--- /dev/null
+/**
+ * \brief Matrix 3d implementation
+ * \author Sylvain Gaeremynck <sylvain.gaeremynck@parrot.fr>
+ * \version 1.0
+ * \date 04/06/2007
+ * \warning Subject to completion
+ */
+
+#include <Maths/matrix3d.h>
+#include <Maths/matrices.h>
+
+#include <VP_Os/vp_os_malloc.h>
+
+#include <math.h>
+
+matrix3d_t matrix3d_id = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+};
+
+static void vector_X( vector31_t* v )
+{
+ v->x = 1.0f;
+ v->y = 0.0f;
+ v->z = 0.0f;
+}
+
+static void vector_Y( vector31_t* v )
+{
+ v->x = 0.0f;
+ v->y = 1.0f;
+ v->z = 0.0f;
+}
+
+#if 0 // it is not used ... fix warning
+static void vector_Z( vector31_t* v )
+{
+ v->x = 0.0f;
+ v->y = 0.0f;
+ v->z = 1.0f;
+}
+#endif
+
+void matrix3d_zero(matrix3d_t* m)
+{
+ m->m00 = m->m01 = m->m02 = m->m03 = 0.0f;
+ m->m10 = m->m11 = m->m12 = m->m13 = 0.0f;
+ m->m20 = m->m21 = m->m22 = m->m23 = 0.0f;
+ m->m30 = m->m31 = m->m32 = m->m33 = 0.0f;
+}
+
+void matrix3d_identity(matrix3d_t* m)
+{
+ m->m00 = m->m11 = m->m22 = m->m33 = 1.0f;
+
+ m->m01 = m->m02 = m->m03 = 0.0f;
+ m->m10 = m->m12 = m->m13 = 0.0f;
+ m->m20 = m->m21 = m->m23 = 0.0f;
+ m->m30 = m->m31 = m->m32 = 0.0f;
+}
+
+C_RESULT matrix3d_euler(matrix3d_t* m, float32_t phi, float32_t theta, float32_t psi)
+{
+ float32_t c_phi, s_phi, c_theta, s_theta, c_psi, s_psi;
+
+ c_phi = cosf( phi );
+ s_phi = sinf( phi );
+ c_theta = cosf( theta );
+ s_theta = sinf( theta );
+ c_psi = cosf( psi );
+ s_psi = sinf( psi );
+
+ matrix3d_identity(m);
+
+ m->m00 = c_theta * c_psi;
+ m->m01 = c_theta * s_psi;
+ m->m02 = -s_theta;
+
+ m->m10 = s_phi * s_theta * c_psi - c_phi * s_psi;
+ m->m11 = s_phi * s_theta * s_psi + c_phi * c_psi;
+ m->m12 = s_phi * c_theta;
+
+ m->m20 = c_phi * s_theta * c_psi + s_phi * s_psi;
+ m->m21 = c_phi * s_theta * s_psi - s_phi * c_psi;
+ m->m22 = c_phi * c_theta;
+
+ return C_OK;
+}
+
+C_RESULT matrix3d_vector(matrix3d_t* m, vector31_t* pos, vector31_t* dir, vector31_t* right, vector31_t* up)
+{
+ normalize_vec( dir );
+ vector_Y( up );
+
+ cross_vec( right, dir, up );
+ if( normalize_vec( right ) )
+ {
+ cross_vec( up, right, dir );
+ }
+ else
+ {
+ vector_X( right );
+
+ cross_vec( up, right, dir );
+ cross_vec( right, dir, up );
+ normalize_vec( right );
+ }
+
+ normalize_vec( up );
+
+ return matrix3d_orientation( m, pos, dir, right, up );
+}
+
