UtilSrc/matrixUtil.c

/*
     File: matrixUtil.c
 Abstract: 
 Functions for performing matrix math.
 
  Version: 1.7
 
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 */
 
#include "matrixUtil.h"
#include "vectorUtil.h"
#include <math.h>
#include <memory.h>
 
void mtxMultiply(float* ret, const float* lhs, const float* rhs)
{
    // [ 0 4  8 12 ]   [ 0 4  8 12 ]
    // [ 1 5  9 13 ] x [ 1 5  9 13 ]
    // [ 2 6 10 14 ]   [ 2 6 10 14 ]
    // [ 3 7 11 15 ]   [ 3 7 11 15 ]
    ret[ 0] = lhs[ 0]*rhs[ 0] + lhs[ 4]*rhs[ 1] + lhs[ 8]*rhs[ 2] + lhs[12]*rhs[ 3];
    ret[ 1] = lhs[ 1]*rhs[ 0] + lhs[ 5]*rhs[ 1] + lhs[ 9]*rhs[ 2] + lhs[13]*rhs[ 3];
    ret[ 2] = lhs[ 2]*rhs[ 0] + lhs[ 6]*rhs[ 1] + lhs[10]*rhs[ 2] + lhs[14]*rhs[ 3];
    ret[ 3] = lhs[ 3]*rhs[ 0] + lhs[ 7]*rhs[ 1] + lhs[11]*rhs[ 2] + lhs[15]*rhs[ 3];
 
    ret[ 4] = lhs[ 0]*rhs[ 4] + lhs[ 4]*rhs[ 5] + lhs[ 8]*rhs[ 6] + lhs[12]*rhs[ 7];
    ret[ 5] = lhs[ 1]*rhs[ 4] + lhs[ 5]*rhs[ 5] + lhs[ 9]*rhs[ 6] + lhs[13]*rhs[ 7];
    ret[ 6] = lhs[ 2]*rhs[ 4] + lhs[ 6]*rhs[ 5] + lhs[10]*rhs[ 6] + lhs[14]*rhs[ 7];
    ret[ 7] = lhs[ 3]*rhs[ 4] + lhs[ 7]*rhs[ 5] + lhs[11]*rhs[ 6] + lhs[15]*rhs[ 7];
 
    ret[ 8] = lhs[ 0]*rhs[ 8] + lhs[ 4]*rhs[ 9] + lhs[ 8]*rhs[10] + lhs[12]*rhs[11];
    ret[ 9] = lhs[ 1]*rhs[ 8] + lhs[ 5]*rhs[ 9] + lhs[ 9]*rhs[10] + lhs[13]*rhs[11];
    ret[10] = lhs[ 2]*rhs[ 8] + lhs[ 6]*rhs[ 9] + lhs[10]*rhs[10] + lhs[14]*rhs[11];
    ret[11] = lhs[ 3]*rhs[ 8] + lhs[ 7]*rhs[ 9] + lhs[11]*rhs[10] + lhs[15]*rhs[11];
 
    ret[12] = lhs[ 0]*rhs[12] + lhs[ 4]*rhs[13] + lhs[ 8]*rhs[14] + lhs[12]*rhs[15];
    ret[13] = lhs[ 1]*rhs[12] + lhs[ 5]*rhs[13] + lhs[ 9]*rhs[14] + lhs[13]*rhs[15];
    ret[14] = lhs[ 2]*rhs[12] + lhs[ 6]*rhs[13] + lhs[10]*rhs[14] + lhs[14]*rhs[15];
    ret[15] = lhs[ 3]*rhs[12] + lhs[ 7]*rhs[13] + lhs[11]*rhs[14] + lhs[15]*rhs[15];}
 
 
void mtxLoadPerspective(float* mtx, float fov, float aspect, float nearZ, float farZ)
{
    float f = 1.0f / tanf( (fov * (M_PI/180)) / 2.0f);
    
    mtx[0] = f / aspect;
    mtx[1] = 0.0f;
    mtx[2] = 0.0f;
    mtx[3] = 0.0f;
    
    mtx[4] = 0.0f;
    mtx[5] = f;
    mtx[6] = 0.0f;
    mtx[7] = 0.0f;
    
    mtx[8] = 0.0f;
    mtx[9] = 0.0f;
    mtx[10] = (farZ+nearZ) / (nearZ-farZ);
    mtx[11] = -1.0f;
    
    mtx[12] = 0.0f;
    mtx[13] = 0.0f;
    mtx[14] = 2 * farZ * nearZ /  (nearZ-farZ);
    mtx[15] = 0.0f;
}
 
 
void mtxLoadOrthographic(float* mtx,
                            float left, float right, 
                            float bottom, float top, 
                            float nearZ, float farZ)
{
    //See appendix G of OpenGL Red Book
    
