reman3/Rayman_X/cpa/public/MTH/MTH3d.h

1641 lines
95 KiB
C

/* ##H_FILE#
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FILE : MTH3d.h
MODULE : MTH (Common Mathematic Library)
DESCRIPTION : 3D Vectorial implementation
VERSION : MTH V5.0.13 / Alexandre LANGER [ALX] Ubi R&D / Add Comments
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
#ifndef MTH3D_H
#define MTH3D_H
#include "MTH_Real.h"
/* ##TYPEDEF#----------------------------------------------------------------------------
Types definition
---------------------------------------------------------------------------------------*/
/* 3D Vector : */
typedef struct MTH3D_tdstVector_
{
MTH_tdxReal xX;
MTH_tdxReal xY;
MTH_tdxReal xZ;
} MTH3D_tdstVector;
/* 3D Matrix */
typedef struct MTH3D_tdstMatrix_
{
MTH3D_tdstVector stCol_0;
MTH3D_tdstVector stCol_1;
MTH3D_tdstVector stCol_2;
} MTH3D_tdstMatrix;
/* ##MACRO#----------------------------------------------------------------------------
MACRO definition
---------------------------------------------------------------------------------------*/
/* ##-######################################
## MACRO AND FUNCTION FOR 3D MATHEMATICS
######################################### */
/* ##-###########################
## Vector Operations
############################## */
/* ##M==================================================================================
NAME : MTH3D_M_vAddVector
DESCRIPTION : Add two vectors : VectDest= VectA + VectB
INPUT : VectDest, VectA, VectB : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vAddVector( VectDest, VectA, VectB) MTH3D_M_vAddVectorASM( VectDest, VectA, VectB)
#else
#define MTH3D_M_vAddVector( VectDest, VectA, VectB) MTH3D_M_vAddVectorC( VectDest, VectA, VectB)
#endif
#else
#define MTH3D_M_vAddVector( VectDest, VectA, VectB) MTH3D_M_vAddVectorORG(VectDest, VectA, VectB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vSubVector
DESCRIPTION : Sub two vectors : VectDest= VectA - VectB
INPUT : VectDest, VectA, VectB : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vSubVector( VectDest, VectA, VectB) MTH3D_M_vSubVectorASM( VectDest, VectA, VectB)
#else
#define MTH3D_M_vSubVector( VectDest, VectA, VectB) MTH3D_M_vSubVectorC( VectDest, VectA, VectB)
#endif
#else
#define MTH3D_M_vSubVector( VectDest, VectA, VectB) MTH3D_M_vSubVectorORG(VectDest, VectA, VectB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vNegVector
DESCRIPTION : Negation of a vector : VectDest= - VectA
INPUT : VectDest, VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vNegVector( VectDest, VectA) MTH3D_M_vNegVectorASM( VectDest, VectA)
#else
#define MTH3D_M_vNegVector( VectDest, VectA) MTH3D_M_vNegVectorC( VectDest, VectA)
#endif
#else
#define MTH3D_M_vNegVector( VectDest, VectA) MTH3D_M_vNegVectorORG(VectDest, VectA)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_bEqualVector
DESCRIPTION : Test if two vectors are equal
INPUT : VectA, VectB : address of MTH3D_tdstVector
OUTPUT : VectA==VectB : Boolean
=======================================================================================*/
#define MTH3D_M_bEqualVector( VectA, VectB) \
( \
(MTH_M_bEqual((VectA)->xX, (VectB)->xX)) && \
(MTH_M_bEqual((VectA)->xY, (VectB)->xY)) && \
(MTH_M_bEqual((VectA)->xZ, (VectB)->xZ)) \
)
/* ##M==================================================================================
NAME : MTH3D_M_vAddScalarVector
DESCRIPTION : Add a scalare with a vector : VectDest= a.Id + VectA
INPUT : VectDest: address of MTH3D_tdstVector,
a: MTH_tdxReal, VectA: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vAddScalarVector( VectDest, a, VectA) \
{ \
(VectDest)->xX = MTH_M_xAdd((VectA)->xX, (a)); \
(VectDest)->xY = MTH_M_xAdd((VectA)->xY, (a)); \
(VectDest)->xZ = MTH_M_xAdd((VectA)->xZ, (a)); \
}
/* ##M==================================================================================
NAME : MTH3D_M_vSubScalarVector
DESCRIPTION : Add a scalare with a vector : VectDest= VectA - a.Id
INPUT : VectDest: address of MTH3D_tdstVector,
a: MTH_tdxReal, VectA: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSubScalarVector( VectDest, a, VectA) \
{ \
(VectDest)->xX = MTH_M_xSub((VectA)->xX, (a)); \
(VectDest)->xY = MTH_M_xSub((VectA)->xY, (a)); \
(VectDest)->xZ = MTH_M_xSub((VectA)->xZ, (a)); \
}
/* ##M==================================================================================
NAME : MTH3D_M_vAdd3ScalarVector
DESCRIPTION : Add 3 scalare with a vector : VectDest= {x,y,z} + VectA
INPUT : VectDest: address of MTH3D_tdstVector,
x,y,z: MTH_tdxReal, VectA: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vAdd3( VectDest, VectA, x, y, z)
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vAdd3ScalarVector( VectDest, VectA, x, y, z) MTH3D_M_vAdd3ScalarVectorASM( VectDest, VectA, x, y, z)
#else
#define MTH3D_M_vAdd3ScalarVector( VectDest, VectA, x, y, z) MTH3D_M_vAdd3ScalarVectorC( VectDest, VectA, x, y, z)
#endif
#else
#define MTH3D_M_vAdd3ScalarVector( VectDest, VectA, x, y, z) MTH3D_M_vAdd3ScalarVectorORG( VectDest, VectA, x, y, z)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vMulScalarVector
DESCRIPTION : Multiplicate a scalare with a vector : VectDest= a*VectA
INPUT : VectDest: address of MTH3D_tdstVector,
a: MTH_tdxReal, VectA: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
/* is slower than C version...*/
/* #define MTH3D_M_vMulScalarVector( VectDest, a, VectA) MTH3D_M_vMulScalarVectorASM( VectDest, a ,VectA)*/
#define MTH3D_M_vMulScalarVector( VectDest, a,VectA) MTH3D_M_vMulScalarVectorC( VectDest, a, VectA)
#else
#define MTH3D_M_vMulScalarVector( VectDest, a,VectA) MTH3D_M_vMulScalarVectorC( VectDest, a, VectA)
#endif
#else
#define MTH3D_M_vMulScalarVector( VectDest, a, VectA) MTH3D_M_vMulScalarVectorORG(VectDest, a,VectA)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vDivScalarVector
DESCRIPTION : Divide a vector by a scalare : VectDest= VectA/a
INPUT : VectDest, VectA: address of MTH3D_tdstVector, a: MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vDivScalarVector( VectDest, VectA ,a) MTH3D_M_vDivScalarVectorASM( VectDest, VectA, a)
#else
#define MTH3D_M_vDivScalarVector( VectDest, VectA, a) MTH3D_M_vDivScalarVectorC( VectDest, VectA, a)
#endif
#else
#define MTH3D_M_vDivScalarVector( VectDest, VectA, a) MTH3D_M_vDivScalarVectorORG(VectDest, VectA, a)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_xDotProductVector
DESCRIPTION : Return the Dot Product of two vectors
INPUT : VectA, VectB : address of MTH3D_tdstVector
OUTPUT : VectA.VectB : MTH_tdxReal
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
/* this fonction shouldn't be used, because passing the parameters makes it finally slower than the normal inline macro... */
/* changed by yann le tensorer sept 21, 1998*/
/* #define MTH3D_M_xDotProductVector( VectA, VectB) MTH3D_M_xDotProductVectorASM( VectA, VectB)*/
#define MTH3D_M_xDotProductVector( VectA, VectB) MTH3D_M_xDotProductVectorC( VectA, VectB)
#else
#define MTH3D_M_xDotProductVector( VectA, VectB) MTH3D_M_xDotProductVectorC( VectA, VectB)
#endif
#else
#define MTH3D_M_xDotProductVector( VectA, VectB) MTH3D_M_xDotProductVectorORG( VectA, VectB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vCrossProductVectorWithoutBuffer
DESCRIPTION : Calculate the cross product of two vectors : VectDest= VectA^VectB,
VectDest must be a other vector
INPUT : VectDest, VectA, VectA: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vCrossProductVectorWithoutBuffer(VectDest, VectA, VectB) MTH3D_M_vCrossProductVectorWithoutBufferASM(VectDest, VectA, VectB)
#else
#define MTH3D_M_vCrossProductVectorWithoutBuffer(VectDest, VectA, VectB) MTH3D_M_vCrossProductVectorWithoutBufferC(VectDest, VectA, VectB)
#endif
#else
#define MTH3D_M_vCrossProductVectorWithoutBuffer(VectDest, VectA, VectB) MTH3D_M_vCrossProductVectorWithoutBufferORG(VectDest, VectA, VectB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vCrossProductVector
