2003-04-26 16:02:26 +00:00
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/* arithb.c
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*
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* simple math for blender code
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2002-10-12 11:37:38 +00:00
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*
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* sort of cleaned up mar-01 nzc
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*
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* Functions here get counterparts with MTC prefixes. Basically, we phase
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* out the calls here in favour of fully prototyped versions.
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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/* ************************ FUNKTIES **************************** */
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#include <math.h>
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#include <sys/types.h>
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#include <string.h>
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#include <float.h>
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2002-11-25 12:02:15 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2004-03-06 19:32:33 +00:00
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#if defined(__sun__) || defined( __sun ) || defined (__sparc) || defined (__sparc__)
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2002-10-12 11:37:38 +00:00
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#include <strings.h>
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#endif
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#if !defined(__sgi) && !defined(WIN32)
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#include <sys/time.h>
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#include <unistd.h>
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#endif
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#include <stdio.h>
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#include "BLI_arithb.h"
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/* A few small defines. Keep'em local! */
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#define SMALL_NUMBER 1.e-8
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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#define SWAP(type, a, b) { type sw_ap; sw_ap=(a); (a)=(b); (b)=sw_ap; }
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#if defined(WIN32) || defined(__APPLE__)
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#include <stdlib.h>
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#define M_PI 3.14159265358979323846
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#define M_SQRT2 1.41421356237309504880
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#endif /* defined(WIN32) || defined(__APPLE__) */
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float saacos(float fac)
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{
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if(fac<= -1.0f) return (float)M_PI;
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else if(fac>=1.0f) return 0.0;
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else return (float)acos(fac);
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}
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float sasqrt(float fac)
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{
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if(fac<=0.0) return 0.0;
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return (float)sqrt(fac);
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}
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float Normalise(float *n)
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{
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float d;
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d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
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2004-05-31 12:08:50 +00:00
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/* A larger value causes normalise errors in a scaled down models with camera xtreme close */
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if(d>1.0e-35F) {
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2002-10-12 11:37:38 +00:00
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d= (float)sqrt(d);
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n[0]/=d;
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n[1]/=d;
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n[2]/=d;
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} else {
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n[0]=n[1]=n[2]= 0.0;
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d= 0.0;
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}
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return d;
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}
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2003-07-02 13:37:03 +00:00
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void Crossf(float *c, float *a, float *b)
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2002-10-12 11:37:38 +00:00
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{
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c[0] = a[1] * b[2] - a[2] * b[1];
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c[1] = a[2] * b[0] - a[0] * b[2];
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c[2] = a[0] * b[1] - a[1] * b[0];
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}
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2003-07-02 13:37:03 +00:00
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float Inpf( float *v1, float *v2)
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2002-10-12 11:37:38 +00:00
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{
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return v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2];
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}
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2003-10-21 13:22:07 +00:00
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/* Project v1 on v2 */
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2003-12-24 11:44:57 +00:00
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void Projf(float *c, float *v1, float *v2)
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2003-10-21 13:22:07 +00:00
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{
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float mul;
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mul = Inpf(v1, v2) / Inpf(v2, v2);
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c[0] = mul * v2[0];
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c[1] = mul * v2[1];
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c[2] = mul * v2[2];
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}
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2002-10-12 11:37:38 +00:00
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void Mat3Transp(float mat[][3])
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{
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float t;
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t = mat[0][1] ;
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mat[0][1] = mat[1][0] ;
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mat[1][0] = t;
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t = mat[0][2] ;
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mat[0][2] = mat[2][0] ;
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mat[2][0] = t;
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t = mat[1][2] ;
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mat[1][2] = mat[2][1] ;
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mat[2][1] = t;
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}
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void Mat4Transp(float mat[][4])
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{
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float t;
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t = mat[0][1] ;
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mat[0][1] = mat[1][0] ;
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mat[1][0] = t;
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t = mat[0][2] ;
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mat[0][2] = mat[2][0] ;
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mat[2][0] = t;
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t = mat[0][3] ;
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mat[0][3] = mat[3][0] ;
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mat[3][0] = t;
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t = mat[1][2] ;
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mat[1][2] = mat[2][1] ;
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mat[2][1] = t;
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t = mat[1][3] ;
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mat[1][3] = mat[3][1] ;
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mat[3][1] = t;
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t = mat[2][3] ;
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mat[2][3] = mat[3][2] ;
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mat[3][2] = t;
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}
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/*
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* invertmat -
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* computes the inverse of mat and puts it in inverse. Returns
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* TRUE on success (i.e. can always find a pivot) and FALSE on failure.
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* Uses Gaussian Elimination with partial (maximal column) pivoting.
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*
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* Mark Segal - 1992
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*/
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2003-07-02 13:37:03 +00:00
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int Mat4Invert(float inverse[][4], float mat[][4])
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2002-10-12 11:37:38 +00:00
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{
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int i, j, k;
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double temp;
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float tempmat[4][4];
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float max;
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int maxj;
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/* Set inverse to identity */
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for (i=0; i<4; i++)
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for (j=0; j<4; j++)
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inverse[i][j] = 0;
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for (i=0; i<4; i++)
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inverse[i][i] = 1;
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/* Copy original matrix so we don't mess it up */
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for(i = 0; i < 4; i++)
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for(j = 0; j <4; j++)
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tempmat[i][j] = mat[i][j];
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for(i = 0; i < 4; i++) {
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/* Look for row with max pivot */
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max = ABS(tempmat[i][i]);
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maxj = i;
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for(j = i + 1; j < 4; j++) {
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if(ABS(tempmat[j][i]) > max) {
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max = ABS(tempmat[j][i]);
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maxj = j;
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}
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}
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/* Swap rows if necessary */
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if (maxj != i) {
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for( k = 0; k < 4; k++) {
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SWAP(float, tempmat[i][k], tempmat[maxj][k]);
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SWAP(float, inverse[i][k], inverse[maxj][k]);
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}
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}
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temp = tempmat[i][i];
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if (temp == 0)
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return 0; /* No non-zero pivot */
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for(k = 0; k < 4; k++) {
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tempmat[i][k] = (float)(tempmat[i][k]/temp);
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inverse[i][k] = (float)(inverse[i][k]/temp);
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}
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for(j = 0; j < 4; j++) {
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if(j != i) {
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temp = tempmat[j][i];
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for(k = 0; k < 4; k++) {
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tempmat[j][k] -= (float)(tempmat[i][k]*temp);
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inverse[j][k] -= (float)(inverse[i][k]*temp);
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}
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}
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}
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}
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return 1;
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}
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#ifdef TEST_ACTIVE
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2003-07-02 13:37:03 +00:00
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void Mat4InvertSimp(float inverse[][4], float mat[][4])
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2002-10-12 11:37:38 +00:00
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{
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2003-04-26 16:02:26 +00:00
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/* only for Matrices that have a rotation */