+C_RESULT matrix3d_orientation(matrix3d_t* m, const vector31_t* pos, const vector31_t* dir,
+ const vector31_t* right, const vector31_t* up)
+{
+ float32_t d0, d1, d2;
+
+ m->m00 = right->x;
+ m->m01 = up->x;
+ m->m02 = -dir->x;
+
+ m->m10 = right->y;
+ m->m11 = up->y;
+ m->m12 = -dir->y;
+
+ m->m20 = right->z;
+ m->m21 = up->z;
+ m->m22 = -dir->z;
+
+ dot_vec( &d0, right, pos );
+ dot_vec( &d1, up, pos );
+ dot_vec( &d2, dir, pos );
+
+ m->m30 = -d0;
+ m->m31 = -d1;
+ m->m32 = -d2;
+
+ m->m03 = 0.0f;
+ m->m13 = 0.0f;
+ m->m23 = 0.0f;
+ m->m33 = 1.0f;
+
+ return C_OK;
+}
+
+#define MATRIX_EXCHANGE( out, in ) temp = out; out = in; in = out
+
+C_RESULT matrix3d_transpose(matrix3d_t* out, matrix3d_t* in)
+{
+ if( out != in )
+ {
+ out->m00 = in->m00;
+ out->m10 = in->m01;
+ out->m20 = in->m02;
+ out->m30 = in->m03;
+
+ out->m01 = in->m10;
+ out->m11 = in->m11;
+ out->m21 = in->m12;
+ out->m31 = in->m13;
+
+ out->m02 = in->m20;
+ out->m12 = in->m21;
+ out->m22 = in->m22;
+ out->m32 = in->m23;
+
+ out->m03 = in->m30;
+ out->m13 = in->m31;
+ out->m23 = in->m32;
+ out->m33 = in->m33;
+ }
+ else
+ {
+ float32_t temp;
+
+ MATRIX_EXCHANGE( out->m01, out->m10 );
+ MATRIX_EXCHANGE( out->m02, out->m20 );
+ MATRIX_EXCHANGE( out->m03, out->m30 );
+ MATRIX_EXCHANGE( out->m12, out->m21 );
+ MATRIX_EXCHANGE( out->m13, out->m31 );
+ MATRIX_EXCHANGE( out->m23, out->m32 );
+ }
+
+ return C_OK;
+}
+
+C_RESULT matrix3d_add(matrix3d_t* out, matrix3d_t* m1, matrix3d_t* m2)
+{
+ out->m00 = m1->m00 + m2->m00;
+ out->m01 = m1->m01 + m2->m01;
+ out->m02 = m1->m02 + m2->m02;
+ out->m03 = m1->m03 + m2->m03;
+
+ out->m10 = m1->m10 + m2->m10;
+ out->m11 = m1->m11 + m2->m11;
+ out->m12 = m1->m12 + m2->m12;
+ out->m13 = m1->m13 + m2->m13;
+
+ out->m20 = m1->m20 + m2->m20;
+ out->m21 = m1->m21 + m2->m21;
+ out->m22 = m1->m22 + m2->m22;
+ out->m23 = m1->m23 + m2->m23;
+
+ out->m30 = m1->m30 + m2->m30;
+ out->m31 = m1->m31 + m2->m31;
+ out->m32 = m1->m32 + m2->m32;
+ out->m33 = m1->m33 + m2->m33;
+
+ return C_OK;
+}
+
+C_RESULT matrix3d_sub(matrix3d_t* out, matrix3d_t* m1, matrix3d_t* m2)
+{
+ out->m00 = m1->m00 - m2->m00;
+ out->m01 = m1->m01 - m2->m01;
+ out->m02 = m1->m02 - m2->m02;
+ out->m03 = m1->m03 - m2->m03;
+
+ out->m10 = m1->m10 - m2->m10;
+ out->m11 = m1->m11 - m2->m11;
+ out->m12 = m1->m12 - m2->m12;
+ out->m13 = m1->m13 - m2->m13;
+
+ out->m20 = m1->m20 - m2->m20;