DESCRIPTION : Calculate the cross product of two vectors : VectDest= VectA^VectB
INPUT : VectDest, VectA, VectA: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vCrossProductVector(VectDest, VectA, VectB) MTH3D_M_vCrossProductVectorASM(VectDest, VectA, VectB)
#else
#define MTH3D_M_vCrossProductVector(VectDest, VectA, VectB) MTH3D_M_vCrossProductVectorC(VectDest, VectA, VectB)
#endif
#else
#define MTH3D_M_vCrossProductVector(VectDest, VectA, VectB) MTH3D_M_vCrossProductVectorORG(VectDest, VectA, VectB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_xSqrVector
DESCRIPTION : Return the square of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : VectA.VectA : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xSqrVector( VectA) \
MTH_M_xAdd( \
MTH_M_xAdd( \
MTH_M_xSqr((VectA)->xX), \
MTH_M_xSqr((VectA)->xY) \
), \
MTH_M_xSqr((VectA)->xZ) )
/* ##M==================================================================================
NAME : MTH3D_M_xNormVector
DESCRIPTION : Return the norm of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : ||VectA|| : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xNormVector( VectA ) \
MTH_M_xSqrt( MTH3D_M_xSqrVector( VectA ) )
/* ##M==================================================================================
NAME : MTH3D_M_xInvNormVector
DESCRIPTION : Return the inverse of the norm of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : 1/||VectA|| : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xInvNormVector( VectA ) \
MTH_M_xInvSqrt( MTH3D_M_xSqrVector( VectA ) )
/* ##M==================================================================================
NAME : MTH3D_M_xQuickNormVector
DESCRIPTION : Return the norm of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : ||VectA|| : MTH_tdxReal
AUTHOR: Yann Le Tensorer
=======================================================================================*/
#define MTH3D_M_xQuickNormVector( VectA ) \
MTH_M_xSqrtLow( MTH3D_M_xSqrVector( VectA ) )
/* ##M==================================================================================
NAME : MTH3D_M_xQuickInvNormVector
DESCRIPTION : Return the inverse of the norm of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : 1/||VectA|| : MTH_tdxReal
AUTHOR: Yann Le Tensorer
=======================================================================================*/
#define MTH3D_M_xQuickInvNormVector( VectA ) \
MTH_M_xInvSqrtLow( MTH3D_M_xSqrVector( VectA ) )
/* ##M==================================================================================
NAME : MTH3D_M_xVectorGapSqr
DESCRIPTION : Return the square Gap between two vectors
INPUT : VectA, VectB : address of MTH3D_tdstVector
OUTPUT : Sqr(||VectA-VectB||) : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xVectorGapSqr(VectA, VectB) \
(MTH_M_xSqrAddSqrAddSqr( \
MTH_M_xSub( (VectA)->xX, (VectB)->xX), \
MTH_M_xSub( (VectA)->xY, (VectB)->xY), \
MTH_M_xSub( (VectA)->xZ, (VectB)->xZ) ) )
/* ##M==================================================================================
NAME : MTH3D_M_xVectorGap
DESCRIPTION : Return the Gap between two vectors
INPUT : VectA, VectB : address of MTH3D_tdstVector
OUTPUT : ||VectA-VectB|| : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xVectorGap(VectA, VectB) \
(MTH_M_xSqrt( MTH3D_M_xVectorGapSqr(VectA, VectB) ))
/* ##M==================================================================================
NAME : MTH3D_M_vFillVector
DESCRIPTION : Fill each vector element with a value
INPUT : VectA: address of MTH3D_tdstVector, a: MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* only one computation of a an then copy without use of FPU*/
#define MTH3D_M_vFillVector( VectDest, a) \
{ (VectDest)->xZ=(VectDest)->xY=(VectDest)->xX = (a); \
}
#else
#define MTH3D_M_vFillVector( VectDest, a) \
{ (VectDest)->xX = (a); \
(VectDest)->xY = (a); \
(VectDest)->xZ = (a); \
}
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vNormalizeVector
DESCRIPTION : Normalize a vector : VectDest= VectA/||VectA||
INPUT : VectDest, VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#ifndef U64
#define MTH3D_M_vNormalizeVector(VectDest, VectA) \
{ \
register MTH_tdxReal inv_norm= MTH3D_M_xInvNormVector( VectA); \
MTH3D_M_vMulScalarVector(VectDest, (inv_norm), VectA ); \
}
#else /* U64 */
#define MTH3D_M_vNormalizeVector(VectDest, VectA) \
{ \
register MTH_tdxReal xNorm= MTH3D_M_xNormVector( VectA); \
if( MTH_M_bDifferentZero(xNorm) ) \
{ \
xNorm = MTH_M_xInv(xNorm); \
MTH3D_M_vMulScalarVector(VectDest, xNorm, VectA ); \
} \
}
#endif /* U64 */
/* ##M==================================================================================
NAME : MTH3D_M_vQuickNormalizeVector
DESCRIPTION : Normalize a vector : VectDest= VectA/||VectA||
INPUT : VectDest, VectA : address of MTH3D_tdstVector
OUTPUT : void
AUTHOR: Yann Le Tensorer
=======================================================================================*/
#ifndef U64
#define MTH3D_M_vQuickNormalizeVector(VectDest, VectA) \
{ \
register MTH_tdxReal inv_norm= MTH3D_M_xQuickInvNormVector( VectA); \
MTH3D_M_vMulScalarVector(VectDest, (inv_norm), VectA ); \
}
#else /* U64 */
#define MTH3D_M_vQuickNormalizeVector(VectDest, VectA) MTH3D_M_vNormalizeVector(VectDest,VectA)
#endif /* U64 */
/* ##M==================================================================================
NAME : MTH3D_M_vGetVectorElements
DESCRIPTION : Get x, y, z values of a vector
INPUT : x, y, z : address of MTH_tdxReal, VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetVectorElements( Vx, Vy, Vz, VectA) \
{ *Vx = (VectA)->xX; \
*Vy = (VectA)->xY; \
*Vz = (VectA)->xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetVectorElements
DESCRIPTION : Set a vector with x, y, z values
INPUT : VectDest : address of MTH3D_tdstVector, x, y, z : address of MTH_tdxReal,
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetVectorElements( VectDest, Vx, Vy, Vz) \
{ (VectDest)->xX = (Vx); \
(VectDest)->xY = (Vy); \
(VectDest)->xZ = (Vz); }
/* ##M==================================================================================
NAME : MTH3D_M_xGetXofVector
DESCRIPTION : Return x element of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : x : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xGetXofVector( VectA ) (VectA)->xX
/* ##M==================================================================================
NAME : MTH3D_M_vSetXofVector
DESCRIPTION : Set x element of a vector
INPUT : VectDest : address of MTH3D_tdstVector, Vx : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetXofVector( VectDest, Vx) { (VectDest)->xX = (Vx); }
/* ##M==================================================================================
NAME : MTH3D_M_xGetYofVector
DESCRIPTION : Return y element of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : y : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xGetYofVector( VectA ) (VectA)->xY
/* ##M==================================================================================
NAME : MTH3D_M_vSetYofVector
DESCRIPTION : Set y element of a vector
INPUT : VectDest : address of MTH3D_tdstVector, Vy : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetYofVector( VectDest, Vy) { (VectDest)->xY = (Vy); }
/* ##M==================================================================================
NAME : MTH3D_M_xGetZofVector
DESCRIPTION : Return z element of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : z : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xGetZofVector( VectA ) (VectA)->xZ
/* ##M==================================================================================
NAME : MTH3D_M_vSetZofVector
DESCRIPTION : Set z element of a vector
INPUT : VectDest : address of MTH3D_tdstVector, Vz : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetZofVector( VectDest, Vz) { (VectDest)->xZ = (Vz); }
/* ##M==================================================================================
NAME : MTH3D_M_vCopyVector