    mtx[ 0] = 2.0f / (right - left);
    mtx[ 1] = 0.0;
    mtx[ 2] = 0.0;
    mtx[ 3] = 0.0;
    
    mtx[ 4] = 0.0;
    mtx[ 5] = 2.0f / (top - bottom);
    mtx[ 6] = 0.0;
    mtx[ 7] = 0.0;
    
    mtx[ 8] = 0.0;
    mtx[ 9] = 0.0;
    mtx[10] = -2.0f / (farZ - nearZ);
    mtx[11] = 0.0;
    
    mtx[12] = -(right + left) / (right - left);
    mtx[13] = -(top + bottom) / (top - bottom);
    mtx[14] = -(farZ + nearZ) / (farZ - nearZ);
    mtx[15] = 1.0f;
}
 
static inline float sgn(float val)
{
    return (val > 0.0f) ? 1.0f : ((val < 0.0f) ? -1.0f : 0.0f);
}
 
void mtxModifyObliqueProjection(float* mtx, const float* src, const float* plane)
{
    float vec[4];
    
    memcpy(mtx, src, 16 * sizeof(float));
 
    vec[0] = (sgn(plane[0]) + mtx[8]) / mtx[0];
    vec[1] = (sgn(plane[1]) + mtx[9]) / mtx[5];
    vec[2] = -1.0f;
    vec[3] = (1.0f + mtx[10]) / mtx[14];
    
    float dot = vec4DotProduct(plane, vec);
    
    vec[0] = plane[0] * (2.0f / dot);
    vec[1] = plane[1] * (2.0f / dot);
    vec[2] = plane[2] * (2.0f / dot);
    vec[3] = plane[3] * (2.0f / dot);
    
    // Replace the third row of the projection matrix
    mtx[ 2] = vec[0];
    mtx[ 6] = vec[1];
    mtx[10] = vec[2];
    mtx[14] = vec[3];
}
 
void mtxTranspose(float* mtx, const float* src)
{
    //Use a temp to swap in case mtx == src
    
    float tmp;
    mtx[0]  = src[0];
    mtx[5]  = src[5];
    mtx[10] = src[10];
    mtx[15] = src[15];
    
    tmp = src[4];
    mtx[4]  = src[1];
    mtx[1]  = tmp;
    
    tmp = src[8];
    mtx[8]  = src[2];
    mtx[2] = tmp;
    
    tmp = src[12];
    mtx[12] = src[3];
    mtx[3]  = tmp;
    
    tmp = src[9];
    mtx[9]  = src[6];
    mtx[6]  = tmp;
    
    tmp = src[13];
    mtx[13] = src[7];
    mtx[ 7] = tmp;
    
    tmp = src[14];
    mtx[14] = src[11];
    mtx[11] = tmp;
    
}
 
void mtxInvert(float* mtx, const float* src)
{
    float tmp[16];
    float val, val2, val_inv;
    int i, j, i4, i8, i12, ind;
    
    mtxTranspose(tmp, src);
    
    mtxLoadIdentity(mtx);
    
    
    for(i = 0; i != 4; i++)
    {
        val = tmp[(i << 2) + i];
        ind = i;
        
        i4  = i + 4;
        i8  = i + 8;
        i12 = i + 12;
        
        for (j = i + 1; j != 4; j++)
        {
            if(fabsf(tmp[(i << 2) + j]) > fabsf(val))
            {
                ind = j;
                val = tmp[(i << 2) + j];
            }
        }
        
        if(ind != i)
        {
            val2      = mtx[i];
            mtx[i]    = mtx[ind];
            mtx[ind]  = val2;
            
            val2      = tmp[i];
            tmp[i]    = tmp[ind];
            tmp[ind]  = val2;
            
            ind += 4;
            
            val2      = mtx[i4];
            mtx[i4]   = mtx[ind];
            mtx[ind]  = val2;
            
            val2      = tmp[i4];
            tmp[i4]   = tmp[ind];
            tmp[ind]  = val2;
            
            ind += 4;
            
            val2      = mtx[i8];
            mtx[i8]   = mtx[ind];
            mtx[ind]  = val2;
            
            val2      = tmp[i8];
            tmp[i8]   = tmp[ind];
            tmp[ind]  = val2;
            
            ind += 4;
            
            val2      = mtx[i12];
            mtx[i12]  = mtx[ind];
            mtx[ind]  = val2;
            
            val2      = tmp[i12];
            tmp[i12]  = tmp[ind];
            tmp[ind]  = val2;
        }
        
        if(val == 0)
        {
            mtxLoadIdentity(mtx);
            return;
        }
        
        val_inv = 1.0f / val;
        
        tmp[i]   *= val_inv;
        mtx[i]   *= val_inv;
        
