/* Copyright 1988, Brown Computer Graphics Group. All Rights Reserved. */ /* -------------------------------------------------------------------------- * This file contains routines that operate on matrices and vectors, or * vectors and vectors. * -------------------------------------------------------------------------*/ /* #include "sphigslocal.h" */ /* -------------------------- Static Routines ---------------------------- */ /* ------------------------- Internal Routines --------------------------- */ /* -------------------------- Public Routines ---------------------------- */ /* * Multiplies a vector by a matrix, setting the result vector. * It assumes all homogeneous coordinates are 1. * The two vectors involved may be the same. */ #include "mat3.h" #ifndef TRUE # define TRUE 1 #endif #ifndef FALSE # define FALSE 0 #endif void MAT3mult_vec(result_vec, vec, mat) MAT3vec result_vec; register MAT3vec vec; register MAT3mat mat; { MAT3vec tempvec; register double *temp = tempvec; temp[0] = vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]; temp[1] = vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]; temp[2] = vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]; MAT3_COPY_VEC(result_vec, temp); } /* * Multiplies a vector of size 4 by a matrix, setting the result vector. * The fourth element of the vector is the homogeneous coordinate, which * may or may not be 1. If the "normalize" parameter is TRUE, then the * result vector will be normalized so that the homogeneous coordinate is 1. * The two vectors involved may be the same. * This returns zero if the vector was to be normalized, but couldn't be. */ int MAT3mult_hvec(result_vec, vec, mat, normalize) MAT3hvec result_vec; register MAT3hvec vec; register MAT3mat mat; { MAT3hvec tempvec; double norm_fac; register double *temp = tempvec; register int ret = TRUE; temp[0] = vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + vec[3] * mat[3][0]; temp[1] = vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + vec[3] * mat[3][1]; temp[2] = vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + vec[3] * mat[3][2]; temp[3] = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + vec[3] * mat[3][3]; /* Normalize if asked for, possible, and necessary */ if (normalize) { if (MAT3_IS_ZERO(temp[3])) { #ifndef THINK_C fprintf (stderr, "Can't normalize vector: homogeneous coordinate is 0"); #endif ret = FALSE; } else { norm_fac = 1.0 / temp[3]; MAT3_SCALE_VEC(result_vec, temp, norm_fac); result_vec[3] = 1.0; } } else MAT3_COPY_HVEC(result_vec, temp); return(ret); } /* * Sets the first vector to be the cross-product of the last two vectors. */ void MAT3cross_product(result_vec, vec1, vec2) MAT3vec result_vec; register MAT3vec vec1, vec2; { MAT3vec tempvec; register double *temp = tempvec; temp[0] = vec1[1] * vec2[2] - vec1[2] * vec2[1]; temp[1] = vec1[2] * vec2[0] - vec1[0] * vec2[2]; temp[2] = vec1[0] * vec2[1] - vec1[1] * vec2[0]; MAT3_COPY_VEC(result_vec, temp); } /* * Finds a vector perpendicular to vec and stores it in result_vec. * Method: take any vector (we use <0,1,0>) and subtract the * portion of it pointing in the vec direction. This doesn't * work if vec IS <0,1,0> or is very near it. So if this is * the case, use <0,0,1> instead. * If "is_unit" is TRUE, the given vector is assumed to be unit length. */ #define SELECT .7071 /* selection constant (roughly .5*sqrt(2) */ void MAT3perp_vec(result_vec, vec, is_unit) MAT3vec result_vec, vec; int is_unit; { MAT3vec norm; double dot; MAT3_SET_VEC(result_vec, 0.0, 1.0, 0.0); MAT3_COPY_VEC(norm, vec); if (! is_unit) MAT3_NORMALIZE_VEC(norm, dot); /* See if vector is too close to <0,1,0>. If so, use <0,0,1> */ if ((dot = MAT3_DOT_PRODUCT(norm, result_vec)) > SELECT || dot < -SELECT) { result_vec[1] = 0.0; result_vec[2] = 1.0; dot = MAT3_DOT_PRODUCT(norm, result_vec); } /* Subtract off non-perpendicular part */ result_vec[0] -= dot * norm[0]; result_vec[1] -= dot * norm[1]; result_vec[2] -= dot * norm[2]; /* Make result unit length */ MAT3_NORMALIZE_VEC(result_vec, dot); }