+ out->m21 = m1->m21 - m2->m21;
+ out->m22 = m1->m22 - m2->m22;
+ out->m23 = m1->m23 - m2->m23;
+
+ out->m30 = m1->m30 - m2->m30;
+ out->m31 = m1->m31 - m2->m31;
+ out->m32 = m1->m32 - m2->m32;
+ out->m33 = m1->m33 - m2->m33;
+
+ return C_OK;
+}
+
+#define MATRIX_MUL_PART(a,b) \
+ t1 = ( M1[a*4 + 0] * M2[b + 0 ] ); \
+ t2 = ( M1[a*4 + 1] * M2[b + 4 ] ); \
+ t3 = ( M1[a*4 + 2] * M2[b + 8 ] ); \
+ t4 = ( M1[a*4 + 3] * M2[b + 12] ); \
+ MOUT[a*4 + b] = ( t1 + t2 + t3 + t4 );
+
+C_RESULT matrix3d_mul(matrix3d_t* out, matrix3d_t* m1, matrix3d_t* m2)
+{
+ float32_t t1, t2, t3, t4;
+
+ float32_t* MOUT = (float32_t*) out;
+ float32_t* M1 = (float32_t*) m1;
+ float32_t* M2 = (float32_t*) m2;
+
+ MATRIX_MUL_PART( 0, 0 ); MATRIX_MUL_PART( 0, 1 ); MATRIX_MUL_PART( 0, 2 ); MATRIX_MUL_PART( 0, 3 );
+ MATRIX_MUL_PART( 1, 0 ); MATRIX_MUL_PART( 1, 1 ); MATRIX_MUL_PART( 1, 2 ); MATRIX_MUL_PART( 1, 3 );
+ MATRIX_MUL_PART( 2, 0 ); MATRIX_MUL_PART( 2, 1 ); MATRIX_MUL_PART( 2, 2 ); MATRIX_MUL_PART( 2, 3 );
+ MATRIX_MUL_PART( 3, 0 ); MATRIX_MUL_PART( 3, 1 ); MATRIX_MUL_PART( 3, 2 ); MATRIX_MUL_PART( 3, 3 );
+
+ return C_OK;
+}
+
+C_RESULT matrix3d_translate(matrix3d_t* m, vector31_t* tr)
+{
+ m->m30 = tr->x;
+ m->m31 = tr->y;
+ m->m32 = tr->z;
+ m->m33 = 1.0f;
+
+ return C_OK;
+}
+
+C_RESULT matrix3d_add_translate(matrix3d_t* m, vector31_t* tr)
+{
+ m->m30 += tr->x;
+ m->m31 += tr->y;
+ m->m32 += tr->z;
+ m->m33 = 1.0f;
+
+ return C_OK;
+}
+
+C_RESULT matrix3d_rotate_euler(matrix3d_t* m, float32_t phi, float32_t theta, float32_t psi)
+{
+ matrix3d_t mat_rot;
+ matrix3d_t mat_res;
+
+ matrix3d_euler(&mat_rot, phi, theta, psi);
+ matrix3d_mul(&mat_res, &mat_rot, m);
+
+ vp_os_memcpy( (void *)m, (void *)&mat_res, sizeof(matrix3d_t) );
+
+ return C_OK;
+}
+
+C_RESULT matrix3d_rotate_axis(matrix3d_t* m, vector31_t* axis, float32_t value)
+{
+ return C_OK;
+}
+
+C_RESULT matrix3d_transform(matrix3d_t* m1, struct _vector31_t* v1)
+{
+ float32_t x = (m1->m00) * (v1->x) + (m1->m01) * (v1->y) + (m1->m02) * (v1->z) + m1->m30;
+ float32_t y = (m1->m10) * (v1->x) + (m1->m11) * (v1->y) + (m1->m12) * (v1->z) + m1->m31;
+ float32_t z = (m1->m20) * (v1->x) + (m1->m21) * (v1->y) + (m1->m22) * (v1->z) + m1->m32;
+ float32_t w = (m1->m30) * (v1->x) + (m1->m31) * (v1->y) + (m1->m32) * (v1->z) + m1->m33;
+
+ v1->x = x / w;
+ v1->y = y / w;
+ v1->z = z / w;
+
+ return C_OK;
+}