        tmp[i4]  *= val_inv;
        mtx[i4]  *= val_inv;
        
        tmp[i8]  *= val_inv;
        mtx[i8]  *= val_inv;
        
        tmp[i12] *= val_inv;
        mtx[i12] *= val_inv;
        
        if(i != 0)
        {
            val = tmp[i << 2];
            
            tmp[0]  -= tmp[i]   * val;
            mtx[0]  -= mtx[i]   * val;
            
            tmp[4]  -= tmp[i4]  * val;
            mtx[4]  -= mtx[i4]  * val;
            
            tmp[8]  -= tmp[i8]  * val;
            mtx[8]  -= mtx[i8]  * val;
            
            tmp[12] -= tmp[i12] * val;
            mtx[12] -= mtx[i12] * val;
        }
        
        if(i != 1)
        {
            val = tmp[(i << 2) + 1];
            
            tmp[1]  -= tmp[i]   * val;
            mtx[1]  -= mtx[i]   * val;
            
            tmp[5]  -= tmp[i4]  * val;
            mtx[5]  -= mtx[i4]  * val;
            
            tmp[9]  -= tmp[i8]  * val;
            mtx[9]  -= mtx[i8]  * val;
            
            tmp[13] -= tmp[i12] * val;
            mtx[13] -= mtx[i12] * val;
        }
        
        if(i != 2)
        {
            val = tmp[(i << 2) + 2];
            
            tmp[2]  -= tmp[i]   * val;
            mtx[2]  -= mtx[i]   * val;
            
            tmp[6]  -= tmp[i4]  * val;
            mtx[6]  -= mtx[i4]  * val;
            
            tmp[10] -= tmp[i8]  * val;
            mtx[10] -= mtx[i8]  * val;
            
            tmp[14] -= tmp[i12] * val;
            mtx[14] -= mtx[i12] * val;
        }
        
        if(i != 3)
        {
            val = tmp[(i << 2) + 3];
            
            tmp[3]  -= tmp[i]   * val;
            mtx[3]  -= mtx[i]   * val;
            
            tmp[7]  -= tmp[i4]  * val;
            mtx[7]  -= mtx[i4]  * val;
            
            tmp[11] -= tmp[i8]  * val;
            mtx[11] -= mtx[i8]  * val;
            
            tmp[15] -= tmp[i12] * val;
            mtx[15] -= mtx[i12] * val;
        }
    }
}
 
void mtxLoadIdentity(float* mtx)
{
    // [ 0 4  8 12 ]
    // [ 1 5  9 13 ]
    // [ 2 6 10 14 ]
    // [ 3 7 11 15 ]
    mtx[ 0] = mtx[ 5] = mtx[10] = mtx[15] = 1.0f;
    
    mtx[ 1] = mtx[ 2] = mtx[ 3] = mtx[ 4] =    
    mtx[ 6] = mtx[ 7] = mtx[ 8] = mtx[ 9] =    
    mtx[11] = mtx[12] = mtx[13] = mtx[14] = 0.0;
}
 
 
void mtxLoadTranslate(float* mtx, float xTrans, float yTrans, float zTrans)
{
    
    // [ 0 4  8  x ]
    // [ 1 5  9  y ]
    // [ 2 6 10  z ]
    // [ 3 7 11 15 ]
    mtx[ 0] = mtx[ 5] = mtx[10] = mtx[15] = 1.0f;
    
    mtx[ 1] = mtx[ 2] = mtx[ 3] = mtx[ 4] =    
    mtx[ 6] = mtx[ 7] = mtx[ 8] = mtx[ 9] =    
    mtx[11] = 0.0;
    
    mtx[12] = xTrans;
    mtx[13] = yTrans;
    mtx[14] = zTrans;   
}
 
 
void mtxLoadScale(float* mtx, float xScale, float yScale, float zScale)
{
    // [ x 4  8 12 ]
    // [ 1 y  9 13 ]
    // [ 2 6  z 14 ]
    // [ 3 7 11 15 ]
    mtx[ 0] = xScale;
    mtx[ 5] = yScale;
    mtx[10] = zScale;
    mtx[15] = 1.0f;
    
    mtx[ 1] = mtx[ 2] = mtx[ 3] = mtx[ 4] =    
    mtx[ 6] = mtx[ 7] = mtx[ 8] = mtx[ 9] =    
    mtx[11] = mtx[12] = mtx[13] = mtx[14] = 0.0;        
}
 
 
void mtxLoadRotateX(float* mtx, float rad)
{
    // [ 0 4      8 12 ]
    // [ 1 cos -sin 13 ]
    // [ 2 sin cos  14 ]
    // [ 3 7     11 15 ]
    
    mtx[10] = mtx[ 5] = cosf(rad);
    mtx[ 6] = sinf(rad);
    mtx[ 9] = -mtx[ 6];
    