DESCRIPTION : Copy a vector : VectDest=VectA
INPUT : VectDest, VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if (defined(OPTIMIZED_FOR_PC_FLOATS) || defined(MTH_RealIsFloat))
/* no fpu, no call to function*/
/*#define MTH3D_M_vCopyVector( VectDest, VectA) \
{ (VectDest)->xX = (VectA)->xX; \
(VectDest)->xY = (VectA)->xY; \
(VectDest)->xZ = (VectA)->xZ; \
}
*/
#define MTH3D_M_vCopyVector( VectDest, VectA) \
{ ((unsigned long *) (VectDest))[0]= ((unsigned long *) (VectA))[0]; \
((unsigned long *) (VectDest))[1]= ((unsigned long *) (VectA))[1]; \
((unsigned long *) (VectDest))[2]= ((unsigned long *) (VectA))[2]; \
}
#else
#define MTH3D_M_vCopyVector( VectDest, VectA) \
{ memcpy(VectDest, VectA, sizeof(MTH3D_tdstVector)); }
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vNullVector
DESCRIPTION : Set all elements of a vector to zero
INPUT : VectDest : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#define MTH3D_M_vNullVector( VectDest) { (VectDest)->xZ=(VectDest)->xY=(VectDest)->xX=MTH_C_ZERO; }
#else
#define MTH3D_M_vNullVector( VectDest) \
{ (VectDest)->xX = MTH_C_ZERO; \
(VectDest)->xY = MTH_C_ZERO; \
(VectDest)->xZ = MTH_C_ZERO; }
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vScaleVector
DESCRIPTION : Set each element of VectDest with the multiplication of element of VectA by element of VectB
INPUT : VectDest, VectA, VectB : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vScaleVector( VectDest, VectA, VectB ) MTH3D_M_vScaleVectorASM( VectDest, VectA, VectB)
#else
#define MTH3D_M_vScaleVector( VectDest, VectA, VectB) MTH3D_M_vScaleVectorC( VectDest, VectA, VectB)
#endif
#else
#define MTH3D_M_vScaleVector( VectDest, VectA, VectB) MTH3D_M_vScaleVectorORG(VectDest, VectA, VectB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vMiddleVector
DESCRIPTION : Calculate the middle of two vectors : VectDest= (VectA+VectB)/2
INPUT : VectDest, VectA, VectB : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vMiddleVector( VectDest, VectA, VectB ) \
{ MTH3D_M_vAddVector( VectDest, VectA, VectB ); \
MTH3D_M_vMulScalarVector( VectDest, MTH_C_Inv2 , VectDest); }
/* ##M==================================================================================
NAME : MTH3D_M_vLinearInterpolVector
DESCRIPTION : Calculate the linear interpolation of two vectors : VectDest= VectA + t.(VectB-VectA)
INPUT : VectDest, VectA, VectB: address of MTH3D_tdstVector, t: MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vLinearInterpolVector( VectDest, VectA, VectB, t) MTH3D_M_vLinearInterpolVectorASM( VectDest, VectA, VectB, t)
#else
#define MTH3D_M_vLinearInterpolVector( VectDest, VectA, VectB, t) MTH3D_M_vLinearInterpolVectorC( VectDest, VectA, VectB, t)
#endif
#else
#define MTH3D_M_vLinearInterpolVector( VectDest, VectA, VectB,t) MTH3D_M_vLinearInterpolVectorORG(VectDest, VectA, VectB, t)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vLinearScaleVector
DESCRIPTION : Calculate the linear interpolation of two vectors : VectDest= VectA + VectC*(VectB-VectA)
INPUT : VectDest, VectA, VectB, VectC: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vLinearScaleVector( VectDest, VectA, VectB, VectC) MTH3D_M_vLinearScaleVectorASM( VectDest, VectA, VectB, VectC)
#else
#define MTH3D_M_vLinearScaleVector( VectDest, VectA, VectB, VectC) MTH3D_M_vLinearScaleVectorC( VectDest, VectA, VectB, VectC)
#endif
#else
#define MTH3D_M_vLinearScaleVector( VectDest, VectA, VectB, VectC) MTH3D_M_vLinearScaleVectorORG(VectDest, VectA, VectB, VectC)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vMaxVector
DESCRIPTION : Make a vector with max elements of two other vectors
INPUT : VectDest, VectA, VectB: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vMaxVector( VectDest, VectA, VectB) \
{ (VectDest)->xX= MTH_M_xMax( (VectA)->xX, (VectB)->xX ); \
(VectDest)->xY= MTH_M_xMax( (VectA)->xY, (VectB)->xY ); \
(VectDest)->xZ= MTH_M_xMax( (VectA)->xZ, (VectB)->xZ ); }
/* ##M==================================================================================
NAME : MTH3D_M_vMinVector
DESCRIPTION : Make a vector with min elements of two other vectors
INPUT : VectDest, VectA, VectB: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vMinVector( VectDest, VectA, VectB) \
{ (VectDest)->xX= MTH_M_xMin( (VectA)->xX, (VectB)->xX ); \
(VectDest)->xY= MTH_M_xMin( (VectA)->xY, (VectB)->xY ); \
(VectDest)->xZ= MTH_M_xMin( (VectA)->xZ, (VectB)->xZ ); }
/* ##M==================================================================================
NAME : MTH3D_M_xDetXYVector
DESCRIPTION : Return the 2D determinant between X and Y elements
INPUT : VectA, VectB: address of MTH3D_tdstVector
OUTPUT : DetXY |VectA, VectB| : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xDetXYVector( VectA, VectB ) MTH_M_xMulSubMul( (VectA)->xX, (VectB)->xY, (VectA)->xY, (VectB)->xX)
/* ##M==================================================================================
NAME : MTH3D_M_xDetYZVector
DESCRIPTION : Return the 2D determinant between Y and Z elements
INPUT : VectA, VectB: address of MTH3D_tdstVector
OUTPUT : DetYZ |VectA, VectB| : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xDetYZVector( VectA, VectB ) MTH_M_xMulSubMul( (VectA)->xY, (VectB)->xZ, (VectA)->xZ, (VectB)->xY)
/* ##M==================================================================================
NAME : MTH3D_M_xDetZXVector
DESCRIPTION : Return the 2D determinant between Z and X elements
INPUT : VectA, VectB: address of MTH3D_tdstVector
OUTPUT : DetZX |VectA, VectB| : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xDetZXVector( VectA, VectB ) MTH_M_xMulSubMul( (VectA)->xZ, (VectB)->xX, (VectA)->xX, (VectB)->xZ)
/* ##M==================================================================================
NAME : MTH3D_M_bIsNullVector
DESCRIPTION : Test if a vector is null
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : VectA==Null vector : Boolean
=======================================================================================*/
#define MTH3D_M_bIsNullVector( VectA ) ( MTH_M_bEqualZero((VectA)->xX) && MTH_M_bEqualZero((VectA)->xY) && MTH_M_bEqualZero((VectA)->xZ) )
/* ##M==================================================================================
NAME : MTH3D_M_vMulAddVector
DESCRIPTION : Multiply a scalar to a vector, and add it to a other vector: VectDest = x.VectA + VectB
INPUT : VectDest: address of MTH3D_tdstVector,
x: MTH_tdxReal, VectA, VectB : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vMulAddVector( VectDest, x,VectA, VectB ) MTH3D_M_vMulAddVectorASM( VectDest, x,VectA, VectB)
#else
#define MTH3D_M_vMulAddVector( VectDest, x,VectA, VectB) MTH3D_M_vMulAddVectorC( VectDest, x,VectA, VectB)
#endif
#else
#define MTH3D_M_vMulAddVector( VectDest, x,VectA, VectB) MTH3D_M_vMulAddVectorORG(VectDest, x,VectA, VectB)
#endif
/* MTH3D_M_vMullAddVector( VectDest, x, VectA, VectB) : VectDest = x.VectA + VectB */
#define MTH3D_M_vMullAddVector MTH3D_M_vMulAddVector
/* ##M==================================================================================
NAME : MTH3D_M_vMul3AddVector
DESCRIPTION : VectDest = x.VectA + y.VectB + z.VectC
INPUT : VectDest: address of MTH3D_tdstVector,
x,y,z: MTH_tdxReal, VectA, VectB, VectC : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vMul3AddVector( VectDest, x,VectA, y,VectB, z,VectC) MTH3D_M_vMul3AddVectorASM( VectDest, x,VectA, y,VectB, z,VectC)
#else
#define MTH3D_M_vMul3AddVector( VectDest, x,VectA, y,VectB, z,VectC) MTH3D_M_vMul3AddVectorC( VectDest, x,VectA, y,VectB, z,VectC)
#endif
#else
#define MTH3D_M_vMul3AddVector( VectDest, x,VectA, y,VectB, z,VectC) MTH3D_M_vMul3AddVectorORG(VectDest, x,VectA, y,VectB, z,VectC)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vMul4AddVector
DESCRIPTION : VectDest = x.VectA + y.VectB + z.VectC + w.VectD
INPUT : VectDest: address of MTH3D_tdstVector,