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/* based at GG IV pag 205 */
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2002-10-12 11:37:38 +00:00
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float scale;
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scale= mat[0][0]*mat[0][0] + mat[1][0]*mat[1][0] + mat[2][0]*mat[2][0];
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if(scale==0.0) return;
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scale= 1.0/scale;
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2003-04-26 16:02:26 +00:00
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/* transpose and scale */
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2002-10-12 11:37:38 +00:00
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inverse[0][0]= scale*mat[0][0];
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inverse[1][0]= scale*mat[0][1];
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inverse[2][0]= scale*mat[0][2];
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inverse[0][1]= scale*mat[1][0];
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inverse[1][1]= scale*mat[1][1];
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inverse[2][1]= scale*mat[1][2];
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inverse[0][2]= scale*mat[2][0];
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inverse[1][2]= scale*mat[2][1];
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inverse[2][2]= scale*mat[2][2];
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inverse[3][0]= -(inverse[0][0]*mat[3][0] + inverse[1][0]*mat[3][1] + inverse[2][0]*mat[3][2]);
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inverse[3][1]= -(inverse[0][1]*mat[3][0] + inverse[1][1]*mat[3][1] + inverse[2][1]*mat[3][2]);
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inverse[3][2]= -(inverse[0][2]*mat[3][0] + inverse[1][2]*mat[3][1] + inverse[2][2]*mat[3][2]);
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inverse[0][3]= inverse[1][3]= inverse[2][3]= 0.0;
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inverse[3][3]= 1.0;
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}
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#endif
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/* struct Matrix4; */
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#ifdef TEST_ACTIVE
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/* this seems to be unused.. */
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2003-07-02 13:37:03 +00:00
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void Mat4Inv(float *m1, float *m2)
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2002-10-12 11:37:38 +00:00
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{
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/* This gets me into trouble: */
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float mat1[3][3], mat2[3][3];
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/* void Mat3Inv(); */
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/* void Mat3CpyMat4(); */
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/* void Mat4CpyMat3(); */
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Mat3CpyMat4((float*)mat2,m2);
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Mat3Inv((float*)mat1, (float*) mat2);
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Mat4CpyMat3(m1, mat1);
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}
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#endif
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float Det2x2(float a,float b,float c,float d)
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{
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return a*d - b*c;
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}
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float Det3x3(float a1, float a2, float a3,
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float b1, float b2, float b3,
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float c1, float c2, float c3 )
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{
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float ans;
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ans = a1 * Det2x2( b2, b3, c2, c3 )
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- b1 * Det2x2( a2, a3, c2, c3 )
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+ c1 * Det2x2( a2, a3, b2, b3 );
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return ans;
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}
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2003-07-02 13:37:03 +00:00
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float Det4x4(float m[][4])
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2002-10-12 11:37:38 +00:00
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{
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float ans;
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float a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
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a1= m[0][0];
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b1= m[0][1];
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c1= m[0][2];
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d1= m[0][3];
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a2= m[1][0];
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b2= m[1][1];
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c2= m[1][2];
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d2= m[1][3];
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a3= m[2][0];
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b3= m[2][1];
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c3= m[2][2];
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d3= m[2][3];
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a4= m[3][0];
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b4= m[3][1];
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c4= m[3][2];
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d4= m[3][3];
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ans = a1 * Det3x3( b2, b3, b4, c2, c3, c4, d2, d3, d4)
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- b1 * Det3x3( a2, a3, a4, c2, c3, c4, d2, d3, d4)
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+ c1 * Det3x3( a2, a3, a4, b2, b3, b4, d2, d3, d4)
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- d1 * Det3x3( a2, a3, a4, b2, b3, b4, c2, c3, c4);
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return ans;
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}
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2003-07-02 13:37:03 +00:00
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void Mat4Adj(float out[][4], float in[][4]) /* out = ADJ(in) */
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2002-10-12 11:37:38 +00:00
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{
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float a1, a2, a3, a4, b1, b2, b3, b4;
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float c1, c2, c3, c4, d1, d2, d3, d4;
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a1= in[0][0];
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b1= in[0][1];
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c1= in[0][2];
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d1= in[0][3];
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a2= in[1][0];
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b2= in[1][1];
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c2= in[1][2];
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d2= in[1][3];
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a3= in[2][0];
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b3= in[2][1];
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c3= in[2][2];
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d3= in[2][3];
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a4= in[3][0];
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b4= in[3][1];
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c4= in[3][2];
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d4= in[3][3];
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out[0][0] = Det3x3( b2, b3, b4, c2, c3, c4, d2, d3, d4);
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out[1][0] = - Det3x3( a2, a3, a4, c2, c3, c4, d2, d3, d4);
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out[2][0] = Det3x3( a2, a3, a4, b2, b3, b4, d2, d3, d4);
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out[3][0] = - Det3x3( a2, a3, a4, b2, b3, b4, c2, c3, c4);
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out[0][1] = - Det3x3( b1, b3, b4, c1, c3, c4, d1, d3, d4);
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out[1][1] = Det3x3( a1, a3, a4, c1, c3, c4, d1, d3, d4);
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out[2][1] = - Det3x3( a1, a3, a4, b1, b3, b4, d1, d3, d4);
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out[3][1] = Det3x3( a1, a3, a4, b1, b3, b4, c1, c3, c4);
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out[0][2] = Det3x3( b1, b2, b4, c1, c2, c4, d1, d2, d4);
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out[1][2] = - Det3x3( a1, a2, a4, c1, c2, c4, d1, d2, d4);
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out[2][2] = Det3x3( a1, a2, a4, b1, b2, b4, d1, d2, d4);
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out[3][2] = - Det3x3( a1, a2, a4, b1, b2, b4, c1, c2, c4);
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out[0][3] = - Det3x3( b1, b2, b3, c1, c2, c3, d1, d2, d3);
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out[1][3] = Det3x3( a1, a2, a3, c1, c2, c3, d1, d2, d3);
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out[2][3] = - Det3x3( a1, a2, a3, b1, b2, b3, d1, d2, d3);
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out[3][3] = Det3x3( a1, a2, a3, b1, b2, b3, c1, c2, c3);
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}
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2003-07-02 13:37:03 +00:00
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void Mat4InvGG(float out[][4], float in[][4]) /* from Graphic Gems I, out= INV(in) */
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2002-10-12 11:37:38 +00:00
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{
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int i, j;
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float det;
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/* calculate the adjoint matrix */
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Mat4Adj(out,in);
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det = Det4x4(out);
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if ( fabs( det ) < SMALL_NUMBER) {
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return;
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}
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/* scale the adjoint matrix to get the inverse */
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for (i=0; i<4; i++)
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for(j=0; j<4; j++)
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out[i][j] = out[i][j] / det;
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2003-04-26 16:02:26 +00:00
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/* the last factor is not always 1. For that reason an extra division should be implemented? */
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2002-10-12 11:37:38 +00:00
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}
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2003-07-02 13:37:03 +00:00
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void Mat3Inv(float m1[][3], float m2[][3])
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2002-10-12 11:37:38 +00:00
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{
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short a,b;
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float det;
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2003-04-26 16:02:26 +00:00
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/* calc adjoint */
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2002-10-12 11:37:38 +00:00
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Mat3Adj(m1,m2);
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2003-04-26 16:02:26 +00:00
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/* then determinant old matrix! */
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2002-10-12 11:37:38 +00:00
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det= m2[0][0]* (m2[1][1]*m2[2][2] - m2[1][2]*m2[2][1])
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-m2[1][0]* (m2[0][1]*m2[2][2] - m2[0][2]*m2[2][1])
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+m2[2][0]* (m2[0][1]*m2[1][2] - m2[0][2]*m2[1][1]);
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if(det==0) det=1;
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det= 1/det;
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for(a=0;a<3;a++) {
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for(b=0;b<3;b++) {
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m1[a][b]*=det;
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}
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}
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}
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2003-07-02 13:37:03 +00:00
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void Mat3Adj(float m1[][3], float m[][3])
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2002-10-12 11:37:38 +00:00
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{
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m1[0][0]=m[1][1]*m[2][2]-m[1][2]*m[2][1];
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m1[0][1]= -m[0][1]*m[2][2]+m[0][2]*m[2][1];
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m1[0][2]=m[0][1]*m[1][2]-m[0][2]*m[1][1];
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m1[1][0]= -m[1][0]*m[2][2]+m[1][2]*m[2][0];
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m1[1][1]=m[0][0]*m[2][2]-m[0][2]*m[2][0];
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m1[1][2]= -m[0][0]*m[1][2]+m[0][2]*m[1][0];
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m1[2][0]=m[1][0]*m[2][1]-m[1][1]*m[2][0];
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m1[2][1]= -m[0][0]*m[2][1]+m[0][1]*m[2][0];
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m1[2][2]=m[0][0]*m[1][1]-m[0][1]*m[1][0];
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}
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2003-07-02 13:37:03 +00:00
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void Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4])
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2002-10-12 11:37:38 +00:00