    mtx[ 0] = mtx[15] = 1.0f;
    
    mtx[ 1] = mtx[ 2] = mtx[ 3] = mtx[ 4] =    
    mtx[ 7] = mtx[ 8] = mtx[11] = mtx[12] =
    mtx[13] = mtx[14] = 0.0;        
}
 
 
void mtxLoadRotateY(float* mtx, float rad)
{
    // [ cos 4  -sin 12 ]
    // [ 1   5   9   13 ]
    // [ sin 6  cos  14 ]
    // [ 3   7  11   15 ]
    
    mtx[ 0] = mtx[10] = cosf(rad); 
    mtx[ 2] = sinf(rad);
    mtx[ 8] = -mtx[2];
    
    mtx[ 5] = mtx[15] = 1.0;
    
    mtx[ 1] = mtx[ 3] = mtx[ 4] = mtx[ 6] =    
    mtx[ 7] = mtx[ 9] = mtx[11] = mtx[12] =
    mtx[13] = mtx[14] = 0.0;
}
 
 
void mtxLoadRotateZ(float* mtx, float rad)
{
    // [ cos -sin 8 12 ]
    // [ sin cos  9 13 ]
    // [ 2   6   10 14 ]
    // [ 3   7   11 15 ]
    
    mtx[ 0] = mtx[ 5] = cosf(rad); 
    mtx[ 1] = sinf(rad);
    mtx[ 4] = -mtx[1];
    
    mtx[10] = mtx[15] = 1.0;
    
    mtx[ 2] = mtx[ 3] = mtx[ 6] = mtx[ 7] =    
    mtx[ 8] = mtx[ 9] = mtx[11] = mtx[12] =
    mtx[13] = mtx[14] = 0.0;
}
 
 
void mtxLoadRotate(float* mtx, float deg, float xAxis, float yAxis, float zAxis)
{
    float rad = deg * M_PI/180.0f;
    
    float sin_a = sinf(rad);
    float cos_a = cosf(rad);
    
    // Calculate coeffs.  No need to check for zero magnitude because we wouldn't be here.
    float magnitude = sqrtf(xAxis * xAxis + yAxis * yAxis + zAxis * zAxis);
    
    float p = 1.0f / magnitude;
    float cos_am = 1.0f - cos_a;
    
    float xp = xAxis * p;
    float yp = yAxis * p;
    float zp = zAxis * p;
    
    float xx = xp * xp;
    float yy = yp * yp;
    float zz = zp * zp;
    
    float xy = xp * yp * cos_am;
    float yz = yp * zp * cos_am;
    float zx = zp * xp * cos_am;
    
    xp *= sin_a;
    yp *= sin_a;
    zp *= sin_a;
    
    // Load coefs
    float m0  = xx + cos_a * (1.0f - xx);
    float m1  = xy + zp;
    float m2  = zx - yp;
    float m4  = xy - zp;
    float m5  = yy + cos_a * (1.0f - yy);
    float m6  = yz + xp;
    float m8  = zx + yp;
    float m9  = yz - xp;
    float m10 = zz + cos_a * (1.0f - zz);
    
    // Apply rotation 
    float c1 = mtx[0];
    float c2 = mtx[4];
    float c3 = mtx[8];
    mtx[0]  = c1 * m0 + c2 * m1 + c3 * m2;
    mtx[4]  = c1 * m4 + c2 * m5 + c3 * m6;
    mtx[8]  = c1 * m8 + c2 * m9 + c3 * m10;
    
    c1 = mtx[1];
    c2 = mtx[5];
    c3 = mtx[9];
    mtx[1]  = c1 * m0 + c2 * m1 + c3 * m2;
    mtx[5]  = c1 * m4 + c2 * m5 + c3 * m6;
    mtx[9]  = c1 * m8 + c2 * m9 + c3 * m10;
    
    c1 = mtx[2];
    c2 = mtx[6];
    c3 = mtx[10];
    mtx[2]  = c1 * m0 + c2 * m1 + c3 * m2;
    mtx[6]  = c1 * m4 + c2 * m5 + c3 * m6;
    mtx[10] = c1 * m8 + c2 * m9 + c3 * m10;
    
    c1 = mtx[3];
    c2 = mtx[7];
    c3 = mtx[11];
    mtx[3]  = c1 * m0 + c2 * m1 + c3 * m2;
    mtx[7]  = c1 * m4 + c2 * m5 + c3 * m6;
    mtx[11] = c1 * m8 + c2 * m9 + c3 * m10;
    