x,y,z,w: MTH_tdxReal, VectA, VectB, VectC, VectD : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vMul4AddVector( VectDest, x,VectA, y,VectB, z,VectC, w,VectD) MTH3D_M_vMul4AddVectorASM( VectDest, x,VectA, y,VectB, z,VectC, w,VectD)
#else
#define MTH3D_M_vMul4AddVector( VectDest, x,VectA, y,VectB, z,VectC, w,VectD) MTH3D_M_vMul4AddVectorC( VectDest, x,VectA, y,VectB, z,VectC, w,VectD)
#endif
#else
#define MTH3D_M_vMul4AddVector( VectDest, x,VectA, y,VectB, z,VectC, w,VectD) MTH3D_M_vMul4AddVectorORG(VectDest, x,VectA, y,VectB, z,VectC, w,VectD)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vSetBaseIVector
DESCRIPTION : Set a vector to Ox base vector : VectDest = ( 1, 0, 0 )
INPUT : VectDest: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetBaseIVector( VectDest ) { (VectDest)->xX = MTH_C_ONE; (VectDest)->xZ = (VectDest)->xY = MTH_C_ZERO; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetBaseJVector
DESCRIPTION : Set a vector to Oy base vector : VectDest = ( 0, 1, 0 )
INPUT : VectDest: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetBaseJVector( VectDest ) { (VectDest)->xX = MTH_C_ZERO; (VectDest)->xY = MTH_C_ONE; (VectDest)->xZ = MTH_C_ZERO; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetBaseKVector
DESCRIPTION : Set a vector to Oz base vector : VectDest = ( 0, 0, 1 )
INPUT : VectDest: address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetBaseKVector( VectDest ) { (VectDest)->xY = (VectDest)->xX = MTH_C_ZERO; (VectDest)->xZ = MTH_C_ONE; }
/* ##M==================================================================================
NAME : MTH3D_M_xNorm1Vector
DESCRIPTION : Return the norm 1 of a vector
INPUT : VectA : address of MTH3D_tdstVector
OUTPUT : |VectA->x| + |VectA->y| + |VectA->z| : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xNorm1Vector( VectA ) MTH_M_xAdd3( MTH_M_xAbs((VectA)->xX) , MTH_M_xAbs((VectA)->xY) , MTH_M_xAbs((VectA)->xZ) )
/* ##-###########################
## Matrix operations
############################## */
/* ##M==================================================================================
NAME : MTH3D_M_vCopyMatrix
DESCRIPTION : Copy MatA in MatDest
INPUT : MatDest, MatA: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* 9 clocks when good pairing else always less than 18 clocks : much better than memcpy*/
/* doesn't use FPU but only the "mov" instructions*/
#define MTH3D_M_vCopyMatrix( MatDest, MatA) \
{ MTH3D_M_vCopyVector(&((MatDest)->stCol_0),&((MatA)->stCol_0) ); \
MTH3D_M_vCopyVector(&((MatDest)->stCol_1),&((MatA)->stCol_1) ); \
MTH3D_M_vCopyVector(&((MatDest)->stCol_2),&((MatA)->stCol_2) ); \
}
#else
#define MTH3D_M_vCopyMatrix( MatDest, MatA) \
{ memcpy(MatDest, MatA, sizeof(MTH3D_tdstMatrix)); }
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vAddMatrix
DESCRIPTION : Add two matrix : MatDest= MatA + MatB
INPUT : MatDest, MatA, MatB: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vAddMatrix( MatDest, MatA, MatB) \
{ MTH3D_M_vAddVector( &((MatDest)->stCol_0), \
&((MatA)->stCol_0), &((MatB)->stCol_0)); \
MTH3D_M_vAddVector( &((MatDest)->stCol_1), \
&((MatA)->stCol_1), &((MatB)->stCol_1)); \
MTH3D_M_vAddVector( &((MatDest)->stCol_2), \
&((MatA)->stCol_2), &((MatB)->stCol_2)); }
/* ##M==================================================================================
NAME : MTH3D_M_vSubMatrix
DESCRIPTION : Sub two matrix : MatDest= MatA - MatB
INPUT : MatDest, MatA, MatB: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSubMatrix( MatDest, MatA, MatB) \
{ MTH3D_M_vSubVector( &((MatDest)->stCol_0), \
&((MatA)->stCol_0), &((MatB)->stCol_0)); \
MTH3D_M_vSubVector( &((MatDest)->stCol_1), \
&((MatA)->stCol_1), &((MatB)->stCol_1)); \
MTH3D_M_vSubVector( &((MatDest)->stCol_2), \
&((MatA)->stCol_2), &((MatB)->stCol_2)); }
/* ##M==================================================================================
NAME : MTH3D_M_vNegMatrix
DESCRIPTION : Make the Nagation of a matrix : MatDest= -MatA
INPUT : MatDest, MatA: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vNegMatrix( MatDest, MatA) \
{ MTH3D_M_vNegVector( &((MatDest)->stCol_0), \
&((MatA)->stCol_0)); \
MTH3D_M_vNegVector( &((MatDest)->stCol_1), \
&((MatA)->stCol_1)); \
MTH3D_M_vNegVector( &((MatDest)->stCol_2), \
&((MatA)->stCol_2)); }
/* ##M==================================================================================
NAME : MTH3D_M_vMulMatrixMatrixWithoutBuffer
DESCRIPTION : Multiply two matrix : MatDest= MatA*MatB, MatDest must be a other matrix
INPUT : MatDest, MatA, MatB: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vMulMatrixMatrixWithoutBuffer(MatDest, MatA, MatB) MTH3D_M_vMulMatrixMatrixWithoutBufferASM(MatDest, MatA, MatB)
#elif defined(OPTIMIZED_FOR_U64_ASM)
#define MTH3D_M_vMulMatrixMatrixWithoutBuffer(MatDest, MatA, MatB) MTH3D_M_vMulMatrixMatrixWithoutBufferU64ASM(MatDest, MatA, MatB)
#else
#define MTH3D_M_vMulMatrixMatrixWithoutBuffer(MatDest, MatA, MatB) MTH3D_M_vMulMatrixMatrixWithoutBufferC(MatDest, MatA, MatB)
#endif
#else
#define MTH3D_M_vMulMatrixMatrixWithoutBuffer(MatDest, MatA, MatB) MTH3D_M_vMulMatrixMatrixWithoutBufferORG(MatDest, MatA, MatB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vMulMatrixMatrix
DESCRIPTION : Multiply two matrix : MatDest= MatA*MatB
INPUT : MatDest, MatA, MatB: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vMulMatrixMatrix(MatDest, MatA, MatB) MTH3D_M_vMulMatrixMatrixASM(MatDest, MatA, MatB)
#else
#define MTH3D_M_vMulMatrixMatrix(MatDest, MatA, MatB) MTH3D_M_vMulMatrixMatrixC(MatDest, MatA, MatB)
#endif
#else
#define MTH3D_M_vMulMatrixMatrix(MatDest, MatA, MatB) MTH3D_M_vMulMatrixMatrixORG(MatDest, MatA, MatB)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vMulTranspMatrixMatrixWithoutBuffer
DESCRIPTION : Multiply the transposed matrix to a other: MatDest= (transp MatA)*MatB,
MatDest must be a other matrix
INPUT : MatDest, MatA, MatB: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vMulTranspMatrixMatrixWithoutBuffer(MatDest, MatA, MatB) \
{ \
(MatDest)->stCol_0.xX = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_0.xX, (MatB)->stCol_0.xX, \
(MatA)->stCol_0.xY, (MatB)->stCol_0.xY, \
(MatA)->stCol_0.xZ, (MatB)->stCol_0.xZ ); \
(MatDest)->stCol_0.xY = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_1.xX, (MatB)->stCol_0.xX, \
(MatA)->stCol_1.xY, (MatB)->stCol_0.xY, \
(MatA)->stCol_1.xZ, (MatB)->stCol_0.xZ ); \
(MatDest)->stCol_0.xZ = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_2.xX, (MatB)->stCol_0.xX, \
(MatA)->stCol_2.xY, (MatB)->stCol_0.xY, \
(MatA)->stCol_2.xZ, (MatB)->stCol_0.xZ ); \
\
(MatDest)->stCol_1.xX = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_0.xX, (MatB)->stCol_1.xX, \
(MatA)->stCol_0.xY, (MatB)->stCol_1.xY, \
(MatA)->stCol_0.xZ, (MatB)->stCol_1.xZ ); \
(MatDest)->stCol_1.xY = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_1.xX, (MatB)->stCol_1.xX, \
(MatA)->stCol_1.xY, (MatB)->stCol_1.xY, \
(MatA)->stCol_1.xZ, (MatB)->stCol_1.xZ ); \
(MatDest)->stCol_1.xZ = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_2.xX, (MatB)->stCol_1.xX, \
(MatA)->stCol_2.xY, (MatB)->stCol_1.xY, \
(MatA)->stCol_2.xZ, (MatB)->stCol_1.xZ ); \
\
(MatDest)->stCol_2.xX = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_0.xX, (MatB)->stCol_2.xX, \
(MatA)->stCol_0.xY, (MatB)->stCol_2.xY, \
(MatA)->stCol_0.xZ, (MatB)->stCol_2.xZ ); \
(MatDest)->stCol_2.xY = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_1.xX, (MatB)->stCol_2.xX, \
(MatA)->stCol_1.xY, (MatB)->stCol_2.xY, \
(MatA)->stCol_1.xZ, (MatB)->stCol_2.xZ ); \
(MatDest)->stCol_2.xZ = MTH_M_xMulAddMulAddMul( \
(MatA)->stCol_2.xX, (MatB)->stCol_2.xX, \
(MatA)->stCol_2.xY, (MatB)->stCol_2.xY, \
(MatA)->stCol_2.xZ, (MatB)->stCol_2.xZ ); \
}
/* ##M==================================================================================
NAME : MTH3D_M_vMulTranspMatrixMatrix
DESCRIPTION : Multiply the transposed matrix to a other: MatDest= (transp MatA)*MatB,
INPUT : MatDest, MatA, MatB: address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vMulTranspMatrixMatrix(Mat_Dest, Mat_A, Mat_B) \