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{
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/* matrix product: m1[j][k] = m2[j][i].m3[i][k] */
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m1[0][0] = m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0] + m2[0][3]*m3[3][0];
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m1[0][1] = m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1] + m2[0][3]*m3[3][1];
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m1[0][2] = m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2] + m2[0][3]*m3[3][2];
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m1[0][3] = m2[0][0]*m3[0][3] + m2[0][1]*m3[1][3] + m2[0][2]*m3[2][3] + m2[0][3]*m3[3][3];
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m1[1][0] = m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0] + m2[1][3]*m3[3][0];
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m1[1][1] = m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1] + m2[1][3]*m3[3][1];
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m1[1][2] = m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2] + m2[1][3]*m3[3][2];
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m1[1][3] = m2[1][0]*m3[0][3] + m2[1][1]*m3[1][3] + m2[1][2]*m3[2][3] + m2[1][3]*m3[3][3];
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m1[2][0] = m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0] + m2[2][3]*m3[3][0];
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m1[2][1] = m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1] + m2[2][3]*m3[3][1];
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m1[2][2] = m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2] + m2[2][3]*m3[3][2];
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m1[2][3] = m2[2][0]*m3[0][3] + m2[2][1]*m3[1][3] + m2[2][2]*m3[2][3] + m2[2][3]*m3[3][3];
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m1[3][0] = m2[3][0]*m3[0][0] + m2[3][1]*m3[1][0] + m2[3][2]*m3[2][0] + m2[3][3]*m3[3][0];
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m1[3][1] = m2[3][0]*m3[0][1] + m2[3][1]*m3[1][1] + m2[3][2]*m3[2][1] + m2[3][3]*m3[3][1];
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m1[3][2] = m2[3][0]*m3[0][2] + m2[3][1]*m3[1][2] + m2[3][2]*m3[2][2] + m2[3][3]*m3[3][2];
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m1[3][3] = m2[3][0]*m3[0][3] + m2[3][1]*m3[1][3] + m2[3][2]*m3[2][3] + m2[3][3]*m3[3][3];
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}
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#ifdef TEST_ACTIVE
|
2003-07-02 13:37:03 +00:00
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void subMat4MulMat4(float *m1, float *m2, float *m3)
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2002-10-12 11:37:38 +00:00
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{
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m1[0]= m2[0]*m3[0] + m2[1]*m3[4] + m2[2]*m3[8];
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m1[1]= m2[0]*m3[1] + m2[1]*m3[5] + m2[2]*m3[9];
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m1[2]= m2[0]*m3[2] + m2[1]*m3[6] + m2[2]*m3[10];
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m1[3]= m2[0]*m3[3] + m2[1]*m3[7] + m2[2]*m3[11] + m2[3];
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m1+=4;
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m2+=4;
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m1[0]= m2[0]*m3[0] + m2[1]*m3[4] + m2[2]*m3[8];
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m1[1]= m2[0]*m3[1] + m2[1]*m3[5] + m2[2]*m3[9];
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m1[2]= m2[0]*m3[2] + m2[1]*m3[6] + m2[2]*m3[10];
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m1[3]= m2[0]*m3[3] + m2[1]*m3[7] + m2[2]*m3[11] + m2[3];
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m1+=4;
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m2+=4;
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m1[0]= m2[0]*m3[0] + m2[1]*m3[4] + m2[2]*m3[8];
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m1[1]= m2[0]*m3[1] + m2[1]*m3[5] + m2[2]*m3[9];
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m1[2]= m2[0]*m3[2] + m2[1]*m3[6] + m2[2]*m3[10];
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m1[3]= m2[0]*m3[3] + m2[1]*m3[7] + m2[2]*m3[11] + m2[3];
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}
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#endif
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#ifndef TEST_ACTIVE
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2003-07-02 13:37:03 +00:00
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void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3])
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2002-10-12 11:37:38 +00:00
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#else
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2003-07-02 13:37:03 +00:00
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void Mat3MulMat3(float *m1, float *m3, float *m2)
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2002-10-12 11:37:38 +00:00
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#endif
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{
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/* m1[i][j] = m2[i][k]*m3[k][j], args are flipped! */
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#ifndef TEST_ACTIVE
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m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
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m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
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m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
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m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
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m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
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m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
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m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
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m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
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m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
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#else
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m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6];
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m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7];
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m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8];
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m1+=3;
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m2+=3;
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m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6];
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m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7];
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m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8];
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m1+=3;
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m2+=3;
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m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6];
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m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7];
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m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8];
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#endif
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} /* end of void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]) */
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|
2003-07-02 13:37:03 +00:00
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void Mat4MulMat43(float (*m1)[4], float (*m3)[4], float (*m2)[3])
|
2002-10-12 11:37:38 +00:00
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{
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m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
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m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
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m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
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m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
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m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
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m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
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m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
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m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
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m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
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}
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/* m1 = m2 * m3, ignore the elements on the 4th row/column of m3*/
|
2003-07-02 13:37:03 +00:00
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void Mat3IsMat3MulMat4(float m1[][3], float m2[][3], float m3[][4])
|
2002-10-12 11:37:38 +00:00
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{
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/* m1[i][j] = m2[i][k] * m3[k][j] */
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m1[0][0] = m2[0][0] * m3[0][0] + m2[0][1] * m3[1][0] +m2[0][2] * m3[2][0];
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m1[0][1] = m2[0][0] * m3[0][1] + m2[0][1] * m3[1][1] +m2[0][2] * m3[2][1];
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m1[0][2] = m2[0][0] * m3[0][2] + m2[0][1] * m3[1][2] +m2[0][2] * m3[2][2];
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|
|
m1[1][0] = m2[1][0] * m3[0][0] + m2[1][1] * m3[1][0] +m2[1][2] * m3[2][0];
|
|
|
|
m1[1][1] = m2[1][0] * m3[0][1] + m2[1][1] * m3[1][1] +m2[1][2] * m3[2][1];
|
|
|
|
m1[1][2] = m2[1][0] * m3[0][2] + m2[1][1] * m3[1][2] +m2[1][2] * m3[2][2];
|
|
|
|
|
|
|
|
m1[2][0] = m2[2][0] * m3[0][0] + m2[2][1] * m3[1][0] +m2[2][2] * m3[2][0];
|
|
|
|
m1[2][1] = m2[2][0] * m3[0][1] + m2[2][1] * m3[1][1] +m2[2][2] * m3[2][1];
|
|
|
|
m1[2][2] = m2[2][0] * m3[0][2] + m2[2][1] * m3[1][2] +m2[2][2] * m3[2][2];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4MulMat34(float (*m1)[4], float (*m3)[3], float (*m2)[4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
|
|
|
|
m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
|
|
|
|
m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
|
|
|
|
m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
|
|
|
|
m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
|
|
|
|
m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
|
|
|
|
m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
|
|
|
|
m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
|
|
|
|
m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4CpyMat4(float m1[][4], float m2[][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
memcpy(m1, m2, 4*4*sizeof(float));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat4SwapMat4(float *m1, float *m2)
|
|
|
|
{
|
|
|
|
float t;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for(i=0;i<16;i++) {
|
|
|
|
t= *m1;
|
|
|
|
*m1= *m2;
|
|
|
|
*m2= t;
|
|
|
|
m1++;
|
|
|
|
m2++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef float Mat3Row[3];
|
|
|
|
typedef float Mat4Row[4];
|
|
|
|
|
|
|
|
#ifdef TEST_ACTIVE
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3CpyMat4(float *m1p, float *m2p)
|
2002-10-12 11:37:38 +00:00
|
|
|
#else
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3CpyMat4(float m1[][3], float m2[][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
#endif
|
|
|
|
{
|
|
|
|
#ifdef TEST_ACTIVE
|
|
|
|
int i, j;
|
|
|
|
Mat3Row *m1= (Mat3Row *)m1p;
|
|
|
|
Mat4Row *m2= (Mat4Row *)m2p;
|
|
|
|
for ( i = 0; i++; i < 3) {
|
|
|
|
for (j = 0; j++; j < 3) {
|
|
|
|
m1p[3*i + j] = m2p[4*i + j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
m1[0][0]= m2[0][0];
|
|
|
|
m1[0][1]= m2[0][1];
|
|
|
|
m1[0][2]= m2[0][2];
|
|
|
|
|
|
|
|
m1[1][0]= m2[1][0];
|
|
|
|
m1[1][1]= m2[1][1];
|
|
|
|
m1[1][2]= m2[1][2];
|
|
|
|
|
|
|
|
m1[2][0]= m2[2][0];
|
|
|
|
m1[2][1]= m2[2][1];
|
|
|
|
m1[2][2]= m2[2][2];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Butched. See .h for comment */
|
|
|
|
/* void Mat4CpyMat3(float m1[][4], float m2[][3]) */
|
|
|
|
#ifdef TEST_ACTIVE
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4CpyMat3(float* m1, float *m2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
|
|
m1[(4*i)] = m2[(3*i)];
|
|
|
|
m1[(4*i) + 1]= m2[(3*i) + 1];
|
|
|
|
m1[(4*i) + 2]= m2[(3*i) + 2];
|
|
|
|
m1[(4*i) + 3]= 0.0;
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
|
|
|
|
m1[12]=m1[13]= m1[14]= 0.0;
|
|
|
|
m1[15]= 1.0;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4CpyMat3(float m1[][4], float m2[][3]) /* no clear */
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
m1[0][0]= m2[0][0];
|
|
|
|
m1[0][1]= m2[0][1];
|
|
|
|
m1[0][2]= m2[0][2];
|
|
|
|
|
|
|
|
m1[1][0]= m2[1][0];
|
|
|
|
m1[1][1]= m2[1][1];
|
|
|
|
m1[1][2]= m2[1][2];
|
|
|
|
|
|
|
|
m1[2][0]= m2[2][0];
|
|
|
|
m1[2][1]= m2[2][1];
|
|
|
|
m1[2][2]= m2[2][2];
|
|
|
|
|
|
|
|
/* Reevan's Bugfix */
|
|
|
|
m1[0][3]=0.0F;
|
|
|
|
m1[1][3]=0.0F;
|
|
|
|
m1[2][3]=0.0F;
|
|
|
|
|
|
|
|
m1[3][0]=0.0F;
|
|
|
|
m1[3][1]=0.0F;
|
|
|
|
m1[3][2]=0.0F;
|
|
|
|
m1[3][3]=1.0F;
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3CpyMat3(float m1[][3], float m2[][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
/* destination comes first: */
|
|
|
|
memcpy(&m1[0], &m2[0], 9*sizeof(float));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat3MulSerie(float answ[][3],
|
2003-07-02 13:37:03 +00:00
|
|
|
float m1[][3], float m2[][3], float m3[][3],
|
|
|
|
float m4[][3], float m5[][3], float m6[][3],
|
|
|
|
float m7[][3], float m8[][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float temp[3][3];
|
|
|
|
|
|
|
|
if(m1==0 || m2==0) return;
|
|
|
|
|
|
|
|
|
|
|
|
Mat3MulMat3(answ, m2, m1);
|
|
|
|
if(m3) {
|
|
|
|
Mat3MulMat3(temp, m3, answ);
|
|
|
|
if(m4) {
|
|
|
|
Mat3MulMat3(answ, m4, temp);
|
|
|
|
if(m5) {
|
|
|
|
Mat3MulMat3(temp, m5, answ);
|
|
|
|
if(m6) {
|
|
|
|
Mat3MulMat3(answ, m6, temp);
|
|
|
|
if(m7) {
|
|
|
|
Mat3MulMat3(temp, m7, answ);
|
|
|
|
if(m8) {
|
|
|
|
Mat3MulMat3(answ, m8, temp);
|
|
|
|
}
|
|
|
|
else Mat3CpyMat3(answ, temp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else Mat3CpyMat3(answ, temp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else Mat3CpyMat3(answ, temp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4MulSerie(float answ[][4], float m1[][4],