    mtx[12] = mtx[13] = mtx[14] = 0.0;
    mtx[15] = 1.0f;
}
 
 
void mtxTranslateApply(float* mtx, float xTrans, float yTrans, float zTrans)
{
    // [ 0 4  8 12 ]   [ 1 0 0 x ]
    // [ 1 5  9 13 ] x [ 0 1 0 y ]
    // [ 2 6 10 14 ]   [ 0 0 1 z ]
    // [ 3 7 11 15 ]   [ 0 0 0 1 ]
    
    mtx[12] += mtx[0]*xTrans + mtx[4]*yTrans + mtx[ 8]*zTrans;
    mtx[13] += mtx[1]*xTrans + mtx[5]*yTrans + mtx[ 9]*zTrans;
    mtx[14] += mtx[2]*xTrans + mtx[6]*yTrans + mtx[10]*zTrans;  
}
 
 
void mtxScaleApply(float* mtx, float xScale, float yScale, float zScale)
{ 
    // [ 0 4  8 12 ]   [ x 0 0 0 ]
    // [ 1 5  9 13 ] x [ 0 y 0 0 ] 
    // [ 2 6 10 14 ]   [ 0 0 z 0 ]
    // [ 3 7 11 15 ]   [ 0 0 0 1 ]   
    
    mtx[ 0] *= xScale;
    mtx[ 4] *= yScale;
    mtx[ 8] *= zScale;
    
    mtx[ 1] *= xScale;
    mtx[ 5] *= yScale;
    mtx[ 9] *= zScale;
    
    mtx[ 2] *= xScale;
    mtx[ 6] *= yScale;
    mtx[10] *= zScale;
    
    mtx[ 3] *= xScale;
    mtx[ 7] *= yScale;
    mtx[11] *= xScale;
}
 
 
void mtxTranslateMatrix(float* mtx, float xTrans, float yTrans, float zTrans)
{
    // [ 1 0 0 x ]   [ 0 4  8 12 ]
    // [ 0 1 0 y ] x [ 1 5  9 13 ]
    // [ 0 0 1 z ]   [ 2 6 10 14 ]
    // [ 0 0 0 1 ]   [ 3 7 11 15 ]
    
    mtx[ 0] += xTrans * mtx[ 3];
    mtx[ 1] += yTrans * mtx[ 3];
    mtx[ 2] += zTrans * mtx[ 3];
    
    mtx[ 4] += xTrans * mtx[ 7];
    mtx[ 5] += yTrans * mtx[ 7];
    mtx[ 6] += zTrans * mtx[ 7];
    
    mtx[ 8] += xTrans * mtx[11];
    mtx[ 9] += yTrans * mtx[11];
    mtx[10] += zTrans * mtx[11];
    
    mtx[12] += xTrans * mtx[15];
    mtx[13] += yTrans * mtx[15];
    mtx[14] += zTrans * mtx[15];
}
 
 
void mtxRotateXApply(float* mtx, float deg)
{
    // [ 0 4  8 12 ]   [ 1  0    0  0 ]
    // [ 1 5  9 13 ] x [ 0 cos -sin 0 ]
    // [ 2 6 10 14 ]   [ 0 sin  cos 0 ]
    // [ 3 7 11 15 ]   [ 0  0    0  1 ]
    
    float rad = deg * (M_PI/180.0f);
    
    float cosrad = cosf(rad);
    float sinrad = sinf(rad);
    
    float mtx04 = mtx[4];
    float mtx05 = mtx[5];
    float mtx06 = mtx[6];
    float mtx07 = mtx[7];
    
    mtx[ 4] = mtx[ 8]*sinrad + mtx04*cosrad;
    mtx[ 8] = mtx[ 8]*cosrad - mtx04*sinrad;
    
    mtx[ 5] = mtx[ 9]*sinrad + mtx05*cosrad;
    mtx[ 9] = mtx[ 9]*cosrad - mtx05*sinrad;
    
    mtx[ 6] = mtx[10]*sinrad + mtx06*cosrad;
    mtx[10] = mtx[10]*cosrad - mtx06*sinrad;
    
    mtx[ 7] = mtx[11]*sinrad + mtx07*cosrad;
    mtx[11] = mtx[11]*cosrad - mtx07*sinrad;
}
 
 
void mtxRotateYApply(float* mtx, float deg)
{
    // [ 0 4  8 12 ]   [ cos 0  -sin 0 ]
    // [ 1 5  9 13 ] x [ 0   1  0    0 ]
    // [ 2 6 10 14 ]   [ sin 0  cos  0 ]
    // [ 3 7 11 15 ]   [ 0   0  0    1 ]
    
    float rad = deg * (M_PI/180.0f);
    
    float cosrad = cosf(rad);
    float sinrad = sinf(rad);
    
    float mtx00 = mtx[0];
    float mtx01 = mtx[1];
    float mtx02 = mtx[2];
    float mtx03 = mtx[3];
    