if( (Mat_Dest==Mat_A) || (Mat_Dest==Mat_B) ) \
{ \
MTH3D_tdstMatrix Mtemp; \
\
MTH3D_M_vMulTranspMatrixMatrixWithoutBuffer( \
&Mtemp, Mat_A, Mat_B); \
MTH3D_M_vCopyMatrix( Mat_Dest, &Mtemp); \
} \
else \
{ \
MTH3D_M_vMulTranspMatrixMatrixWithoutBuffer(Mat_Dest, \
Mat_A, Mat_B); \
}
/* ##M==================================================================================
NAME : MTH3D_M_vMulScalarMatrix
DESCRIPTION : Multiply a scalar with a matrix : MatDest= a*MatA
INPUT : MatDest : address of MTH3D_tdstMatrix
a: MTH_tdxReal, MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* only one computation of a*/
#define MTH3D_M_vMulScalarMatrix(MatDest, a, MatA) \
{ register MTH_tdxReal xTempMTH3D_M_vMulScalarMatrix=(a); \
MTH3D_M_vMulScalarVector( &((MatDest)->stCol_0), xTempMTH3D_M_vMulScalarMatrix, &((MatA)->stCol_0)); \
MTH3D_M_vMulScalarVector( &((MatDest)->stCol_1), xTempMTH3D_M_vMulScalarMatrix, &((MatA)->stCol_1)); \
MTH3D_M_vMulScalarVector( &((MatDest)->stCol_2), xTempMTH3D_M_vMulScalarMatrix, &((MatA)->stCol_2)); }
#else
#define MTH3D_M_vMulScalarMatrix(MatDest, a, MatA) \
{ MTH3D_M_vMulScalarVector( &((MatDest)->stCol_0), (a), &((MatA)->stCol_0)); \
MTH3D_M_vMulScalarVector( &((MatDest)->stCol_1), (a), &((MatA)->stCol_1)); \
MTH3D_M_vMulScalarVector( &((MatDest)->stCol_2), (a), &((MatA)->stCol_2)); }
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vDivScalarMatrix
DESCRIPTION : Divide a matrix by a scalar : MatDest= MatA/a
INPUT : MatDest : address of MTH3D_tdstMatrix
MatA : address of MTH3D_tdstMatrix, a: MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* only one division and one computation of 1/a*/
#define MTH3D_M_vDivScalarMatrix(MatDest, MatA, a) \
MTH3D_M_vMulScalarMatrix(MatDest, MTH_M_xDiv(MTH_C_ONE,(a)), MatA);
#else
#define MTH3D_M_vDivScalarMatrix(MatDest, MatA, a) \
{ MTH3D_M_vDivScalarVector( &((MatDest)->stCol_0), \
&((MatA)->stCol_0), (a)); \
MTH3D_M_vDivScalarVector( &((MatDest)->stCol_1), \
&((MatA)->stCol_1), (a)); \
MTH3D_M_vDivScalarVector( &((MatDest)->stCol_2), \
&((MatA)->stCol_2), (a)); }
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vSqrMatrix
DESCRIPTION : Square a matrix : MatDest= MatA*MatA
INPUT : MatDest : address of MTH3D_tdstMatrix
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSqrMatrix(MatDest, MatA) { MTH3D_M_vMulMatrixMatrix( MatDest, MatA, MatA); }
/* ##M==================================================================================
NAME : MTH3D_M_vTranspMatrixWithoutBuffer
DESCRIPTION : Transpose a matrix : MatDest= transp MatA, Matdest must be a other matrix
INPUT : MatDest : address of MTH3D_tdstMatrix
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vTranspMatrixWithoutBuffer(MatDest, MatA) \
{ (MatDest)->stCol_0.xX = (MatA)->stCol_0.xX; \
(MatDest)->stCol_0.xY = (MatA)->stCol_1.xX; \
(MatDest)->stCol_0.xZ = (MatA)->stCol_2.xX; \
(MatDest)->stCol_1.xX = (MatA)->stCol_0.xY; \
(MatDest)->stCol_1.xY = (MatA)->stCol_1.xY; \
(MatDest)->stCol_1.xZ = (MatA)->stCol_2.xY; \
(MatDest)->stCol_2.xX = (MatA)->stCol_0.xZ; \
(MatDest)->stCol_2.xY = (MatA)->stCol_1.xZ; \
(MatDest)->stCol_2.xZ = (MatA)->stCol_2.xZ; }
/* MTH3D_M_vTranpMatrixWithoutBuffer(MatDest, MatA) : MatDest= transp MatA */
#define MTH3D_M_vTranpMatrixWithoutBuffer MTH3D_M_vTranspMatrixWithoutBuffer
/* ##M==================================================================================
NAME : MTH3D_M_vTranspMatrix
DESCRIPTION : Transpose a matrix : MatDest= transp MatA
INPUT : MatDest : address of MTH3D_tdstMatrix
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* no copy, direct transposition => swap coefficients*/
#define MTH3D_M_vTranspMatrix(Mat_Dest, Mat_A) \
if( Mat_Dest==Mat_A ) \
{ \
long lTemp0=*((long*) &((Mat_Dest)->stCol_0.xY)); \
long lTemp1=*((long*) &((Mat_Dest)->stCol_0.xZ)); \
long lTemp2=*((long*) &((Mat_Dest)->stCol_1.xZ)); \
(Mat_Dest)->stCol_0.xY=(Mat_Dest)->stCol_1.xX; \
(Mat_Dest)->stCol_0.xZ=(Mat_Dest)->stCol_2.xX; \
(Mat_Dest)->stCol_1.xZ=(Mat_Dest)->stCol_2.xY; \
*((long*) &((Mat_Dest)->stCol_1.xX))=lTemp0; \
*((long*) &((Mat_Dest)->stCol_2.xX))=lTemp1; \
*((long*) &((Mat_Dest)->stCol_2.xY))=lTemp2; \
} \
else \
{ \
MTH3D_M_vTranspMatrixWithoutBuffer(Mat_Dest, Mat_A); \
}
#else
#define MTH3D_M_vTranspMatrix(Mat_Dest, Mat_A) \
if( Mat_Dest==Mat_A ) \
{ \
MTH3D_tdstMatrix Mtemp; \
\
MTH3D_M_vTranspMatrixWithoutBuffer(&Mtemp, Mat_A); \
MTH3D_M_vCopyMatrix( Mat_Dest, &Mtemp); \
} \
else \
{ \
MTH3D_M_vTranspMatrixWithoutBuffer(Mat_Dest, Mat_A); \
}
#endif
/* MTH3D_M_vTranpMatrix(MatDest, MatA) : MatDest= transp MatA */
#define MTH3D_M_vTranpMatrix MTH3D_M_vTranspMatrix
/* ##M==================================================================================
NAME : MTH3D_M_xTraceMatrix
DESCRIPTION : Return the trace of a matrix
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : trace MatA : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xTraceMatrix(MatA) MTH_M_xAdd3((MatA)->stCol_0.xX, (MatA)->stCol_1.xY, (MatA)->stCol_2.xZ)
/* ##M==================================================================================
NAME : MTH3D_M_vSetIdentityMatrix
DESCRIPTION : Set a matrix to the Identity matrix : MatDest= Id
INPUT : MatDest : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetIdentityMatrix(MatDest) \
{ (MatDest)->stCol_0.xX = MTH_C_ONE; \
(MatDest)->stCol_0.xY = MTH_C_ZERO; \
(MatDest)->stCol_0.xZ = MTH_C_ZERO; \
(MatDest)->stCol_1.xX = MTH_C_ZERO; \
(MatDest)->stCol_1.xY = MTH_C_ONE; \
(MatDest)->stCol_1.xZ = MTH_C_ZERO; \
(MatDest)->stCol_2.xX = MTH_C_ZERO; \
(MatDest)->stCol_2.xY = MTH_C_ZERO; \
(MatDest)->stCol_2.xZ = MTH_C_ONE; }
/* ##M==================================================================================
NAME : MTH3D_M_bEqualMatrix
DESCRIPTION : Test if two matrix are equal
INPUT : MatA, MatB : address of MTH3D_tdstMatrix
OUTPUT : MatA==MatB : Boolean
=======================================================================================*/
#define MTH3D_M_bEqualMatrix(MatA, MatB) \
( \
MTH_M_bEqual( (MatA)->stCol_0.xX, (MatB)->stCol_0.xX) && \
MTH_M_bEqual( (MatA)->stCol_0.xY, (MatB)->stCol_0.xY) && \
MTH_M_bEqual( (MatA)->stCol_0.xZ, (MatB)->stCol_0.xZ) && \
MTH_M_bEqual( (MatA)->stCol_1.xX, (MatB)->stCol_1.xX) && \
MTH_M_bEqual( (MatA)->stCol_1.xY, (MatB)->stCol_1.xY) && \
MTH_M_bEqual( (MatA)->stCol_1.xZ, (MatB)->stCol_1.xZ) && \
MTH_M_bEqual( (MatA)->stCol_2.xX, (MatB)->stCol_2.xX) && \
MTH_M_bEqual( (MatA)->stCol_2.xY, (MatB)->stCol_2.xY) && \
MTH_M_bEqual( (MatA)->stCol_2.xZ, (MatB)->stCol_2.xZ) \
)
/* ##M==================================================================================
NAME : MTH3D_M_bMatchMatrix
DESCRIPTION : Test if two matrix are neary equal
INPUT : MatA, MatB : address of MTH3D_tdstMatrix
eps : MTH_tdxReal
OUTPUT : (MatA match MatB to within about eps) : Boolean
=======================================================================================*/
#define MTH3D_M_bMatchMatrix(MatA, MatB, eps) \
( \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_0.xX, (MatB)->stCol_0.xX, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_0.xY, (MatB)->stCol_0.xY, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_0.xZ, (MatB)->stCol_0.xZ, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_1.xX, (MatB)->stCol_1.xX, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_1.xY, (MatB)->stCol_1.xY, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_1.xZ, (MatB)->stCol_1.xZ, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_2.xX, (MatB)->stCol_2.xX, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_2.xY, (MatB)->stCol_2.xY, eps) && \
MTH_M_bEqualWithEpsilon( (MatA)->stCol_2.xZ, (MatB)->stCol_2.xZ, eps) \
)
/* ##M==================================================================================
NAME : MTH3D_M_vFillMatrix
DESCRIPTION : Fill each matrix element with "a" value