|
|
|
|
float m2[][4], float m3[][4], float m4[][4],
|
|
|
|
float m5[][4], float m6[][4], float m7[][4],
|
|
|
|
float m8[][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float temp[4][4];
|
|
|
|
|
|
|
|
if(m1==0 || m2==0) return;
|
|
|
|
|
|
|
|
Mat4MulMat4(answ, m2, m1);
|
|
|
|
if(m3) {
|
|
|
|
Mat4MulMat4(temp, m3, answ);
|
|
|
|
if(m4) {
|
|
|
|
Mat4MulMat4(answ, m4, temp);
|
|
|
|
if(m5) {
|
|
|
|
Mat4MulMat4(temp, m5, answ);
|
|
|
|
if(m6) {
|
|
|
|
Mat4MulMat4(answ, m6, temp);
|
|
|
|
if(m7) {
|
|
|
|
Mat4MulMat4(temp, m7, answ);
|
|
|
|
if(m8) {
|
|
|
|
Mat4MulMat4(answ, m8, temp);
|
|
|
|
}
|
|
|
|
else Mat4CpyMat4(answ, temp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else Mat4CpyMat4(answ, temp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else Mat4CpyMat4(answ, temp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void Mat4Clr(float *m)
|
|
|
|
{
|
|
|
|
memset(m, 0, 4*4*sizeof(float));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat3Clr(float *m)
|
|
|
|
{
|
|
|
|
memset(m, 0, 3*3*sizeof(float));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat4One(float m[][4])
|
|
|
|
{
|
|
|
|
|
|
|
|
m[0][0]= m[1][1]= m[2][2]= m[3][3]= 1.0;
|
|
|
|
m[0][1]= m[0][2]= m[0][3]= 0.0;
|
|
|
|
m[1][0]= m[1][2]= m[1][3]= 0.0;
|
|
|
|
m[2][0]= m[2][1]= m[2][3]= 0.0;
|
|
|
|
m[3][0]= m[3][1]= m[3][2]= 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat3One(float m[][3])
|
|
|
|
{
|
|
|
|
|
|
|
|
m[0][0]= m[1][1]= m[2][2]= 1.0;
|
|
|
|
m[0][1]= m[0][2]= 0.0;
|
|
|
|
m[1][0]= m[1][2]= 0.0;
|
|
|
|
m[2][0]= m[2][1]= 0.0;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4MulVec( float mat[][4], int *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
int x,y;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
vec[0]=(int)(x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2] + mat[3][0]);
|
|
|
|
vec[1]=(int)(x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2] + mat[3][1]);
|
|
|
|
vec[2]=(int)(x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2]);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4MulVecfl( float mat[][4], float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
vec[0]=x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2] + mat[3][0];
|
|
|
|
vec[1]=x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2] + mat[3][1];
|
|
|
|
vec[2]=x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecMat4MulVecfl(float *in, float mat[][4], float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
in[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2] + mat[3][0];
|
|
|
|
in[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2] + mat[3][1];
|
|
|
|
in[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4Mul3Vecfl( float mat[][4], float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y;
|
|
|
|
|
|
|
|
x= vec[0];
|
|
|
|
y= vec[1];
|
|
|
|
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
|
|
|
|
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
|
|
|
|
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4MulVec4fl( float mat[][4], float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y,z;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
z= vec[2];
|
|
|
|
vec[0]=x*mat[0][0] + y*mat[1][0] + z*mat[2][0] + mat[3][0]*vec[3];
|
|
|
|
vec[1]=x*mat[0][1] + y*mat[1][1] + z*mat[2][1] + mat[3][1]*vec[3];
|
|
|
|
vec[2]=x*mat[0][2] + y*mat[1][2] + z*mat[2][2] + mat[3][2]*vec[3];
|
|
|
|
vec[3]=x*mat[0][3] + y*mat[1][3] + z*mat[2][3] + mat[3][3]*vec[3];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3MulVec( float mat[][3], int *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
int x,y;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
vec[0]= (int)(x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2]);
|
|
|
|
vec[1]= (int)(x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2]);
|
|
|
|
vec[2]= (int)(x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2]);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3MulVecfl( float mat[][3], float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
|
|
|
|
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
|
|
|
|
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3MulVecd( float mat[][3], double *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
double x,y;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
|
|
|
|
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
|
|
|
|
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3TransMulVecfl( float mat[][3], float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y;
|
|
|
|
|
|
|
|
x=vec[0];
|
|
|
|
y=vec[1];
|
|
|
|
vec[0]= x*mat[0][0] + y*mat[0][1] + mat[0][2]*vec[2];
|
|
|
|
vec[1]= x*mat[1][0] + y*mat[1][1] + mat[1][2]*vec[2];
|
|
|
|
vec[2]= x*mat[2][0] + y*mat[2][1] + mat[2][2]*vec[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat3MulFloat(float *m, float f)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for(i=0;i<9;i++) m[i]*=f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat4MulFloat(float *m, float f)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
for(i=0;i<12;i++) m[i]*=f; /* count to 12: without vector component */
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
void Mat4MulFloat3(float *m, float f) /* only scale component */
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
int i,j;
|
|
|
|
|
|
|
|
for(i=0; i<3; i++) {
|
|
|
|
for(j=0; j<3; j++) {
|
|
|
|
|
|
|
|
m[4*i+j] *= f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecStar(float mat[][3], float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
|
|
|
mat[0][0]= mat[1][1]= mat[2][2]= 0.0;
|
|
|
|
mat[0][1]= -vec[2];
|
|
|
|
mat[0][2]= vec[1];
|
|
|
|
mat[1][0]= vec[2];
|
|
|
|
mat[1][2]= -vec[0];
|
|
|
|
mat[2][0]= -vec[1];
|
|
|
|
mat[2][1]= vec[0];
|
|
|
|
|
|
|
|
}
|
|
|
|
#ifdef TEST_ACTIVE
|
|
|
|
short EenheidsMat(float mat[][3])
|
|
|
|
{
|
|
|
|
|
|
|
|
if(mat[0][0]==1.0 && mat[0][1]==0.0 && mat[0][2]==0.0)
|
|
|
|
if(mat[1][0]==0.0 && mat[1][1]==1.0 && mat[1][2]==0.0)
|
|
|
|
if(mat[2][0]==0.0 && mat[2][1]==0.0 && mat[2][2]==1.0)
|
|
|
|
return 1;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
int FloatCompare( float *v1, float *v2, float limit)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
|
|
|
if( fabs(v1[0]-v2[0])<limit ) {
|
|
|
|
if( fabs(v1[1]-v2[1])<limit ) {
|
|
|
|
if( fabs(v1[2]-v2[2])<limit ) return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2004-04-24 21:09:06 +00:00
|
|
|
void printvecf( char *str, float v[3])
|
|
|
|
{
|
|
|
|
printf("%s\n", str);
|
|
|
|
printf("%f %f %f\n",v[0],v[1],v[2]);
|
|
|
|
printf("\n");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2005-02-27 19:14:21 +00:00
|
|
|
void printvec4f( char *str, float v[4])
|
|
|
|
{
|
|
|
|
printf("%s\n", str);
|
|
|
|
printf("%f %f %f %f\n",v[0],v[1],v[2], v[3]);
|
|
|
|
printf("\n");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void printmatrix4( char *str, float m[][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
printf("%s\n", str);
|
2005-01-30 11:25:27 +00:00
|
|
|
printf("%f %f %f %f\n",m[0][0],m[1][0],m[2][0],m[3][0]);
|
|
|
|
printf("%f %f %f %f\n",m[0][1],m[1][1],m[2][1],m[3][1]);
|
|
|
|
printf("%f %f %f %f\n",m[0][2],m[1][2],m[2][2],m[3][2]);
|
|
|
|
printf("%f %f %f %f\n",m[0][3],m[1][3],m[2][3],m[3][3]);
|
2002-10-12 11:37:38 +00:00
|
|
|
printf("\n");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void printmatrix3( char *str, float m[][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
printf("%s\n", str);
|
2005-01-30 11:25:27 +00:00
|
|
|
printf("%f %f %f\n",m[0][0],m[1][0],m[2][0]);
|
|
|
|
printf("%f %f %f\n",m[0][1],m[1][1],m[2][1]);
|
|
|
|
printf("%f %f %f\n",m[0][2],m[1][2],m[2][2]);
|
2002-10-12 11:37:38 +00:00
|
|
|
printf("\n");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/* **************** QUATERNIONS ********** */
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void QuatMul(float *q, float *q1, float *q2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float t0,t1,t2;
|
|
|
|
|
|
|
|
t0= q1[0]*q2[0]-q1[1]*q2[1]-q1[2]*q2[2]-q1[3]*q2[3];
|
|
|
|
t1= q1[0]*q2[1]+q1[1]*q2[0]+q1[2]*q2[3]-q1[3]*q2[2];
|
|
|
|
t2= q1[0]*q2[2]+q1[2]*q2[0]+q1[3]*q2[1]-q1[1]*q2[3];
|
|
|
|
q[3]= q1[0]*q2[3]+q1[3]*q2[0]+q1[1]*q2[2]-q1[2]*q2[1];
|
|
|
|
q[0]=t0;
|
|
|
|
q[1]=t1;
|
|
|
|
q[2]=t2;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void QuatSub(float *q, float *q1, float *q2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
q2[0]= -q2[0];
|
|
|
|
QuatMul(q, q1, q2);
|
|
|
|
q2[0]= -q2[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void QuatToMat3( float *q, float m[][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
double q0, q1, q2, q3, qda,qdb,qdc,qaa,qab,qac,qbb,qbc,qcc;
|
|
|
|
|
|
|
|
q0= M_SQRT2 * q[0];
|
|
|
|
q1= M_SQRT2 * q[1];
|
|
|
|
q2= M_SQRT2 * q[2];
|
|
|
|
q3= M_SQRT2 * q[3];
|
|
|
|
|
|
|
|
qda= q0*q1;
|
|
|
|
qdb= q0*q2;
|
|
|
|
qdc= q0*q3;
|
|
|
|
qaa= q1*q1;
|
|
|
|
qab= q1*q2;
|
|
|
|
qac= q1*q3;
|
|
|
|
qbb= q2*q2;
|
|
|
|
qbc= q2*q3;
|
|
|
|
qcc= q3*q3;
|
|
|
|
|
|
|
|
m[0][0]= (float)(1.0-qbb-qcc);
|
|
|
|
m[0][1]= (float)(qdc+qab);
|
|
|
|
m[0][2]= (float)(-qdb+qac);
|
|
|
|
|
|
|
|
m[1][0]= (float)(-qdc+qab);
|
|
|
|
m[1][1]= (float)(1.0-qaa-qcc);
|
|
|
|
m[1][2]= (float)(qda+qbc);
|
|
|
|
|
|
|
|
m[2][0]= (float)(qdb+qac);
|
|
|
|
m[2][1]= (float)(-qda+qbc);
|
|
|
|
m[2][2]= (float)(1.0-qaa-qbb);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void QuatToMat4( float *q, float m[][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
double q0, q1, q2, q3, qda,qdb,qdc,qaa,qab,qac,qbb,qbc,qcc;
|
|
|
|
|
|
|
|
q0= M_SQRT2 * q[0];
|
|
|
|
q1= M_SQRT2 * q[1];
|
|
|
|
q2= M_SQRT2 * q[2];
|
|
|
|
q3= M_SQRT2 * q[3];
|
|
|
|
|
|
|
|
qda= q0*q1;
|
|
|
|
qdb= q0*q2;
|
|
|
|
qdc= q0*q3;
|
|
|
|
qaa= q1*q1;
|
|
|
|
qab= q1*q2;
|
|
|
|
qac= q1*q3;
|
|
|
|
qbb= q2*q2;
|
|
|
|
qbc= q2*q3;
|
|
|
|
qcc= q3*q3;
|
|
|
|
|
|
|
|
m[0][0]= (float)(1.0-qbb-qcc);
|
|
|
|
m[0][1]= (float)(qdc+qab);
|
|
|
|
m[0][2]= (float)(-qdb+qac);
|
|
|
|
m[0][3]= 0.0f;
|
|
|
|
|
|
|
|
m[1][0]= (float)(-qdc+qab);
|
|
|
|
m[1][1]= (float)(1.0-qaa-qcc);
|
|
|
|
m[1][2]= (float)(qda+qbc);
|
|
|
|
m[1][3]= 0.0f;
|
|
|
|
|
|
|
|
m[2][0]= (float)(qdb+qac);
|
|
|
|
m[2][1]= (float)(-qda+qbc);
|
|
|
|
m[2][2]= (float)(1.0-qaa-qbb);
|
|
|
|
m[2][3]= 0.0f;
|
|
|
|
|
|
|
|
m[3][0]= m[3][1]= m[3][2]= 0.0f;
|
|
|
|
m[3][3]= 1.0f;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3ToQuat( float wmat[][3], float *q) /* from Sig.Proc.85 pag 253 */
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
double tr, s;
|
|
|
|
float mat[3][3];
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* work on a copy */
|
2002-10-12 11:37:38 +00:00
|
|
|
Mat3CpyMat3(mat, wmat);
|
2003-04-26 16:02:26 +00:00
|
|
|
Mat3Ortho(mat); /* this is needed AND a NormalQuat in the end */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
tr= 0.25*(1.0+mat[0][0]+mat[1][1]+mat[2][2]);
|
|
|
|
|
|
|
|
if(tr>FLT_EPSILON) {
|
|
|
|
s= sqrt( tr);
|
|
|
|
q[0]= (float)s;
|
|
|
|
s*= 4.0;
|
|
|
|
q[1]= (float)((mat[1][2]-mat[2][1])/s);
|
|
|
|
q[2]= (float)((mat[2][0]-mat[0][2])/s);
|
|
|
|
q[3]= (float)((mat[0][1]-mat[1][0])/s);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
q[0]= 0.0f;
|
|
|
|
s= -0.5*(mat[1][1]+mat[2][2]);
|
|
|
|
|
|
|
|
if(s>FLT_EPSILON) {
|
|
|
|
s= sqrt(s);
|
|
|
|
q[1]= (float)s;
|
|
|
|
q[2]= (float)(mat[0][1]/(2*s));
|
|
|
|
q[3]= (float)(mat[0][2]/(2*s));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
q[1]= 0.0f;
|
|
|
|
s= 0.5*(1.0-mat[2][2]);
|
|
|
|
|
|
|
|
if(s>FLT_EPSILON) {
|
|
|
|
s= sqrt(s);
|
|
|
|
q[2]= (float)s;
|
|
|
|
q[3]= (float)(mat[1][2]/(2*s));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
q[2]= 0.0f;
|
|
|
|
q[3]= 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
NormalQuat(q);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3ToQuat_is_ok( float wmat[][3], float *q)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float mat[3][3], matr[3][3], matn[3][3], q1[4], q2[4], hoek, si, co, nor[3];
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* work on a copy */
|
2002-10-12 11:37:38 +00:00
|
|
|
Mat3CpyMat3(mat, wmat);
|
|
|
|
Mat3Ortho(mat);
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* rotate z-axis of matrix to z-axis */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
nor[0] = mat[2][1]; /* cross product with (0,0,1) */
|
2002-10-12 11:37:38 +00:00
|
|
|
nor[1] = -mat[2][0];
|
|
|
|
nor[2] = 0.0;
|
|
|
|
Normalise(nor);
|
|
|
|
|
|
|
|
co= mat[2][2];
|
|
|
|
hoek= 0.5f*saacos(co);
|
|
|
|
|
|
|
|
co= (float)cos(hoek);
|
|
|
|
si= (float)sin(hoek);
|
|
|
|
q1[0]= co;
|
2003-04-26 16:02:26 +00:00
|
|
|
q1[1]= -nor[0]*si; /* negative here, but why? */
|
2002-10-12 11:37:38 +00:00
|
|
|
q1[2]= -nor[1]*si;
|
|
|
|
q1[3]= -nor[2]*si;
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* rotate back x-axis from mat, using inverse q1 */
|
2002-10-12 11:37:38 +00:00
|
|
|
QuatToMat3(q1, matr);
|
|
|
|
Mat3Inv(matn, matr);
|
|
|
|
Mat3MulVecfl(matn, mat[0]);
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* and align x-axes */
|
2002-10-12 11:37:38 +00:00
|
|
|
hoek= (float)(0.5*atan2(mat[0][1], mat[0][0]));
|
|
|
|
|
|
|
|
co= (float)cos(hoek);
|
|
|
|
si= (float)sin(hoek);
|
|
|
|
q2[0]= co;
|
|
|
|
q2[1]= 0.0f;
|
|
|
|
q2[2]= 0.0f;
|
|
|
|
q2[3]= si;
|
|
|
|
|
|
|
|
QuatMul(q, q1, q2);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4ToQuat( float m[][4], float *q)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float mat[3][3];
|
|
|
|
|
|
|
|
Mat3CpyMat4(mat, m);
|
|
|
|
Mat3ToQuat(mat, q);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void QuatOne(float *q)
|
|
|
|
{
|
|
|
|
q[0]= q[2]= q[3]= 0.0;
|
|
|
|
q[1]= 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void NormalQuat(float *q)
|
|
|
|
{
|
|
|
|
float len;
|
|
|
|
|
|
|
|
len= (float)sqrt(q[0]*q[0]+q[1]*q[1]+q[2]*q[2]+q[3]*q[3]);
|
|
|
|
if(len!=0.0) {
|
|
|
|
q[0]/= len;
|
|
|
|
q[1]/= len;
|
|
|
|
q[2]/= len;
|
|
|
|
q[3]/= len;
|
|
|
|
} else {
|
|
|
|
q[1]= 1.0f;
|
|
|
|
q[0]= q[2]= q[3]= 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float *vectoquat( float *vec, short axis, short upflag)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
static float q1[4];
|
|
|
|
float q2[4], nor[3], *fp, mat[3][3], hoek, si, co, x2, y2, z2, len1;
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* first rotate to axis */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(axis>2) {
|
|
|
|
x2= vec[0] ; y2= vec[1] ; z2= vec[2];
|
|
|
|
axis-= 3;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
x2= -vec[0] ; y2= -vec[1] ; z2= -vec[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
q1[0]=1.0;
|
|
|
|
q1[1]=q1[2]=q1[3]= 0.0;
|
|
|
|
|
|
|
|
len1= (float)sqrt(x2*x2+y2*y2+z2*z2);
|
|
|
|
if(len1 == 0.0) return(q1);
|
|
|
|
|
|
|
|
/* nasty! I need a good routine for this...
