155 lines
4.4 KiB
C
155 lines
4.4 KiB
C
/* Copyright 1988, Brown Computer Graphics Group. All Rights Reserved. */
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/* --------------------------------------------------------------------------
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* This file contains routines that operate on matrices and vectors, or
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* vectors and vectors.
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* -------------------------------------------------------------------------*/
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/* #include "sphigslocal.h" */
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/* -------------------------- Static Routines ---------------------------- */
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/* ------------------------- Internal Routines --------------------------- */
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/* -------------------------- Public Routines ---------------------------- */
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/*
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* Multiplies a vector by a matrix, setting the result vector.
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* It assumes all homogeneous coordinates are 1.
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* The two vectors involved may be the same.
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*/
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#include <Math/mat3.h>
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#ifndef TRUE
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# define TRUE 1
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#endif
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#ifndef FALSE
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# define FALSE 0
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#endif
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#if !defined( USE_XTRA_MAT3_INLINES )
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void
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MAT3mult_vec(double *result_vec, register double *vec, register double (*mat)[4])
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{
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MAT3vec tempvec;
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register double *temp = tempvec;
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temp[0] = vec[0] * mat[0][0] + vec[1] * mat[1][0] +
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vec[2] * mat[2][0] + mat[3][0];
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temp[1] = vec[0] * mat[0][1] + vec[1] * mat[1][1] +
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vec[2] * mat[2][1] + mat[3][1];
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temp[2] = vec[0] * mat[0][2] + vec[1] * mat[1][2] +
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vec[2] * mat[2][2] + mat[3][2];
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MAT3_COPY_VEC(result_vec, temp);
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}
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#endif // !defined( USE_XTRA_MAT3_INLINES )
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/*
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* Multiplies a vector of size 4 by a matrix, setting the result vector.
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* The fourth element of the vector is the homogeneous coordinate, which
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* may or may not be 1. If the "normalize" parameter is TRUE, then the
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* result vector will be normalized so that the homogeneous coordinate is 1.
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* The two vectors involved may be the same.
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* This returns zero if the vector was to be normalized, but couldn't be.
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*/
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int
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MAT3mult_hvec(double *result_vec, register double *vec, register double (*mat)[4], int normalize)
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{
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MAT3hvec tempvec;
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double norm_fac;
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register double *temp = tempvec;
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register int ret = TRUE;
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temp[0] = vec[0] * mat[0][0] + vec[1] * mat[1][0] +
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vec[2] * mat[2][0] + vec[3] * mat[3][0];
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temp[1] = vec[0] * mat[0][1] + vec[1] * mat[1][1] +
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vec[2] * mat[2][1] + vec[3] * mat[3][1];
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temp[2] = vec[0] * mat[0][2] + vec[1] * mat[1][2] +
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vec[2] * mat[2][2] + vec[3] * mat[3][2];
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temp[3] = vec[0] * mat[0][3] + vec[1] * mat[1][3] +
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vec[2] * mat[2][3] + vec[3] * mat[3][3];
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/* Normalize if asked for, possible, and necessary */
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if (normalize) {
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if (MAT3_IS_ZERO(temp[3])) {
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#ifndef THINK_C
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fprintf (stderr,
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"Can't normalize vector: homogeneous coordinate is 0");
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#endif
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ret = FALSE;
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}
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else {
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norm_fac = 1.0 / temp[3];
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MAT3_SCALE_VEC(result_vec, temp, norm_fac);
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result_vec[3] = 1.0;
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}
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}
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else MAT3_COPY_HVEC(result_vec, temp);
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return(ret);
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}
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#if !defined( USE_XTRA_MAT3_INLINES )
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/*
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* Sets the first vector to be the cross-product of the last two vectors.
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*/
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void
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MAT3cross_product(double *result_vec, register double *vec1, register double *vec2)
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{
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MAT3vec tempvec;
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register double *temp = tempvec;
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temp[0] = vec1[1] * vec2[2] - vec1[2] * vec2[1];
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temp[1] = vec1[2] * vec2[0] - vec1[0] * vec2[2];
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temp[2] = vec1[0] * vec2[1] - vec1[1] * vec2[0];
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MAT3_COPY_VEC(result_vec, temp);
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}
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#endif // !defined( USE_XTRA_MAT3_INLINES )
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/*
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* Finds a vector perpendicular to vec and stores it in result_vec.
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* Method: take any vector (we use <0,1,0>) and subtract the
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* portion of it pointing in the vec direction. This doesn't
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* work if vec IS <0,1,0> or is very near it. So if this is
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* the case, use <0,0,1> instead.
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* If "is_unit" is TRUE, the given vector is assumed to be unit length.
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*/
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#define SELECT .7071 /* selection constant (roughly .5*sqrt(2) */
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void
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MAT3perp_vec(double *result_vec, double *vec, int is_unit)
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{
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MAT3vec norm;
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double dot;
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MAT3_SET_VEC(result_vec, 0.0, 1.0, 0.0);
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MAT3_COPY_VEC(norm, vec);
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if (! is_unit) MAT3_NORMALIZE_VEC(norm, dot);
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/* See if vector is too close to <0,1,0>. If so, use <0,0,1> */
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if ((dot = MAT3_DOT_PRODUCT(norm, result_vec)) > SELECT || dot < -SELECT) {
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result_vec[1] = 0.0;
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result_vec[2] = 1.0;
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dot = MAT3_DOT_PRODUCT(norm, result_vec);
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}
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/* Subtract off non-perpendicular part */
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result_vec[0] -= dot * norm[0];
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result_vec[1] -= dot * norm[1];
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result_vec[2] -= dot * norm[2];
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/* Make result unit length */
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MAT3_NORMALIZE_VEC(result_vec, dot);
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}
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