INPUT : MatDest : address of MTH3D_tdstMatrix
a : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* avoid recomputation of a*/
#define MTH3D_M_vFillMatrix(MatDest, b) \
{ register MTH_tdxReal a=(b); \
(MatDest)->stCol_0.xX = (a); (MatDest)->stCol_0.xY = (a); (MatDest)->stCol_0.xZ = (a); \
(MatDest)->stCol_1.xX = (a); (MatDest)->stCol_1.xY = (a); (MatDest)->stCol_1.xZ = (a); \
(MatDest)->stCol_2.xX = (a); (MatDest)->stCol_2.xY = (a); (MatDest)->stCol_2.xZ = (a); \
}
#else
#define MTH3D_M_vFillMatrix(MatDest, a) \
{ (MatDest)->stCol_0.xX = (a); (MatDest)->stCol_0.xY = (a); (MatDest)->stCol_0.xZ = (a); \
(MatDest)->stCol_1.xX = (a); (MatDest)->stCol_1.xY = (a); (MatDest)->stCol_1.xZ = (a); \
(MatDest)->stCol_2.xX = (a); (MatDest)->stCol_2.xY = (a); (MatDest)->stCol_2.xZ = (a); }
#endif
/* ##M==================================================================================
NAME : MTH3D_M_xDetMatrix
DESCRIPTION : Return the determinant of a matrix
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : det MatA : MTH_tdxReal
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_xDetMatrix(MatA) MTH3D_M_xDetMatrixASM(MatA)
#else
#define MTH3D_M_xDetMatrix(MatA) MTH3D_M_xDetMatrixC(MatA)
#endif
#else
#define MTH3D_M_xDetMatrix(MatA) MTH3D_M_xDetMatrixORG(MatA)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vComMatrixWithoutBuffer
DESCRIPTION : Calculate the Cofactor Matrix of a matrix : MatDest= Cofactor Matrix of MatA
INPUT : Matdest, MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* avoid 4 MTH_M_xNeg : 8 clocks*/
#define MTH3D_M_vComMatrixWithoutBuffer(MatDest, MatA) \
{ (MatDest)->stCol_0.xX= MTH_M_xMulSubMul((MatA)->stCol_1.xY,(MatA)->stCol_2.xZ,(MatA)->stCol_1.xZ,(MatA)->stCol_2.xY); \
(MatDest)->stCol_0.xY= MTH_M_xMulSubMul((MatA)->stCol_1.xZ,(MatA)->stCol_2.xX,(MatA)->stCol_1.xX,(MatA)->stCol_2.xZ); \
(MatDest)->stCol_0.xZ= MTH_M_xMulSubMul((MatA)->stCol_1.xX,(MatA)->stCol_2.xY,(MatA)->stCol_1.xY,(MatA)->stCol_2.xX); \
(MatDest)->stCol_1.xX= MTH_M_xMulSubMul((MatA)->stCol_0.xZ,(MatA)->stCol_2.xY,(MatA)->stCol_0.xY,(MatA)->stCol_2.xZ); \
(MatDest)->stCol_1.xY= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_2.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_2.xX); \
(MatDest)->stCol_1.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_2.xX,(MatA)->stCol_0.xX,(MatA)->stCol_2.xY); \
(MatDest)->stCol_2.xX= MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_1.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_1.xY); \
(MatDest)->stCol_2.xY= MTH_M_xMulSubMul((MatA)->stCol_0.xZ,(MatA)->stCol_1.xX,(MatA)->stCol_0.xX,(MatA)->stCol_1.xZ); \
(MatDest)->stCol_2.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_1.xY,(MatA)->stCol_0.xY,(MatA)->stCol_1.xX); }
#else
#define MTH3D_M_vComMatrixWithoutBuffer(MatDest, MatA) \
{ (MatDest)->stCol_0.xX= MTH_M_xMulSubMul((MatA)->stCol_1.xY,(MatA)->stCol_2.xZ,(MatA)->stCol_1.xZ,(MatA)->stCol_2.xY); \
(MatDest)->stCol_0.xY= MTH_M_xNeg( MTH_M_xMulSubMul((MatA)->stCol_1.xX,(MatA)->stCol_2.xZ,(MatA)->stCol_1.xZ,(MatA)->stCol_2.xX)); \
(MatDest)->stCol_0.xZ= MTH_M_xMulSubMul((MatA)->stCol_1.xX,(MatA)->stCol_2.xY,(MatA)->stCol_1.xY,(MatA)->stCol_2.xX); \
(MatDest)->stCol_1.xX= MTH_M_xNeg(MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_2.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_2.xY)); \
(MatDest)->stCol_1.xY= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_2.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_2.xX); \
(MatDest)->stCol_1.xZ= MTH_M_xNeg(MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_2.xY,(MatA)->stCol_0.xY,(MatA)->stCol_2.xX)); \
(MatDest)->stCol_2.xX= MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_1.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_1.xY); \
(MatDest)->stCol_2.xY= MTH_M_xNeg( MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_1.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_1.xX)); \
(MatDest)->stCol_2.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_1.xY,(MatA)->stCol_0.xY,(MatA)->stCol_1.xX); }
#endif
/* the same but already transposed*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
/* avoid 4 MTH_M_xNeg : 8 clocks*/
#define MTH3D_M_vTransComMatrixWithoutBuffer(MatDest, MatA) \
{ (MatDest)->stCol_0.xX= MTH_M_xMulSubMul((MatA)->stCol_1.xY,(MatA)->stCol_2.xZ,(MatA)->stCol_1.xZ,(MatA)->stCol_2.xY); \
(MatDest)->stCol_0.xY= MTH_M_xMulSubMul((MatA)->stCol_0.xZ,(MatA)->stCol_2.xY,(MatA)->stCol_0.xY,(MatA)->stCol_2.xZ); \
(MatDest)->stCol_0.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_1.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_1.xY); \
(MatDest)->stCol_1.xX= MTH_M_xMulSubMul((MatA)->stCol_1.xZ,(MatA)->stCol_2.xX,(MatA)->stCol_1.xX,(MatA)->stCol_2.xZ); \
(MatDest)->stCol_1.xY= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_2.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_2.xX); \
(MatDest)->stCol_1.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xZ,(MatA)->stCol_1.xX,(MatA)->stCol_0.xX,(MatA)->stCol_1.xZ); \
(MatDest)->stCol_2.xX= MTH_M_xMulSubMul((MatA)->stCol_1.xX,(MatA)->stCol_2.xY,(MatA)->stCol_1.xY,(MatA)->stCol_2.xX); \
(MatDest)->stCol_2.xY= MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_2.xX,(MatA)->stCol_0.xX,(MatA)->stCol_2.xY); \
(MatDest)->stCol_2.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_1.xY,(MatA)->stCol_0.xY,(MatA)->stCol_1.xX); }
#else
#define MTH3D_M_vTransComMatrixWithoutBuffer(MatDest, MatA) \
{ (MatDest)->stCol_0.xX= MTH_M_xMulSubMul((MatA)->stCol_1.xY,(MatA)->stCol_2.xZ,(MatA)->stCol_1.xZ,(MatA)->stCol_2.xY); \
(MatDest)->stCol_1.xX= MTH_M_xNeg( MTH_M_xMulSubMul((MatA)->stCol_1.xX,(MatA)->stCol_2.xZ,(MatA)->stCol_1.xZ,(MatA)->stCol_2.xX)); \
(MatDest)->stCol_2.xX= MTH_M_xMulSubMul((MatA)->stCol_1.xX,(MatA)->stCol_2.xY,(MatA)->stCol_1.xY,(MatA)->stCol_2.xX); \
(MatDest)->stCol_0.xY= MTH_M_xNeg(MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_2.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_2.xY)); \
(MatDest)->stCol_1.xY= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_2.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_2.xX); \
(MatDest)->stCol_2.xY= MTH_M_xNeg(MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_2.xY,(MatA)->stCol_0.xY,(MatA)->stCol_2.xX)); \
(MatDest)->stCol_0.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xY,(MatA)->stCol_1.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_1.xY); \
(MatDest)->stCol_1.xZ= MTH_M_xNeg( MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_1.xZ,(MatA)->stCol_0.xZ,(MatA)->stCol_1.xX)); \
(MatDest)->stCol_2.xZ= MTH_M_xMulSubMul((MatA)->stCol_0.xX,(MatA)->stCol_1.xY,(MatA)->stCol_0.xY,(MatA)->stCol_1.xX); }
#endif
#define MTH3D_M_vTranspComMatrixWithoutBuffer(MatDest, MatA) MTH3D_M_vTransComMatrixWithoutBuffer(MatDest, MatA) \
/* ##M==================================================================================
NAME : MTH3D_M_vInverMatrix
DESCRIPTION : Invert a matrix : MatDest= Inv MatA
INPUT : Matdest, MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vInverMatrix(MatDest, MatA) MTH3D_M_vInverMatrixASM(MatDest, MatA)
#else
#define MTH3D_M_vInverMatrix(MatDest, MatA) MTH3D_M_vInverMatrixC(MatDest, MatA)
#endif
#else
#define MTH3D_M_vInverMatrix(MatDest, MatA) MTH3D_M_vInverMatrixORG(MatDest, MatA)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vGetMatrixColumnElements
DESCRIPTION : Get x, y, z column col values in MatA
INPUT : x, y, z : MTH_tdxReal
col : int
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetMatrixColumnElements( Vx, Vy, Vz, col, MatA) \
if( (col)==0 ) \
{ *Vx= (MatA)->stCol_0.xX; *Vy= (MatA)->stCol_0.xY; *Vz= (MatA)->stCol_0.xZ; } \
else \
if( (col)==1 ) \
{ *Vx= (MatA)->stCol_1.xX; *Vy= (MatA)->stCol_1.xY; *Vz= (MatA)->stCol_1.xZ; } \
else \
{ *Vx= (MatA)->stCol_2.xX; *Vy= (MatA)->stCol_2.xY; *Vz= (MatA)->stCol_2.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixColumnElements
DESCRIPTION : Set column col x, y, z values in MatDest