|
|
|
|
* problem is a rotation of an Y axis to the negative Y-axis for example.
|
|
|
|
*/
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
if(axis==0) { /* x-axis */
|
2002-10-12 11:37:38 +00:00
|
|
|
nor[0]= 0.0;
|
|
|
|
nor[1]= -z2;
|
|
|
|
nor[2]= y2;
|
|
|
|
|
|
|
|
if( fabs(y2)+fabs(z2)<0.0001 ) {
|
|
|
|
nor[1]= 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
co= x2;
|
|
|
|
}
|
2003-04-26 16:02:26 +00:00
|
|
|
else if(axis==1) { /* y-axis */
|
2002-10-12 11:37:38 +00:00
|
|
|
nor[0]= z2;
|
|
|
|
nor[1]= 0.0;
|
|
|
|
nor[2]= -x2;
|
|
|
|
|
|
|
|
if( fabs(x2)+fabs(z2)<0.0001 ) {
|
|
|
|
nor[2]= 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
co= y2;
|
|
|
|
}
|
2003-04-26 16:02:26 +00:00
|
|
|
else { /* z-axis */
|
2002-10-12 11:37:38 +00:00
|
|
|
nor[0]= -y2;
|
|
|
|
nor[1]= x2;
|
|
|
|
nor[2]= 0.0;
|
|
|
|
|
|
|
|
if( fabs(x2)+fabs(y2)<0.0001 ) {
|
|
|
|
nor[0]= 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
co= z2;
|
|
|
|
}
|
|
|
|
co/= len1;
|
|
|
|
|
|
|
|
Normalise(nor);
|
|
|
|
|
|
|
|
hoek= 0.5f*saacos(co);
|
|
|
|
si= (float)sin(hoek);
|
|
|
|
q1[0]= (float)cos(hoek);
|
|
|
|
q1[1]= nor[0]*si;
|
|
|
|
q1[2]= nor[1]*si;
|
|
|
|
q1[3]= nor[2]*si;
|
|
|
|
|
|
|
|
if(axis!=upflag) {
|
|
|
|
QuatToMat3(q1, mat);
|
|
|
|
|
|
|
|
fp= mat[2];
|
|
|
|
if(axis==0) {
|
|
|
|
if(upflag==1) hoek= (float)(0.5*atan2(fp[2], fp[1]));
|
|
|
|
else hoek= (float)(-0.5*atan2(fp[1], fp[2]));
|
|
|
|
}
|
|
|
|
else if(axis==1) {
|
|
|
|
if(upflag==0) hoek= (float)(-0.5*atan2(fp[2], fp[0]));
|
|
|
|
else hoek= (float)(0.5*atan2(fp[0], fp[2]));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(upflag==0) hoek= (float)(0.5*atan2(-fp[1], -fp[0]));
|
|
|
|
else hoek= (float)(-0.5*atan2(-fp[0], -fp[1]));
|
|
|
|
}
|
|
|
|
|
|
|
|
co= (float)cos(hoek);
|
|
|
|
si= (float)(sin(hoek)/len1);
|
|
|
|
q2[0]= co;
|
|
|
|
q2[1]= x2*si;
|
|
|
|
q2[2]= y2*si;
|
|
|
|
q2[3]= z2*si;
|
|
|
|
|
|
|
|
QuatMul(q1,q2,q1);
|
|
|
|
}
|
|
|
|
|
|
|
|
return(q1);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecUpMat3old( float *vec, float mat[][3], short axis)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float inp, up[3];
|
|
|
|
short cox = 0, coy = 0, coz = 0;
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* using different up's is not useful, infact there is no real 'up'!
|
2002-10-12 11:37:38 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
up[0]= 0.0;
|
|
|
|
up[1]= 0.0;
|
|
|
|
up[2]= 1.0;
|
|
|
|
|
|
|
|
if(axis==0) {
|
|
|
|
cox= 0; coy= 1; coz= 2; /* Y up Z tr */
|
|
|
|
}
|
|
|
|
if(axis==1) {
|
|
|
|
cox= 1; coy= 2; coz= 0; /* Z up X tr */
|
|
|
|
}
|
|
|
|
if(axis==2) {
|
|
|
|
cox= 2; coy= 0; coz= 1; /* X up Y tr */
|
|
|
|
}
|
|
|
|
if(axis==3) {
|
|
|
|
cox= 0; coy= 2; coz= 1; /* */
|
|
|
|
}
|
|
|
|
if(axis==4) {
|
|
|
|
cox= 1; coy= 0; coz= 2; /* */
|
|
|
|
}
|
|
|
|
if(axis==5) {
|
|
|
|
cox= 2; coy= 1; coz= 0; /* Y up X tr */
|
|
|
|
}
|
|
|
|
|
|
|
|
mat[coz][0]= vec[0];
|
|
|
|
mat[coz][1]= vec[1];
|
|
|
|
mat[coz][2]= vec[2];
|
|
|
|
Normalise((float *)mat[coz]);
|
|
|
|
|
|
|
|
inp= mat[coz][0]*up[0] + mat[coz][1]*up[1] + mat[coz][2]*up[2];
|
|
|
|
mat[coy][0]= up[0] - inp*mat[coz][0];
|
|
|
|
mat[coy][1]= up[1] - inp*mat[coz][1];
|
|
|
|
mat[coy][2]= up[2] - inp*mat[coz][2];
|
|
|
|
|
|
|
|
Normalise((float *)mat[coy]);
|
|
|
|
|
|
|
|
Crossf(mat[cox], mat[coy], mat[coz]);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void VecUpMat3(float *vec, float mat[][3], short axis)
|
|
|
|
{
|
|
|
|
float inp;
|
|
|
|
short cox = 0, coy = 0, coz = 0;
|
2003-04-26 16:02:26 +00:00
|
|
|
|
|
|
|
/* using different up's is not useful, infact there is no real 'up'!
|
|
|
|
*/
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(axis==0) {
|
|
|
|
cox= 0; coy= 1; coz= 2; /* Y up Z tr */
|
|
|
|
}
|
|
|
|
if(axis==1) {
|
|
|
|
cox= 1; coy= 2; coz= 0; /* Z up X tr */
|
|
|
|
}
|
|
|
|
if(axis==2) {
|
|
|
|
cox= 2; coy= 0; coz= 1; /* X up Y tr */
|
|
|
|
}
|
|
|
|
if(axis==3) {
|
|
|
|
cox= 0; coy= 1; coz= 2; /* Y op -Z tr */
|
|
|
|
vec[0]= -vec[0];
|
|
|
|
vec[1]= -vec[1];
|
|
|
|
vec[2]= -vec[2];
|
|
|
|
}
|
|
|
|
if(axis==4) {
|
|
|
|
cox= 1; coy= 0; coz= 2; /* */
|
|
|
|
}
|
|
|
|
if(axis==5) {
|
|
|
|
cox= 2; coy= 1; coz= 0; /* Y up X tr */
|
|
|
|
}
|
|
|
|
|
|
|
|
mat[coz][0]= vec[0];
|
|
|
|
mat[coz][1]= vec[1];
|
|
|
|
mat[coz][2]= vec[2];
|
|
|
|
Normalise((float *)mat[coz]);
|
|
|
|
|
|
|
|
inp= mat[coz][2];
|
|
|
|
mat[coy][0]= - inp*mat[coz][0];
|
|
|
|
mat[coy][1]= - inp*mat[coz][1];
|
|
|
|
mat[coy][2]= 1.0f - inp*mat[coz][2];
|
|
|
|
|
|
|
|
Normalise((float *)mat[coy]);
|
|
|
|
|
|
|
|
Crossf(mat[cox], mat[coy], mat[coz]);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2004-11-11 13:17:32 +00:00
|
|
|
/* A & M Watt, Advanced animation and rendering techniques, 1992 ACM press */
|
2005-03-09 19:45:59 +00:00
|
|
|
void QuatInterpolW(float *, float *, float *, float );
|
2004-11-11 13:17:32 +00:00
|
|
|
|
|
|
|
void QuatInterpolW(float *result, float *quat1, float *quat2, float t)
|
|
|
|
{
|
|
|
|
float omega, cosom, sinom, sc1, sc2;
|
|
|
|
|
|
|
|
cosom = quat1[0]*quat2[0] + quat1[1]*quat2[1] + quat1[2]*quat2[2] + quat1[3]*quat2[3] ;
|
|
|
|
|
|
|
|
/* rotate around shortest angle */
|
|
|
|
if ((1.0 + cosom) > 0.0001) {
|
|
|
|
|
|
|
|
if ((1.0 - cosom) > 0.0001) {
|
|
|
|
omega = acos(cosom);
|
|
|
|
sinom = sin(omega);
|
|
|
|
sc1 = sin((1.0 - t) * omega) / sinom;
|
|
|
|
sc2 = sin(t * omega) / sinom;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sc1 = 1.0 - t;
|
|
|
|
sc2 = t;
|
|
|
|
}
|
|
|
|
result[0] = sc1*quat1[0] + sc2*quat2[0];
|
|
|
|
result[1] = sc1*quat1[1] + sc2*quat2[1];
|
|
|
|
result[2] = sc1*quat1[2] + sc2*quat2[2];
|
|
|
|
result[3] = sc1*quat1[3] + sc2*quat2[3];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
result[0] = quat2[3];
|
|
|
|
result[1] = -quat2[2];
|
|
|
|
result[2] = quat2[1];
|
|
|
|
result[3] = -quat2[0];
|
|
|
|
|
|
|
|
sc1 = sin((1.0 - t)*M_PI_2);
|
|
|
|
sc2 = sin(t*M_PI_2);
|
|
|
|
|
|
|
|
result[0] = sc1*quat1[0] + sc2*result[0];
|
|
|
|
result[1] = sc1*quat1[1] + sc2*result[1];
|
|
|
|
result[2] = sc1*quat1[2] + sc2*result[2];
|
|
|
|
result[3] = sc1*quat1[3] + sc2*result[3];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void QuatInterpol(float *result, float *quat1, float *quat2, float t)
|
|
|
|
{
|
|
|
|
float quat[4], omega, cosom, sinom, sc1, sc2;
|
|
|
|
|
|
|
|
cosom = quat1[0]*quat2[0] + quat1[1]*quat2[1] + quat1[2]*quat2[2] + quat1[3]*quat2[3] ;
|
|
|
|
|
|
|
|
/* rotate around shortest angle */
|
|
|
|
if (cosom < 0.0) {
|
|
|
|
cosom = -cosom;
|
|
|
|
quat[0]= -quat1[0];
|
|
|
|
quat[1]= -quat1[1];
|
|
|
|
quat[2]= -quat1[2];
|
|
|
|
quat[3]= -quat1[3];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
quat[0]= quat1[0];
|
|
|
|
quat[1]= quat1[1];
|
|
|
|
quat[2]= quat1[2];
|
|
|
|
quat[3]= quat1[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((1.0 - cosom) > 0.0001) {
|
|
|
|
omega = acos(cosom);
|
|
|
|
sinom = sin(omega);
|
|
|
|
sc1 = sin((1 - t) * omega) / sinom;
|
|
|
|
sc2 = sin(t * omega) / sinom;
|
|
|
|
} else {
|
|
|
|
sc1= 1.0 - t;
|
|
|
|
sc2= t;
|
|
|
|
}
|
|
|
|
|
|
|
|
result[0] = sc1 * quat[0] + sc2 * quat2[0];
|
|
|
|
result[1] = sc1 * quat[1] + sc2 * quat2[1];
|
|
|
|
result[2] = sc1 * quat[2] + sc2 * quat2[2];
|
|
|
|
result[3] = sc1 * quat[3] + sc2 * quat2[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
void QuatAdd(float *result, float *quat1, float *quat2, float t)
|
|
|
|
{
|
|
|
|
result[0]= quat1[0] + t*quat2[0];
|
|
|
|
result[1]= quat1[1] + t*quat2[1];
|
|
|
|
result[2]= quat1[2] + t*quat2[2];
|
|
|
|
result[3]= quat1[3] + t*quat2[3];