    mtx[ 0] = mtx[ 8]*sinrad + mtx00*cosrad;
    mtx[ 8] = mtx[ 8]*cosrad - mtx00*sinrad;
    
    mtx[ 1] = mtx[ 9]*sinrad + mtx01*cosrad;
    mtx[ 9] = mtx[ 9]*cosrad - mtx01*sinrad;
    
    mtx[ 2] = mtx[10]*sinrad + mtx02*cosrad;
    mtx[10] = mtx[10]*cosrad - mtx02*sinrad;
    
    mtx[ 3] = mtx[11]*sinrad + mtx03*cosrad;
    mtx[11] = mtx[11]*cosrad - mtx03*sinrad;
}
 
 
void mtxRotateZApply(float* mtx, float deg)
{
    // [ 0 4  8 12 ]   [ cos -sin 0  0 ]
    // [ 1 5  9 13 ] x [ sin cos  0  0 ]
    // [ 2 6 10 14 ]   [ 0   0    1  0 ]
    // [ 3 7 11 15 ]   [ 0   0    0  1 ]
    
    float rad = deg * (M_PI/180.0f);
    
    float cosrad = cosf(rad);
    float sinrad = sinf(rad);
    
    float mtx00 = mtx[0];
    float mtx01 = mtx[1];
    float mtx02 = mtx[2];
    float mtx03 = mtx[3];
    
    mtx[ 0] = mtx[ 4]*sinrad + mtx00*cosrad;
    mtx[ 4] = mtx[ 4]*cosrad - mtx00*sinrad;
    
    mtx[ 1] = mtx[ 5]*sinrad + mtx01*cosrad;
    mtx[ 5] = mtx[ 5]*cosrad - mtx01*sinrad;
    
    mtx[ 2] = mtx[ 6]*sinrad + mtx02*cosrad;
    mtx[ 6] = mtx[ 6]*cosrad - mtx02*sinrad;
    
    mtx[ 3] = mtx[ 7]*sinrad + mtx03*cosrad;
    mtx[ 7] = mtx[ 7]*cosrad - mtx03*sinrad;
}
 
void mtxRotateApply(float* mtx, float deg, float xAxis, float yAxis, float zAxis)
{   
    if(yAxis == 0.0f && zAxis == 0.0f)
    {
        mtxRotateXApply(mtx, deg);
    }
    else if(xAxis == 0.0f && zAxis == 0.0f)
    {
        mtxRotateYApply(mtx, deg);
    }
    else if(xAxis == 0.0f && yAxis == 0.0f)
    {
        mtxRotateZApply(mtx, deg);
    }
    else
    {
        float rad = deg * M_PI/180.0f;
        
        float sin_a = sinf(rad);
        float cos_a = cosf(rad);
        
        // Calculate coeffs.  No need to check for zero magnitude because we wouldn't be here.
        float magnitude = sqrtf(xAxis * xAxis + yAxis * yAxis + zAxis * zAxis);
        
        float p = 1.0f / magnitude;
        float cos_am = 1.0f - cos_a;
        
        float xp = xAxis * p;
        float yp = yAxis * p;
        float zp = zAxis * p;
        
        float xx = xp * xp;
        float yy = yp * yp;
        float zz = zp * zp;
        
        float xy = xp * yp * cos_am;
        float yz = yp * zp * cos_am;
        float zx = zp * xp * cos_am;
        
        xp *= sin_a;
        yp *= sin_a;
        zp *= sin_a;
        
        // Load coefs
        float m0  = xx + cos_a * (1.0f - xx);
        float m1  = xy + zp;
        float m2  = zx - yp;
        float m4  = xy - zp;
        float m5  = yy + cos_a * (1.0f - yy);
        float m6  = yz + xp;
        float m8  = zx + yp;
        float m9  = yz - xp;
        float m10 = zz + cos_a * (1.0f - zz);
        
        // Apply rotation 
        float c1 = mtx[0];
        float c2 = mtx[4];
        float c3 = mtx[8];
        mtx[0]  = c1 * m0 + c2 * m1 + c3 * m2;
        mtx[4]  = c1 * m4 + c2 * m5 + c3 * m6;
        mtx[8]  = c1 * m8 + c2 * m9 + c3 * m10;
        
        c1 = mtx[1];
        c2 = mtx[5];
        c3 = mtx[9];
        mtx[1]  = c1 * m0 + c2 * m1 + c3 * m2;
        mtx[5]  = c1 * m4 + c2 * m5 + c3 * m6;
        mtx[9]  = c1 * m8 + c2 * m9 + c3 * m10;
        
        c1 = mtx[2];
        c2 = mtx[6];
        c3 = mtx[10];
        mtx[2]  = c1 * m0 + c2 * m1 + c3 * m2;
        mtx[6]  = c1 * m4 + c2 * m5 + c3 * m6;
        mtx[10] = c1 * m8 + c2 * m9 + c3 * m10;
        