INPUT : MatDest : address of MTH3D_tdstMatrix
x, y, z : MTH_tdxReal
col : int
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixColumnElements( MatDest, Vx, Vy, Vz, col) \
if( (col)==0 ) \
{(MatDest)->stCol_0.xX= (Vx); (MatDest)->stCol_0.xY= (Vy); (MatDest)->stCol_0.xZ= (Vz); } \
else \
if( (col)==1 ) \
{(MatDest)->stCol_1.xX= (Vx); (MatDest)->stCol_1.xY= (Vy); (MatDest)->stCol_1.xZ= (Vz); } \
else \
{(MatDest)->stCol_2.xX= (Vx); (MatDest)->stCol_2.xY= (Vy); (MatDest)->stCol_2.xZ= (Vz); }
/* ##M==================================================================================
NAME : MTH3D_M_xGetMatrixElement
DESCRIPTION : Return element at (lin, col) in MatASet
INPUT : MatA : address of MTH3D_tdstMatrix
lin, col : int
OUTPUT : a : MTH_tdxReal
=======================================================================================*/
#define MTH3D_M_xGetMatrixElement( lin, col, MatA) \
( (col)==0 ) ? \
(/* col 0 : */( (lin)==0 ) ? (MatA)->stCol_0.xX : ( ( (lin)==1 ) ? (MatA)->stCol_0.xY : (MatA)->stCol_0.xZ ) ) : \
( \
( (col)==1 ) ? \
(/* col 1 : */( (lin)==0 ) ? (MatA)->stCol_1.xX : ( ( (lin)==1 ) ? (MatA)->stCol_1.xY : (MatA)->stCol_1.xZ ) ) : \
(/* col 2 : */( (lin)==0 ) ? (MatA)->stCol_2.xX : ( ( (lin)==1 ) ? (MatA)->stCol_2.xY : (MatA)->stCol_2.xZ ) ) \
)
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixElement
DESCRIPTION : Set a element in MatDest at (lin, col)
INPUT : MatDest : address of MTH3D_tdstMatrix
a : MTH_tdxReal
lin, col : int
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixElement( MatDest, a, lin, col) \
if( (col)==0 ) \
{ if((lin)==0){(MatDest)->stCol_0.xX=(a);}else if((lin)==1){(MatDest)->stCol_0.xY=(a);}else{(MatDest)->stCol_0.xZ=(a);}} \
else \
if( (col)==1) \
{ if((lin)==0){(MatDest)->stCol_1.xX=(a);}else if((lin)==1){(MatDest)->stCol_1.xY=(a);}else{(MatDest)->stCol_1.xZ=(a);}} \
else \
{ if((lin)==0){(MatDest)->stCol_2.xX=(a);}else if((lin)==1){(MatDest)->stCol_2.xY=(a);}else{(MatDest)->stCol_2.xZ=(a);}}
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixCol0Elements
DESCRIPTION : Set x, y, z values of column 0 in MatDest
INPUT : MatDest : address of MTH3D_tdstMatrix
Vx, Vy, Vz : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixCol0Elements( MatDest, Vx, Vy, Vz) \
{(MatDest)->stCol_0.xX= (Vx); (MatDest)->stCol_0.xY= (Vy); (MatDest)->stCol_0.xZ= (Vz); }
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixCol1Elements
DESCRIPTION : Set x, y, z values of column 1 in MatDest
INPUT : MatDest : address of MTH3D_tdstMatrix
Vx, Vy, Vz : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixCol1Elements( MatDest, Vx, Vy, Vz) \
{(MatDest)->stCol_1.xX= (Vx); (MatDest)->stCol_1.xY= (Vy); (MatDest)->stCol_1.xZ= (Vz); }
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixCol2Elements
DESCRIPTION : Set x, y, z values of column 2 in MatDest
INPUT : MatDest : address of MTH3D_tdstMatrix
Vx, Vy, Vz : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixCol2Elements( MatDest, Vx, Vy, Vz) \
{(MatDest)->stCol_2.xX= (Vx); (MatDest)->stCol_2.xY= (Vy); (MatDest)->stCol_2.xZ= (Vz); }
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixLineXElements
DESCRIPTION : Set x elements of all columns in MatDest
INPUT : MatDest : address of MTH3D_tdstMatrix
V0, V0, V0 : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixLineXElements( MatDest, V0, V1, V2) \
{(MatDest)->stCol_0.xX= (V0); (MatDest)->stCol_1.xX= (V1); (MatDest)->stCol_2.xX= (V2); }
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixLineYElements
DESCRIPTION : Set y elements of all columns in MatDest
INPUT : MatDest : address of MTH3D_tdstMatrix
V0, V0, V0 : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixLineYElements( MatDest, V0, V1, V2) \
{(MatDest)->stCol_0.xY= (V0); (MatDest)->stCol_1.xY= (V1); (MatDest)->stCol_2.xY= (V2); }
/* ##M==================================================================================
NAME : MTH3D_M_vSetMatrixLineZElements
DESCRIPTION : Set z elements of all columns in MatDest
INPUT : MatDest : address of MTH3D_tdstMatrix
V0, V0, V0 : MTH_tdxReal
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetMatrixLineZElements( MatDest, V0, V1, V2) \
{(MatDest)->stCol_0.xZ= (V0); (MatDest)->stCol_1.xZ= (V1); (MatDest)->stCol_2.xZ= (V2); }
/* ##M==================================================================================
NAME : MTH3D_M_vGetMatrixCol0Elements
DESCRIPTION : Get x, y, z values of column 0 in MatA
Vx, Vy, Vz : MTH_tdxReal
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetMatrixCol0Elements( Vx, Vy, Vz, MatA) \
{Vx= (MatA)->stCol_0.xX; Vy= (MatA)->stCol_0.xY; Vz= (MatA)->stCol_0.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetMatrixCol1Elements
DESCRIPTION : Get x, y, z values of column 1 in MatA
Vx, Vy, Vz : MTH_tdxReal
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetMatrixCol1Elements( Vx, Vy, Vz, MatA) \
{Vx= (MatA)->stCol_1.xX; Vy= (MatA)->stCol_1.xY; Vz= (MatA)->stCol_1.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetMatrixCol2Elements
DESCRIPTION : Get x, y, z values of column 2 in MatA
Vx, Vy, Vz : MTH_tdxReal
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetMatrixCol2Elements( Vx, Vy, Vz, MatA) \
{Vx= (MatA)->stCol_2.xX; Vy= (MatA)->stCol_2.xY; Vz= (MatA)->stCol_2.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetMatrixLineXElements
DESCRIPTION : Get x elements of all columns in MatA
V0, V0, V0 : MTH_tdxReal
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetMatrixLineXElements( V0, V1, V2, MatA) \
{V0= (MatA)->stCol_0.xX; V1= (MatA)->stCol_1.xX; V2= (MatA)->stCol_2.xX; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetMatrixLineYElements
DESCRIPTION : Get y elements of all columns in MatA
V0, V0, V0 : MTH_tdxReal
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetMatrixLineYElements( V0, V1, V2, MatA) \
{V0= (MatA)->stCol_0.xY; V1= (MatA)->stCol_1.xY; V2= (MatA)->stCol_2.xY; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetMatrixLineZElements
DESCRIPTION : Get z elements of all columns in MatA
V0, V0, V0 : MTH_tdxReal
INPUT : MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetMatrixLineZElements( V0, V1, V2, MatA) \
{V0= (MatA)->stCol_0.xZ; V1= (MatA)->stCol_1.xZ; V2= (MatA)->stCol_2.xZ; }
/* ##-###########################
## Matrix-Vector operations
############################## */
/* ##M==================================================================================
NAME : MTH3D_M_vMulMatrixVectorWithoutBuffer
DESCRIPTION : Multiply a Matrix to a Vector : VectDest= MatA*VectA, VectDest must be
a other vector
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vMulMatrixVectorWithoutBuffer( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorWithoutBufferASM(VectDest, MatA, VectA)
#elif defined(OPTIMIZED_FOR_U64_ASM)
#define MTH3D_M_vMulMatrixVectorWithoutBuffer( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorWithoutBufferU64ASM(VectDest, MatA, VectA)
#else
#define MTH3D_M_vMulMatrixVectorWithoutBuffer( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorWithoutBufferC(VectDest, MatA, VectA)
#endif
#else
#define MTH3D_M_vMulMatrixVectorWithoutBuffer( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorWithoutBufferORG(VectDest, MatA, VectA)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vMulMatrixVector
DESCRIPTION : Multiply a Matrix to a Vector : VectDest= MatA*VectA
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vMulMatrixVector( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorASM(VectDest, MatA, VectA)
#elif defined(OPTIMIZED_FOR_U64_ASM)
#define MTH3D_M_vMulMatrixVector( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorU64ASM(VectDest, MatA, VectA)
#else
#define MTH3D_M_vMulMatrixVector( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorC(VectDest, MatA, VectA)
#endif
#else
#define MTH3D_M_vMulMatrixVector( VectDest, MatA, VectA) MTH3D_M_vMulMatrixVectorORG(VectDest, MatA, VectA)
#endif