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* **************** VIEW / PROJECTION ******************************** */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
void i_ortho(
|
|
|
|
float left, float right,
|
|
|
|
float bottom, float top,
|
|
|
|
float nearClip, float farClip,
|
|
|
|
float matrix[][4]
|
|
|
|
){
|
|
|
|
float Xdelta, Ydelta, Zdelta;
|
|
|
|
|
|
|
|
Xdelta = right - left;
|
|
|
|
Ydelta = top - bottom;
|
|
|
|
Zdelta = farClip - nearClip;
|
|
|
|
if (Xdelta == 0.0 || Ydelta == 0.0 || Zdelta == 0.0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Mat4One(matrix);
|
|
|
|
matrix[0][0] = 2.0f/Xdelta;
|
|
|
|
matrix[3][0] = -(right + left)/Xdelta;
|
|
|
|
matrix[1][1] = 2.0f/Ydelta;
|
|
|
|
matrix[3][1] = -(top + bottom)/Ydelta;
|
|
|
|
matrix[2][2] = -2.0f/Zdelta; /* note: negate Z */
|
|
|
|
matrix[3][2] = -(farClip + nearClip)/Zdelta;
|
|
|
|
}
|
|
|
|
|
|
|
|
void i_window(
|
|
|
|
float left, float right,
|
|
|
|
float bottom, float top,
|
|
|
|
float nearClip, float farClip,
|
|
|
|
float mat[][4]
|
|
|
|
){
|
|
|
|
float Xdelta, Ydelta, Zdelta;
|
|
|
|
|
|
|
|
Xdelta = right - left;
|
|
|
|
Ydelta = top - bottom;
|
|
|
|
Zdelta = farClip - nearClip;
|
|
|
|
|
|
|
|
if (Xdelta == 0.0 || Ydelta == 0.0 || Zdelta == 0.0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
mat[0][0] = nearClip * 2.0f/Xdelta;
|
|
|
|
mat[1][1] = nearClip * 2.0f/Ydelta;
|
|
|
|
mat[2][0] = (right + left)/Xdelta; /* note: negate Z */
|
|
|
|
mat[2][1] = (top + bottom)/Ydelta;
|
|
|
|
mat[2][2] = -(farClip + nearClip)/Zdelta;
|
|
|
|
mat[2][3] = -1.0f;
|
|
|
|
mat[3][2] = (-2.0f * nearClip * farClip)/Zdelta;
|
|
|
|
mat[0][1] = mat[0][2] = mat[0][3] =
|
|
|
|
mat[1][0] = mat[1][2] = mat[1][3] =
|
|
|
|
mat[3][0] = mat[3][1] = mat[3][3] = 0.0;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void i_translate(float Tx, float Ty, float Tz, float mat[][4])
|
|
|
|
{
|
|
|
|
mat[3][0] += (Tx*mat[0][0] + Ty*mat[1][0] + Tz*mat[2][0]);
|
|
|
|
mat[3][1] += (Tx*mat[0][1] + Ty*mat[1][1] + Tz*mat[2][1]);
|
|
|
|
mat[3][2] += (Tx*mat[0][2] + Ty*mat[1][2] + Tz*mat[2][2]);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void i_multmatrix( float icand[][4], float Vm[][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
int row, col;
|
|
|
|
float temp[4][4];
|
|
|
|
|
|
|
|
for(row=0 ; row<4 ; row++)
|
|
|
|
for(col=0 ; col<4 ; col++)
|
|
|
|
temp[row][col] = icand[row][0] * Vm[0][col]
|
|
|
|
+ icand[row][1] * Vm[1][col]
|
|
|
|
+ icand[row][2] * Vm[2][col]
|
|
|
|
+ icand[row][3] * Vm[3][col];
|
|
|
|
Mat4CpyMat4(Vm, temp);
|
|
|
|
}
|
|
|
|
|
|
|
|
void i_rotate(float angle, char axis, float mat[][4])
|
|
|
|
{
|
|
|
|
int col;
|
|
|
|
float temp[4];
|
|
|
|
float cosine, sine;
|
|
|
|
|
|
|
|
for(col=0; col<4 ; col++) /* init temp to zero matrix */
|
|
|
|
temp[col] = 0;
|
|
|
|
|
|
|
|
angle = (float)(angle*(3.1415926535/180.0));
|
|
|
|
cosine = (float)cos(angle);
|
|
|
|
sine = (float)sin(angle);
|
|
|
|
switch(axis){
|
|
|
|
case 'x':
|
|
|
|
case 'X':
|
|
|
|
for(col=0 ; col<4 ; col++)
|
|
|
|
temp[col] = cosine*mat[1][col] + sine*mat[2][col];
|
|
|
|
for(col=0 ; col<4 ; col++) {
|
|
|
|
mat[2][col] = - sine*mat[1][col] + cosine*mat[2][col];
|
|
|
|
mat[1][col] = temp[col];
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 'y':
|
|
|
|
case 'Y':
|
|
|
|
for(col=0 ; col<4 ; col++)
|
|
|
|
temp[col] = cosine*mat[0][col] - sine*mat[2][col];
|
|
|
|
for(col=0 ; col<4 ; col++) {
|
|
|
|
mat[2][col] = sine*mat[0][col] + cosine*mat[2][col];
|
|
|
|
mat[0][col] = temp[col];
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 'z':
|
|
|
|
case 'Z':
|
|
|
|
for(col=0 ; col<4 ; col++)
|
|
|
|
temp[col] = cosine*mat[0][col] + sine*mat[1][col];
|
|
|
|
for(col=0 ; col<4 ; col++) {
|
|
|
|
mat[1][col] = - sine*mat[0][col] + cosine*mat[1][col];
|
|
|
|
mat[0][col] = temp[col];
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void i_polarview(float dist, float azimuth, float incidence, float twist, float Vm[][4])
|
|
|
|
{
|
|
|
|
|
|
|
|
Mat4One(Vm);
|
|
|
|
|
|
|
|
i_translate(0.0, 0.0, -dist, Vm);
|
|
|
|
i_rotate(-twist,'z', Vm);
|
|
|
|
i_rotate(-incidence,'x', Vm);
|
|
|
|
i_rotate(-azimuth,'z', Vm);
|
|
|
|
}
|
|
|
|
|
|
|
|
void i_lookat(float vx, float vy, float vz, float px, float py, float pz, float twist, float mat[][4])
|
|
|
|
{
|
|
|
|
float sine, cosine, hyp, hyp1, dx, dy, dz;
|
|
|
|
float mat1[4][4];
|
|
|
|
|
|
|
|
Mat4One(mat);
|
|
|
|
Mat4One(mat1);
|
|
|
|
|
|
|
|
i_rotate(-twist,'z', mat);
|
|
|
|
|
|
|
|
dx = px - vx;
|
|
|
|
dy = py - vy;
|
|
|
|
dz = pz - vz;
|
|
|
|
hyp = dx * dx + dz * dz; /* hyp squared */
|
|
|
|
hyp1 = (float)sqrt(dy*dy + hyp);
|
|
|
|
hyp = (float)sqrt(hyp); /* the real hyp */
|
|
|
|
|
|
|
|
if (hyp1 != 0.0) { /* rotate X */
|
|
|
|
sine = -dy / hyp1;
|
|
|
|
cosine = hyp /hyp1;
|
|
|
|
} else {
|
|
|
|
sine = 0;
|
|
|
|
cosine = 1.0f;
|
|
|
|
}
|
|
|
|
mat1[1][1] = cosine;
|
|
|
|
mat1[1][2] = sine;
|
|
|
|
mat1[2][1] = -sine;
|
|
|
|
mat1[2][2] = cosine;
|
|
|
|
|
|
|
|
i_multmatrix(mat1, mat);
|
|
|
|
|
|
|
|
mat1[1][1] = mat1[2][2] = 1.0f; /* be careful here to reinit */
|
|
|
|
mat1[1][2] = mat1[2][1] = 0.0; /* those modified by the last */
|
|
|
|
|
|
|
|
/* paragraph */
|
|
|
|
if (hyp != 0.0f) { /* rotate Y */
|
|
|
|
sine = dx / hyp;
|
|
|
|
cosine = -dz / hyp;
|
|
|
|
} else {
|
|
|
|
sine = 0;
|
|
|
|
cosine = 1.0f;
|
|
|
|
}
|
|
|
|
mat1[0][0] = cosine;
|
|
|
|
mat1[0][2] = -sine;
|
|
|
|
mat1[2][0] = sine;
|
|
|
|
mat1[2][2] = cosine;
|
|
|
|
|
|
|
|
i_multmatrix(mat1, mat);
|
|
|
|
i_translate(-vx,-vy,-vz, mat); /* translate viewpoint to origin */
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* ************************************************ */
|
|
|
|
|
|
|
|
void Mat3Ortho(float mat[][3])
|
|
|
|
{
|
|
|
|
Normalise(mat[0]);
|
|
|
|
Normalise(mat[1]);
|
|
|
|
Normalise(mat[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mat4Ortho(float mat[][4])
|
|
|
|
{
|
|
|
|
float len;
|
|
|
|
|
|
|
|
len= Normalise(mat[0]);
|
|
|
|
if(len!=0.0) mat[0][3]/= len;
|
|
|
|
len= Normalise(mat[1]);
|
|
|
|
if(len!=0.0) mat[1][3]/= len;
|
|
|
|
len= Normalise(mat[2]);
|
|
|
|
if(len!=0.0) mat[2][3]/= len;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecCopyf(float *v1, float *v2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
|
|
|
v1[0]= v2[0];
|
|
|
|
v1[1]= v2[1];
|
|
|
|
v1[2]= v2[2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
int VecLen( int *v1, int *v2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y,z;
|
|
|
|
|
|
|
|
x=(float)(v1[0]-v2[0]);
|
|
|
|
y=(float)(v1[1]-v2[1]);
|
|
|
|
z=(float)(v1[2]-v2[2]);
|
|
|
|
return (int)floor(sqrt(x*x+y*y+z*z));
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float VecLenf( float *v1, float *v2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x,y,z;
|
|
|
|
|
|
|
|
x=v1[0]-v2[0];
|
|
|
|
y=v1[1]-v2[1];
|
|
|
|
z=v1[2]-v2[2];
|
|
|
|
return (float)sqrt(x*x+y*y+z*z);
|
|
|
|
}
|
|
|
|
|
2005-03-31 13:44:23 +00:00
|
|
|
float VecLength(float *v)
|
|
|
|
{
|
2005-03-31 13:56:50 +00:00
|
|
|
return (float) sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
2005-03-31 13:44:23 +00:00
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecAddf(float *v, float *v1, float *v2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
v[0]= v1[0]+ v2[0];
|
|
|
|
v[1]= v1[1]+ v2[1];
|
|
|
|
v[2]= v1[2]+ v2[2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecSubf(float *v, float *v1, float *v2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
v[0]= v1[0]- v2[0];
|
|
|
|
v[1]= v1[1]- v2[1];
|
|
|
|
v[2]= v1[2]- v2[2];
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecMidf(float *v, float *v1, float *v2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
v[0]= 0.5f*(v1[0]+ v2[0]);
|
|
|
|