        c1 = mtx[3];
        c2 = mtx[7];
        c3 = mtx[11];
        mtx[3]  = c1 * m0 + c2 * m1 + c3 * m2;
        mtx[7]  = c1 * m4 + c2 * m5 + c3 * m6;
        mtx[11] = c1 * m8 + c2 * m9 + c3 * m10;
    }   
}
 
void mtxScaleMatrix(float* mtx, float xScale, float yScale, float zScale)
{ 
    // [ x 0 0 0 ]   [ 0 4  8 12 ]
    // [ 0 y 0 0 ] x [ 1 5  9 13 ]
    // [ 0 0 z 0 ]   [ 2 6 10 14 ]
    // [ 0 0 0 1 ]   [ 3 7 11 15 ]
    
    mtx[ 0] *= xScale;
    mtx[ 4] *= xScale;
    mtx[ 8] *= xScale;
    mtx[12] *= xScale;
    
    mtx[ 1] *= yScale;
    mtx[ 5] *= yScale;
    mtx[ 9] *= yScale;      
    mtx[13] *= yScale;
    
    mtx[ 2] *= zScale;
    mtx[ 6] *= zScale;
    mtx[10] *= zScale;
    mtx[14] *= zScale;
}
 
 
void mtxRotateXMatrix(float* mtx, float rad)
{
    // [ 1  0    0  0 ]   [ 0 4  8 12 ]
    // [ 0 cos -sin 0 ] x [ 1 5  9 13 ]
    // [ 0 sin  cos 0 ]   [ 2 6 10 14 ]
    // [ 0  0    0  1 ]   [ 3 7 11 15 ]
    
    float cosrad = cosf(rad);
    float sinrad = sinf(rad);
    
    float mtx01 = mtx[ 1];
    float mtx05 = mtx[ 5];
    float mtx09 = mtx[ 9];
    float mtx13 = mtx[13];
    
    mtx[ 1] = cosrad*mtx01 - sinrad*mtx[ 2];
    mtx[ 2] = sinrad*mtx01 + cosrad*mtx[ 2];
    
    mtx[ 5] = cosrad*mtx05 - sinrad*mtx[ 6];
    mtx[ 6] = sinrad*mtx05 + cosrad*mtx[ 6];
    
    mtx[ 9] = cosrad*mtx09 - sinrad*mtx[10];
    mtx[10] = sinrad*mtx09 + cosrad*mtx[10];
    
    mtx[13] = cosrad*mtx13 - sinrad*mtx[14];
    mtx[14] = sinrad*mtx13 + cosrad*mtx[14];
}
 
 
void mtxRotateYMatrix(float* mtx, float rad)
{
    // [ cos 0  -sin 0 ]   [ 0 4  8 12 ]
    // [ 0   1  0    0 ] x [ 1 5  9 13 ]
    // [ sin 0  cos  0 ]   [ 2 6 10 14 ]
    // [ 0   0  0    1 ]   [ 3 7 11 15 ]
    
    float cosrad = cosf(rad);
    float sinrad = sinf(rad);
    
    float mtx00 = mtx[ 0];
    float mtx04 = mtx[ 4];
    float mtx08 = mtx[ 8];
    float mtx12 = mtx[12];
    
    mtx[ 0] = cosrad*mtx00 - sinrad*mtx[ 2];
    mtx[ 2] = sinrad*mtx00 + cosrad*mtx[ 2];
    
    mtx[ 4] = cosrad*mtx04 - sinrad*mtx[ 6];
    mtx[ 6] = sinrad*mtx04 + cosrad*mtx[ 6];
    
    mtx[ 8] = cosrad*mtx08 - sinrad*mtx[10];
    mtx[10] = sinrad*mtx08 + cosrad*mtx[10];
    
    mtx[12] = cosrad*mtx12 - sinrad*mtx[14];
    mtx[14] = sinrad*mtx12 + cosrad*mtx[14];
}
 
 
void mtxRotateZMatrix(float* mtx, float rad)
{
    // [ cos -sin 0  0 ]   [ 0 4  8 12 ]
    // [ sin cos  0  0 ] x [ 1 5  9 13 ]
    // [ 0   0    1  0 ]   [ 2 6 10 14 ]
    // [ 0   0    0  1 ]   [ 3 7 11 15 ]
    
    float cosrad = cosf(rad);
    float sinrad = sinf(rad);
    
    float mtx00 = mtx[ 0];
    float mtx04 = mtx[ 4];
    float mtx08 = mtx[ 8];
    float mtx12 = mtx[12];
    
    mtx[ 0] = cosrad*mtx00 - sinrad*mtx[ 1];
    mtx[ 1] = sinrad*mtx00 + cosrad*mtx[ 1];
    
