pivot ); return pOut; } /* */ NN_MATH_INLINE MTX44* MTX44PerspectivePivotRad(MTX44* pOut, f32 fovy, f32 aspect, f32 n, f32 f, PivotDirection pivot) { MTX44PerspectiveRad( pOut, fovy, aspect, n, f ); MTX44Pivot( pOut, pivot ); return pOut; } /* */ NN_MATH_INLINE MTX44* MTX44MultArray(MTX44* pOut, const MTX44* __restrict p1, const MTX44* __restrict pSrc, s32 count) { MTX44* pOutBase = pOut; NN_NULL_ASSERT( pOut ); NN_NULL_ASSERT( p1 ); NN_NULL_ASSERT( pSrc ); NN_ASSERT( count > 1 ); for ( s32 i = 0 ; i < count ; i++ ) { MTX44Mult(pOut, p1, pSrc); pSrc++; pOut++; } return pOutBase; } namespace { inline void SwapF(f32 &a, f32 &b) { f32 tmp; tmp = a; a = b; b = tmp; } } // namespace (unnamed) /* */ NN_MATH_INLINE MTX44* MTX44RotAxisFIdx(MTX44* pOut, const VEC3* pAxis, f32 fIdx) { // Okay for now if it's slow MTX44RotAxisRad_(pOut, pAxis, NN_MATH_FIDX_TO_RAD(fIdx)); return pOut; } /* */ } // namespace math } // namespace nn