v[1]= 0.5f*(v1[1]+ v2[1]);
|
|
|
|
v[2]= 0.5f*(v1[2]+ v2[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void VecMulf(float *v1, float f)
|
|
|
|
{
|
|
|
|
|
|
|
|
v1[0]*= f;
|
|
|
|
v1[1]*= f;
|
|
|
|
v1[2]*= f;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
int VecCompare( float *v1, float *v2, float limit)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
if( fabs(v1[0]-v2[0])<limit )
|
|
|
|
if( fabs(v1[1]-v2[1])<limit )
|
|
|
|
if( fabs(v1[2]-v2[2])<limit ) return 1;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void CalcNormShort( short *v1, short *v2, short *v3, float *n) /* is also cross product */
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float n1[3],n2[3];
|
|
|
|
|
|
|
|
n1[0]= (float)(v1[0]-v2[0]);
|
|
|
|
n2[0]= (float)(v2[0]-v3[0]);
|
|
|
|
n1[1]= (float)(v1[1]-v2[1]);
|
|
|
|
n2[1]= (float)(v2[1]-v3[1]);
|
|
|
|
n1[2]= (float)(v1[2]-v2[2]);
|
|
|
|
n2[2]= (float)(v2[2]-v3[2]);
|
|
|
|
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
|
|
|
|
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
|
|
|
|
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
|
|
|
|
Normalise(n);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void CalcNormLong( int* v1, int*v2, int*v3, float *n)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float n1[3],n2[3];
|
|
|
|
|
|
|
|
n1[0]= (float)(v1[0]-v2[0]);
|
|
|
|
n2[0]= (float)(v2[0]-v3[0]);
|
|
|
|
n1[1]= (float)(v1[1]-v2[1]);
|
|
|
|
n2[1]= (float)(v2[1]-v3[1]);
|
|
|
|
n1[2]= (float)(v1[2]-v2[2]);
|
|
|
|
n2[2]= (float)(v2[2]-v3[2]);
|
|
|
|
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
|
|
|
|
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
|
|
|
|
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
|
|
|
|
Normalise(n);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float CalcNormFloat( float *v1, float *v2, float *v3, float *n)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float n1[3],n2[3];
|
|
|
|
|
|
|
|
n1[0]= v1[0]-v2[0];
|
|
|
|
n2[0]= v2[0]-v3[0];
|
|
|
|
n1[1]= v1[1]-v2[1];
|
|
|
|
n2[1]= v2[1]-v3[1];
|
|
|
|
n1[2]= v1[2]-v2[2];
|
|
|
|
n2[2]= v2[2]-v3[2];
|
|
|
|
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
|
|
|
|
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
|
|
|
|
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
|
|
|
|
return Normalise(n);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float CalcNormFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
/* real cross! */
|
|
|
|
float n1[3],n2[3];
|
|
|
|
|
|
|
|
n1[0]= v1[0]-v3[0];
|
|
|
|
n1[1]= v1[1]-v3[1];
|
|
|
|
n1[2]= v1[2]-v3[2];
|
|
|
|
|
|
|
|
n2[0]= v2[0]-v4[0];
|
|
|
|
n2[1]= v2[1]-v4[1];
|
|
|
|
n2[2]= v2[2]-v4[2];
|
|
|
|
|
|
|
|
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
|
|
|
|
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
|
|
|
|
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
|
|
|
|
|
|
|
|
return Normalise(n);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void CalcCent3f(float *cent, float *v1, float *v2, float *v3)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
|
|
|
cent[0]= 0.33333f*(v1[0]+v2[0]+v3[0]);
|
|
|
|
cent[1]= 0.33333f*(v1[1]+v2[1]+v3[1]);
|
|
|
|
cent[2]= 0.33333f*(v1[2]+v2[2]+v3[2]);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void CalcCent4f(float *cent, float *v1, float *v2, float *v3, float *v4)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
|
|
|
cent[0]= 0.25f*(v1[0]+v2[0]+v3[0]+v4[0]);
|
|
|
|
cent[1]= 0.25f*(v1[1]+v2[1]+v3[1]+v4[1]);
|
|
|
|
cent[2]= 0.25f*(v1[2]+v2[2]+v3[2]+v4[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
float Sqrt3f(float f)
|
|
|
|
{
|
|
|
|
if(f==0.0) return 0;
|
|
|
|
if(f<0) return (float)(-exp(log(-f)/3));
|
|
|
|
else return (float)(exp(log(f)/3));
|
|
|
|
}
|
|
|
|
|
|
|
|
double Sqrt3d(double d)
|
|
|
|
{
|
|
|
|
if(d==0.0) return 0;
|
|
|
|
if(d<0) return -exp(log(-d)/3);
|
|
|
|
else return exp(log(d)/3);
|
|
|
|
}
|
2003-04-26 16:02:26 +00:00
|
|
|
|
|
|
|
/* distance v1 to line v2-v3 */
|
|
|
|
/* using Hesse formula, NO LINE PIECE! */
|
2003-07-02 13:37:03 +00:00
|
|
|
float DistVL2Dfl( float *v1, float *v2, float *v3) {
|
2002-10-12 11:37:38 +00:00
|
|
|
float a[2],deler;
|
|
|
|
|
|
|
|
a[0]= v2[1]-v3[1];
|
|
|
|
a[1]= v3[0]-v2[0];
|
|
|
|
deler= (float)sqrt(a[0]*a[0]+a[1]*a[1]);
|
|
|
|
if(deler== 0.0f) return 0;
|
|
|
|
|
|
|
|
return (float)(fabs((v1[0]-v2[0])*a[0]+(v1[1]-v2[1])*a[1])/deler);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* distance v1 to line-piece v2-v3 */
|
2003-07-02 13:37:03 +00:00
|
|
|
float PdistVL2Dfl( float *v1, float *v2, float *v3)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float labda, rc[2], pt[2], len;
|
|
|
|
|
|
|
|
rc[0]= v3[0]-v2[0];
|
|
|
|
rc[1]= v3[1]-v2[1];
|
|
|
|
len= rc[0]*rc[0]+ rc[1]*rc[1];
|
|
|
|
if(len==0.0) {
|
|
|
|
rc[0]= v1[0]-v2[0];
|
|
|
|
rc[1]= v1[1]-v2[1];
|
|
|
|
return (float)(sqrt(rc[0]*rc[0]+ rc[1]*rc[1]));
|
|
|
|
}
|
|
|
|
|
|
|
|
labda= ( rc[0]*(v1[0]-v2[0]) + rc[1]*(v1[1]-v2[1]) )/len;
|
|
|
|
if(labda<=0.0) {
|
|
|
|
pt[0]= v2[0];
|
|
|
|
pt[1]= v2[1];
|
|
|
|
}
|
|
|
|
else if(labda>=1.0) {
|
|
|
|
pt[0]= v3[0];
|
|
|
|
pt[1]= v3[1];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
pt[0]= labda*rc[0]+v2[0];
|
|
|
|
pt[1]= labda*rc[1]+v2[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
rc[0]= pt[0]-v1[0];
|
|
|
|
rc[1]= pt[1]-v1[1];
|
|
|
|
return (float)sqrt(rc[0]*rc[0]+ rc[1]*rc[1]);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float AreaF2Dfl( float *v1, float *v2, float *v3)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
return (float)(0.5*fabs( (v1[0]-v2[0])*(v2[1]-v3[1]) + (v1[1]-v2[1])*(v3[0]-v2[0]) ));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float AreaQ3Dfl( float *v1, float *v2, float *v3, float *v4) /* only convex Quadrilaterals */
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float len, vec1[3], vec2[3], n[3];
|
|
|
|
|
|
|
|
VecSubf(vec1, v2, v1);
|
|
|
|
VecSubf(vec2, v4, v1);
|
|
|
|
Crossf(n, vec1, vec2);
|
|
|
|
len= Normalise(n);
|
|
|
|
|
|
|
|
VecSubf(vec1, v4, v3);
|
|
|
|
VecSubf(vec2, v2, v3);
|
|
|
|
Crossf(n, vec1, vec2);
|
|
|
|
len+= Normalise(n);
|
|
|
|
|
|
|
|
return (len/2.0f);
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float AreaT3Dfl( float *v1, float *v2, float *v3) /* Triangles */
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float len, vec1[3], vec2[3], n[3];
|
|
|
|
|
|
|
|
VecSubf(vec1, v3, v2);
|
|
|
|
VecSubf(vec2, v1, v2);
|
|
|
|
Crossf(n, vec1, vec2);
|
|
|
|
len= Normalise(n);
|
|
|
|
|
|
|
|
return (len/2.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
#define MAX2(x,y) ( (x)>(y) ? (x) : (y) )
|
|
|
|
#define MAX3(x,y,z) MAX2( MAX2((x),(y)) , (z) )
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
float AreaPoly3Dfl(int nr, float *verts, float *normal)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float x, y, z, area, max;
|
2003-07-02 13:37:03 +00:00
|
|
|
float *cur, *prev;
|
2002-10-12 11:37:38 +00:00
|
|
|
int a, px=0, py=1;
|
|
|
|
|
|
|
|
/* first: find dominant axis: 0==X, 1==Y, 2==Z */
|
|
|
|
x= (float)fabs(normal[0]);
|
|
|
|
y= (float)fabs(normal[1]);
|
|
|
|
z= (float)fabs(normal[2]);
|
|
|
|
max = MAX3(x, y, z);
|
|
|
|
if(max==y) py=2;
|
|
|
|
else if(max==x) {
|
|
|
|
px=1;
|
|
|
|
py= 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* The Trapezium Area Rule */
|
|
|
|
prev= verts+3*(nr-1);
|
|
|
|
cur= verts;
|
|
|
|
area= 0;
|
|
|
|
for(a=0; a<nr; a++) {
|
|
|
|
area+= (cur[px]-prev[px])*(cur[py]+prev[py]);
|
|
|
|
prev= cur;
|
|
|
|
cur+=3;
|
|
|
|
}
|
|
|
|
|
|
|
|
return (float)fabs(0.5*area/max);
|
|
|
|
}
|
|
|
|
|
2004-11-03 11:25:27 +00:00
|
|
|
/* intersect Line-Line, shorts */
|
|
|
|