    mtx[ 4] = cosrad*mtx04 - sinrad*mtx[ 5];
    mtx[ 5] = sinrad*mtx04 + cosrad*mtx[ 5];
    
    mtx[ 8] = cosrad*mtx08 - sinrad*mtx[ 9];
    mtx[ 9] = sinrad*mtx08 + cosrad*mtx[ 9];
    
    mtx[12] = cosrad*mtx12 - sinrad*mtx[13];
    mtx[13] = sinrad*mtx12 + cosrad*mtx[13];
}
 
void mtxRotateMatrix(float* mtx, float rad, float xAxis, float yAxis, float zAxis)
{
    float rotMtx[16];
    
    mtxLoadRotate(rotMtx, rad, xAxis, yAxis, zAxis);
    
    mtxMultiply(mtx, rotMtx, mtx);
}
 
 
 
void mtx3x3LoadIdentity(float* mtx)
{
    mtx[0] = mtx[4] = mtx[8] = 1.0f;
    
    mtx[1] = mtx[2] = mtx[3] = 
    mtx[5] = mtx[6] = mtx[7] = 0.0f;
    
}
 
void mtx3x3FromTopLeftOf4x4(float* mtx, const float* src)
{    
    mtx[0] = src[0];
    mtx[1] = src[1];
    mtx[2] = src[2];
    mtx[3] = src[4];
    mtx[4] = src[5];
    mtx[5] = src[6];
    mtx[6] = src[8];
    mtx[7] = src[9];
    mtx[8] = src[10];
}
 
void mtx3x3Transpose(float* mtx, const float* src)
{  
    float tmp;  
    mtx[0] = src[0];
    mtx[4] = src[4];
    mtx[8] = src[8];
    
    tmp = src[1];
    mtx[1] = src[3];
    mtx[3] = tmp;
    
    tmp = src[2];
    mtx[2] = src[6];
    mtx[6] = tmp;
    
    tmp = src[5];
    mtx[5] = src[7];
    mtx[7] = tmp;
}
 
 
void mtx3x3Invert(float* mtx, const float* src)
{    
    float cpy[9];
    float det =
    src[0] * (src[4]*src[8] - src[7]*src[5]) -
    src[1] * (src[3]*src[8] - src[6]*src[5]) +
    src[2] * (src[3]*src[7] - src[6]*src[4]);
    
    if ( fabs( det ) < 0.0005 )
    {
        mtx3x3LoadIdentity(mtx);
        return;
    }
    
    memcpy(cpy, src, 9 * sizeof(float));
    
    mtx[0] =   cpy[4]*cpy[8] - cpy[5]*cpy[7]  / det;
    mtx[1] = -(cpy[1]*cpy[8] - cpy[7]*cpy[2]) / det;
    mtx[2] =   cpy[1]*cpy[5] - cpy[4]*cpy[2]  / det;
    
    mtx[3] = -(cpy[3]*cpy[8] - cpy[5]*cpy[6]) / det;
    mtx[4] =   cpy[0]*cpy[8] - cpy[6]*cpy[2]  / det;
    mtx[5] = -(cpy[0]*cpy[5] - cpy[3]*cpy[2]) / det;
    
    mtx[6] =   cpy[3]*cpy[7] - cpy[6]*cpy[4]  / det;
    mtx[7] = -(cpy[0]*cpy[7] - cpy[6]*cpy[1]) / det;
    mtx[8] =   cpy[0]*cpy[4] - cpy[1]*cpy[3]  / det;
}
 
void mtx3x3Multiply(float* mtx, const float* lhs, const float* rhs)
{
    mtx[0] = lhs[0]*rhs[0] + lhs[3] * rhs[1] + lhs[6] * rhs[2];
    mtx[1] = lhs[1]*rhs[0] + lhs[4] * rhs[1] + lhs[7] * rhs[2];
    mtx[2] = lhs[2]*rhs[0] + lhs[5] * rhs[1] + lhs[8] * rhs[2];
    
    mtx[3] = lhs[0]*rhs[3] + lhs[3] * rhs[4] + lhs[6] * rhs[5];
    mtx[4] = lhs[1]*rhs[3] + lhs[4] * rhs[4] + lhs[7] * rhs[5];
    mtx[5] = lhs[2]*rhs[3] + lhs[5] * rhs[4] + lhs[8] * rhs[5];
    
    mtx[6] = lhs[0]*rhs[6] + lhs[3] * rhs[7] + lhs[6] * rhs[8];
    mtx[7] = lhs[1]*rhs[6] + lhs[4] * rhs[7] + lhs[7] * rhs[8];
    mtx[8] = lhs[2]*rhs[6] + lhs[5] * rhs[7] + lhs[8] * rhs[8];
}