cos2000v2/include/matrix.h

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/*******************************************************************************/
/* COS2000 - Compatible Operating System - LGPL v3 - Hordé Nicolas */
/* */
#ifndef MATRIX
# define MATRIX
typedef struct vector4{
union {
struct {
float x;
float y;
float z;
float w;
};
float v[4];
};
} vector4 __attribute__ ((packed));
typedef struct matrix44{
union {
struct {
vector4 V[4];
};
float v[16];
};
} matrix44 __attribute__ ((packed));
void vector4_show(vector4 src);
void vector4_create(float x, float y, float z, float w, vector4 *dst);
void vector4_copy(vector4 src, vector4 *dst);
void vector4_add(vector4 v1, vector4 v2, vector4 *dst);
void vector4_sub(vector4 v1, vector4 v2, vector4 *dst);
void vector4_scale(vector4 *dst, float factor);
void vector4_crossproduct(vector4 v1, vector4 v2, vector4 *dst);
void vector4_normalize(vector4 *dst);
void vector4_divide(vector4 *v1, vector4 v2, vector4 *dst);
void vector4_perpendicular(vector4 v1, vector4 v2, vector4 *dst);
void vector4_rotate_x(vector4 *dst, float angle);
void vector4_rotate_y(vector4 *dst, float angle);
void vector4_rotate_z(vector4 *dst, float angle);
float vector4_len(vector4 src);
float vector4_dotproduct(vector4 v1, vector4 v2);
float vector4_norm(vector4 src);
float vector4_distance(vector4 v1, vector4 v2);
int vector4_isequals(vector4 v1, vector4 v2);
void vector4_planenormal(vector4 v1, vector4 v2, vector4 v3, vector4 *dst);
void matrix44_homogen(matrix44 *matrix);
void matrix44_empty(matrix44 *matrix);
void matrix44_scaling(vector4 v, matrix44 *dst);
void matrix44_translation(vector4 v, matrix44 *dst);
void matrix44_scale(matrix44 *dst, float factor);
void matrix44_scale_translation(vector4 scale, vector4 translation, matrix44 *dst);
void matrix44_rotation_x(float angle, matrix44 *dst);
void matrix44_rotation_y(float angle, matrix44 *dst);
void matrix44_rotation_z(float angle, matrix44 *dst);
void matrix44_rotation(vector4 axis, float angle, matrix44 *dst);
void matrix44_multiply(matrix44 *m1, matrix44 *m2, matrix44 *dst);
void matrix44_transform(matrix44 *matrix, vector4 *dst);
float matrix44_determinant(matrix44 *matrix);
float todeterminant(float a1, float a2, float a3, float b1, float b2, float b3, float c1, float c2, float c3);
void matrix44_adjoint(matrix44 *matrix);
void matrix44_show(matrix44 *matrix);
void matrix44_invert(matrix44 *matrix);
void matrix44_transpose(matrix44 *matrix);
void matrix44_lookat(vector4 eye, vector4 dst, vector4 up, matrix44 *matrix);
int matrix44_isequals(matrix44 *m1, matrix44 *m2);
float *toarray(matrix44 *m);
#endif