/* ##M==================================================================================
NAME : MTH3D_M_vGetColumn0InMatrix
DESCRIPTION : Get a Vector column of a Matrix to a Vector : VectDest= columm 0 of MatA
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetColumn0InMatrix( VectDest, MatA) \
{ (VectDest)->xX=(MatA)->stCol_0.xX; \
(VectDest)->xY=(MatA)->stCol_0.xY; \
(VectDest)->xZ=(MatA)->stCol_0.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetColumn1InMatrix
DESCRIPTION : Get a Vector column of a Matrix to a Vector : VectDest= columm 1 of MatA
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetColumn1InMatrix( VectDest, MatA) \
{ (VectDest)->xX=(MatA)->stCol_1.xX; \
(VectDest)->xY=(MatA)->stCol_1.xY; \
(VectDest)->xZ=(MatA)->stCol_1.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetColumn2InMatrix
DESCRIPTION : Get a Vector column of a Matrix to a Vector : VectDest= columm 2 of MatA
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetColumn2InMatrix( VectDest, MatA) \
{ (VectDest)->xX=(MatA)->stCol_2.xX; \
(VectDest)->xY=(MatA)->stCol_2.xY; \
(VectDest)->xZ=(MatA)->stCol_2.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetColumnInMatrix
DESCRIPTION : Get a Vector column of a Matrix to a Vector : VectDest= columm col of MatA
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
col : int
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetColumnInMatrix( VectDest, MatA, col ) \
if( col==0 ) \
{ (VectDest)->xX=(MatA)->stCol_0.xX; \
(VectDest)->xY=(MatA)->stCol_0.xY; \
(VectDest)->xZ=(MatA)->stCol_0.xZ; } \
else \
if( col==1 ) \
{ (VectDest)->xX=(MatA)->stCol_1.xX; \
(VectDest)->xY=(MatA)->stCol_1.xY; \
(VectDest)->xZ=(MatA)->stCol_1.xZ; } \
else \
{ (VectDest)->xX=(MatA)->stCol_2.xX; \
(VectDest)->xY=(MatA)->stCol_2.xY; \
(VectDest)->xZ=(MatA)->stCol_2.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetColumnInMatrix
DESCRIPTION : Put a Vector to a column of a Matrix : Set columm col of MatDest with VectA
INPUT : MatDest : address of MTH3D_tdstMatrix
VectA : address of MTH3D_tdstVector
col : int
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetColumnInMatrix( MatDest, VectA, col) \
if( col==0 ) \
{ (MatDest)->stCol_0.xX=(VectA)->xX; \
(MatDest)->stCol_0.xY=(VectA)->xY; \
(MatDest)->stCol_0.xZ=(VectA)->xZ; } \
else \
if( col==1 ) \
{ (MatDest)->stCol_1.xX=(VectA)->xX; \
(MatDest)->stCol_1.xY=(VectA)->xY; \
(MatDest)->stCol_1.xZ=(VectA)->xZ; } \
else \
{ (MatDest)->stCol_2.xX=(VectA)->xX; \
(MatDest)->stCol_2.xY=(VectA)->xY; \
(MatDest)->stCol_2.xZ=(VectA)->xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetLineInMatrix
DESCRIPTION : Get a Vector line of a Matrix to a Vector : VectDest= line lin of MatA
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
lin : int
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetLineInMatrix( VectDest, MatA, lin ) \
if( lin==0 ) \
{ (VectDest)->xX=(MatA)->stCol_0.xX; \
(VectDest)->xY=(MatA)->stCol_1.xX; \
(VectDest)->xZ=(MatA)->stCol_2.xX; } \
else \
if( lin==1 ) \
{ (VectDest)->xX=(MatA)->stCol_0.xY; \
(VectDest)->xY=(MatA)->stCol_1.xY; \
(VectDest)->xZ=(MatA)->stCol_2.xY; } \
else \
{ (VectDest)->xX=(MatA)->stCol_0.xZ; \
(VectDest)->xY=(MatA)->stCol_1.xZ; \
(VectDest)->xZ=(MatA)->stCol_2.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetLineInMatrix
DESCRIPTION : Put a Vector to a line of a Matrix : Set line lin of MatDest with VectA
INPUT : MatDest : address of MTH3D_tdstMatrix
VectA : address of MTH3D_tdstVector
lin : int
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetLineInMatrix( MatDest, VectA, lin) \
if( lin==0 ) \
{ (MatDest)->stCol_0.xX=(VectA)->xX; \
(MatDest)->stCol_1.xX=(VectA)->xY; \
(MatDest)->stCol_2.xX=(VectA)->xZ; } \
else \
if( lin==1 ) \
{ (MatDest)->stCol_0.xY=(VectA)->xX; \
(MatDest)->stCol_1.xY=(VectA)->xY; \
(MatDest)->stCol_2.xY=(VectA)->xZ; } \
else \
{ (MatDest)->stCol_0.xZ=(VectA)->xX; \
(MatDest)->stCol_1.xZ=(VectA)->xY; \
(MatDest)->stCol_2.xZ=(VectA)->xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetDiagInMatrix
DESCRIPTION : Get a Vector diagonal of a Matrix to a Vector : VectDest= diagonal of MatA
INPUT : VectDest : address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetDiagInMatrix( VectDest, MatA) \
{ (VectDest)->xX= (MatA)->stCol_0.xX; \
(VectDest)->xY= (MatA)->stCol_1.xY; \
(VectDest)->xZ= (MatA)->stCol_2.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetDiagInMatrix
DESCRIPTION : Put a Vector to a diagonal of a Matrix : Set diagonal of MatDest with VectA
INPUT : MatDest : address of MTH3D_tdstMatrix
VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetDiagInMatrix( MatDest, VectA) \
{ (MatDest)->stCol_0.xX= (VectA)->xX; \
(MatDest)->stCol_1.xY= (VectA)->xY; \
(MatDest)->stCol_2.xZ= (VectA)->xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vGetVectorsInMatrix
DESCRIPTION : Get all column Matrix to two Vectors
INPUT : VaDest, VbDest, VcDest: address of MTH3D_tdstVector
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vGetVectorsInMatrix( VaDest, VbDest, VcDest, MatA) \
{ (VaDest)->xX=(MatA)->stCol_0.xX; \
(VaDest)->xY=(MatA)->stCol_0.xY; \
(VaDest)->xZ=(MatA)->stCol_0.xZ; \
(VbDest)->xX=(MatA)->stCol_1.xX; \
(VbDest)->xY=(MatA)->stCol_1.xY; \
(VbDest)->xZ=(MatA)->stCol_1.xZ; \
(VcDest)->xX=(MatA)->stCol_2.xX; \
(VcDest)->xY=(MatA)->stCol_2.xY; \
(VcDest)->xZ=(MatA)->stCol_2.xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vSetVectorsInMatrix
DESCRIPTION : Set all column Matrix with two Vectors
INPUT : MatDest : address of MTH3D_tdstMatrix
VectA, VectB, VectC : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vSetVectorsInMatrix( MatDest, VectA, VectB, VectC) \
{ (MatDest)->stCol_0.xX=(VectA)->xX; \
(MatDest)->stCol_0.xY=(VectA)->xY; \
(MatDest)->stCol_0.xZ=(VectA)->xZ; \
(MatDest)->stCol_1.xX=(VectB)->xX; \
(MatDest)->stCol_1.xY=(VectB)->xY; \
(MatDest)->stCol_1.xZ=(VectB)->xZ; \
(MatDest)->stCol_2.xX=(VectC)->xX; \
(MatDest)->stCol_2.xY=(VectC)->xY; \
(MatDest)->stCol_2.xZ=(VectC)->xZ; }
/* ##M==================================================================================
NAME : MTH3D_M_vPrintfVector
DESCRIPTION : Print a Vector : Name + its values
INPUT : Name : string
VectA : address of MTH3D_tdstVector
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vPrintfVector( Name, VectA) \
{ printf("%s = \n |%e", (Name), (VectA)->xX); \
printf("\n |%e", (VectA)->xY); \
printf("\n |%e\n", (VectA)->xZ); }
/* ##M==================================================================================
NAME : MTH3D_M_vPrintfMatrix
DESCRIPTION : Print a Matrix : Name + its values
INPUT : Name : string
MatA : address of MTH3D_tdstMatrix
OUTPUT : void
=======================================================================================*/
#define MTH3D_M_vPrintfMatrix( Name, MatA) \
{ printf("%s = \n |%e %e %e|", (Name), (MatA)->stCol_0.xX, (MatA)->stCol_1.xX, (MatA)->stCol_2.xX); \
printf("\n |%e %e %e|", (MatA)->stCol_0.xY, (MatA)->stCol_1.xY, (MatA)->stCol_2.xY ); \
printf("\n |%e %e %e|\n", (MatA)->stCol_0.xZ, (MatA)->stCol_1.xZ, (MatA)->stCol_2.xZ ); }
#define MTH3D_M_vPrintfReal( Name, RealA) \
{ printf("%s = \n %e\n", (Name), (RealA) ); }
#if defined(OPTIMIZED_FOR_PC_FLOATS)
#if defined(OPTIMIZED_FOR_PC_FLOATS_WITH_ASM)
#define MTH3D_M_vTransformVectorWithoutBuffer( VectDest, MatA, VectA, VectB) MTH3D_M_vTransformVectorWithoutBufferASM(VectDest, MatA, VectA, VectB)
#elif defined(OPTIMIZED_FOR_U64_ASM)
#define MTH3D_M_vTransformVectorWithoutBuffer( VectDest, MatA, VectA, VectB) MTH3D_M_vTransformVectorWithoutBufferU64ASM(VectDest, MatA, VectA, VectB)
#else
#define MTH3D_M_vTransformVectorWithoutBuffer( VectDest, MatA, VectA, VectB) MTH3D_M_vTransformVectorWithoutBufferC(VectDest, MatA, VectA, VectB)
#endif
#else
#define MTH3D_M_vTransformVectorWithoutBuffer( VectDest, MatA, VectA, VectB) MTH3D_M_vTransformVectorWithoutBufferORG(VectDest, MatA, VectA, VectB)
#endif
#include "MTH3dopt.h"
#endif /* MTH3D_H */