short IsectLL2Ds(short *v1, short *v2, short *v3, short *v4)
|
|
|
|
{
|
|
|
|
/* return:
|
|
|
|
-1: colliniar
|
|
|
|
0: no intersection of segments
|
|
|
|
1: exact intersection of segments
|
|
|
|
2: cross-intersection of segments
|
|
|
|
*/
|
|
|
|
float div, labda, mu;
|
|
|
|
|
|
|
|
div= (v2[0]-v1[0])*(v4[1]-v3[1])-(v2[1]-v1[1])*(v4[0]-v3[0]);
|
|
|
|
if(div==0.0) return -1;
|
|
|
|
|
|
|
|
labda= ((float)(v1[1]-v3[1])*(v4[0]-v3[0])-(v1[0]-v3[0])*(v4[1]-v3[1]))/div;
|
|
|
|
|
|
|
|
mu= ((float)(v1[1]-v3[1])*(v2[0]-v1[0])-(v1[0]-v3[0])*(v2[1]-v1[1]))/div;
|
|
|
|
|
|
|
|
if(labda>=0.0 && labda<=1.0 && mu>=0.0 && mu<=1.0) {
|
|
|
|
if(labda==0.0 || labda==1.0 || mu==0.0 || mu==1.0) return 1;
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* intersect Line-Line, floats */
|
|
|
|
short IsectLL2Df(float *v1, float *v2, float *v3, float *v4)
|
|
|
|
{
|
|
|
|
/* return:
|
|
|
|
-1: colliniar
|
|
|
|
0: no intersection of segments
|
|
|
|
1: exact intersection of segments
|
|
|
|
2: cross-intersection of segments
|
|
|
|
*/
|
|
|
|
float div, labda, mu;
|
|
|
|
|
|
|
|
div= (v2[0]-v1[0])*(v4[1]-v3[1])-(v2[1]-v1[1])*(v4[0]-v3[0]);
|
|
|
|
if(div==0.0) return -1;
|
|
|
|
|
|
|
|
labda= ((float)(v1[1]-v3[1])*(v4[0]-v3[0])-(v1[0]-v3[0])*(v4[1]-v3[1]))/div;
|
|
|
|
|
|
|
|
mu= ((float)(v1[1]-v3[1])*(v2[0]-v1[0])-(v1[0]-v3[0])*(v2[1]-v1[1]))/div;
|
|
|
|
|
|
|
|
if(labda>=0.0 && labda<=1.0 && mu>=0.0 && mu<=1.0) {
|
|
|
|
if(labda==0.0 || labda==1.0 || mu==0.0 || mu==1.0) return 1;
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void MinMax3(float *min, float *max, float *vec)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
if(min[0]>vec[0]) min[0]= vec[0];
|
|
|
|
if(min[1]>vec[1]) min[1]= vec[1];
|
|
|
|
if(min[2]>vec[2]) min[2]= vec[2];
|
|
|
|
|
|
|
|
if(max[0]<vec[0]) max[0]= vec[0];
|
|
|
|
if(max[1]<vec[1]) max[1]= vec[1];
|
|
|
|
if(max[2]<vec[2]) max[2]= vec[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ************ EULER *************** */
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void EulToMat3( float *eul, float mat[][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
|
|
|
|
|
|
|
|
ci = cos(eul[0]);
|
|
|
|
cj = cos(eul[1]);
|
|
|
|
ch = cos(eul[2]);
|
|
|
|
si = sin(eul[0]);
|
|
|
|
sj = sin(eul[1]);
|
|
|
|
sh = sin(eul[2]);
|
|
|
|
cc = ci*ch;
|
|
|
|
cs = ci*sh;
|
|
|
|
sc = si*ch;
|
|
|
|
ss = si*sh;
|
|
|
|
|
|
|
|
mat[0][0] = (float)(cj*ch);
|
|
|
|
mat[1][0] = (float)(sj*sc-cs);
|
|
|
|
mat[2][0] = (float)(sj*cc+ss);
|
|
|
|
mat[0][1] = (float)(cj*sh);
|
|
|
|
mat[1][1] = (float)(sj*ss+cc);
|
|
|
|
mat[2][1] = (float)(sj*cs-sc);
|
|
|
|
mat[0][2] = (float)-sj;
|
|
|
|
mat[1][2] = (float)(cj*si);
|
|
|
|
mat[2][2] = (float)(cj*ci);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void EulToMat4( float *eul,float mat[][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
|
|
|
|
|
|
|
|
ci = cos(eul[0]);
|
|
|
|
cj = cos(eul[1]);
|
|
|
|
ch = cos(eul[2]);
|
|
|
|
si = sin(eul[0]);
|
|
|
|
sj = sin(eul[1]);
|
|
|
|
sh = sin(eul[2]);
|
|
|
|
cc = ci*ch;
|
|
|
|
cs = ci*sh;
|
|
|
|
sc = si*ch;
|
|
|
|
ss = si*sh;
|
|
|
|
|
|
|
|
mat[0][0] = (float)(cj*ch);
|
|
|
|
mat[1][0] = (float)(sj*sc-cs);
|
|
|
|
mat[2][0] = (float)(sj*cc+ss);
|
|
|
|
mat[0][1] = (float)(cj*sh);
|
|
|
|
mat[1][1] = (float)(sj*ss+cc);
|
|
|
|
mat[2][1] = (float)(sj*cs-sc);
|
|
|
|
mat[0][2] = (float)-sj;
|
|
|
|
mat[1][2] = (float)(cj*si);
|
|
|
|
mat[2][2] = (float)(cj*ci);
|
|
|
|
|
|
|
|
|
|
|
|
mat[3][0]= mat[3][1]= mat[3][2]= mat[0][3]= mat[1][3]= mat[2][3]= 0.0f;
|
|
|
|
mat[3][3]= 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-12-24 11:44:57 +00:00
|
|
|
void Mat3ToEul(float tmat[][3], float *eul)
|
|
|
|
{
|
2002-10-12 11:37:38 +00:00
|
|
|
float cy, quat[4], mat[3][3];
|
|
|
|
|
|
|
|
Mat3ToQuat(tmat, quat);
|
|
|
|
QuatToMat3(quat, mat);
|
|
|
|
Mat3CpyMat3(mat, tmat);
|
|
|
|
Mat3Ortho(mat);
|
|
|
|
|
|
|
|
cy = (float)sqrt(mat[0][0]*mat[0][0] + mat[0][1]*mat[0][1]);
|
|
|
|
|
|
|
|
if (cy > 16.0*FLT_EPSILON) {
|
|
|
|
eul[0] = (float)atan2(mat[1][2], mat[2][2]);
|
|
|
|
eul[1] = (float)atan2(-mat[0][2], cy);
|
|
|
|
eul[2] = (float)atan2(mat[0][1], mat[0][0]);
|
|
|
|
} else {
|
|
|
|
eul[0] = (float)atan2(-mat[2][1], mat[1][1]);
|
|
|
|
eul[1] = (float)atan2(-mat[0][2], cy);
|
|
|
|
eul[2] = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3ToEuln( float tmat[][3], float *eul)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float sin1, cos1, sin2, cos2, sin3, cos3;
|
|
|
|
|
|
|
|
sin1 = -tmat[2][0];
|
|
|
|
cos1 = (float)sqrt(1 - sin1*sin1);
|
|
|
|
|
|
|
|
if ( fabs(cos1) > FLT_EPSILON ) {
|
|
|
|
sin2 = tmat[2][1] / cos1;
|
|
|
|
cos2 = tmat[2][2] / cos1;
|
|
|
|
sin3 = tmat[1][0] / cos1;
|
|
|
|
cos3 = tmat[0][0] / cos1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sin2 = -tmat[1][2];
|
|
|
|
cos2 = tmat[1][1];
|
|
|
|
sin3 = 0.0;
|
|
|
|
cos3 = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
eul[0] = (float)atan2(sin3, cos3);
|
|
|
|
eul[1] = (float)atan2(sin1, cos1);
|
|
|
|
eul[2] = (float)atan2(sin2, cos2);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void QuatToEul( float *quat, float *eul)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float mat[3][3];
|
|
|
|
|
|
|
|
QuatToMat3(quat, mat);
|
|
|
|
Mat3ToEul(mat, eul);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void EulToQuat( float *eul, float *quat)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
|
|
|
|
|
|
|
|
ti = eul[0]*0.5f; tj = eul[1]*0.5f; th = eul[2]*0.5f;
|
|
|
|
ci = (float)cos(ti); cj = (float)cos(tj); ch = (float)cos(th);
|
|
|
|
si = (float)sin(ti); sj = (float)sin(tj); sh = (float)sin(th);
|
|
|
|
cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
|
|
|
|
|
|
|
|
quat[0] = cj*cc + sj*ss;
|
|
|
|
quat[1] = cj*sc - sj*cs;
|
|
|
|
quat[2] = cj*ss + sj*cc;
|
|
|
|
quat[3] = cj*cs - sj*sc;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecRotToMat3( float *vec, float phi, float mat[][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
/* rotation of phi radials around vec */
|
|
|
|
float vx, vx2, vy, vy2, vz, vz2, co, si;
|
|
|
|
|
|
|
|
vx= vec[0];
|
|
|
|
vy= vec[1];
|
|
|
|
vz= vec[2];
|
|
|
|
vx2= vx*vx;
|
|
|
|
vy2= vy*vy;
|
|
|
|
vz2= vz*vz;
|
|
|
|
co= (float)cos(phi);
|
|
|
|
si= (float)sin(phi);
|
|
|
|
|
|
|
|
mat[0][0]= vx2+co*(1.0f-vx2);
|
|
|
|
mat[0][1]= vx*vy*(1.0f-co)+vz*si;
|
|
|
|
mat[0][2]= vz*vx*(1.0f-co)-vy*si;
|
|
|
|
mat[1][0]= vx*vy*(1.0f-co)-vz*si;
|
|
|
|
mat[1][1]= vy2+co*(1.0f-vy2);
|
|
|
|
mat[1][2]= vy*vz*(1.0f-co)+vx*si;
|
|
|
|
mat[2][0]= vz*vx*(1.0f-co)+vy*si;
|
|
|
|
mat[2][1]= vy*vz*(1.0f-co)-vx*si;
|
|
|
|
mat[2][2]= vz2+co*(1.0f-vz2);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void VecRotToQuat( float *vec, float phi, float *quat)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
/* rotation of phi radials around vec */
|
|
|
|
float si;
|
|
|
|
|
|
|
|
quat[1]= vec[0];
|
|
|
|
quat[2]= vec[1];
|
|
|
|
quat[3]= vec[2];
|
|
|
|
|
|
|
|
if( Normalise(quat+1) == 0.0) {
|
|
|
|
QuatOne(quat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
quat[0]= (float)cos( phi/2.0 );
|
|
|
|
si= (float)sin( phi/2.0 );
|
|
|
|
quat[1] *= si;
|
|
|
|
quat[2] *= si;
|
|
|
|
quat[3] *= si;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-01-08 21:16:24 +00:00
|
|
|
/* Return the angle in degrees between vecs 1-2 and 2-3 */
|
|
|
|
float VecAngle3( float *v1, float *v2, float *v3)
|
|
|
|
{
|
|
|
|
float vec1[3], vec2[3];
|
|
|
|
|
|
|
|
VecSubf(vec1, v2, v1);
|
2005-01-09 14:28:18 +00:00
|
|
|
VecSubf(vec2, v2, v3);
|
2005-01-08 21:16:24 +00:00
|
|
|
Normalise(vec1);
|
|
|
|
Normalise(vec2);
|
|
|
|
|
2005-01-09 14:28:18 +00:00
|
|
|
return saacos(vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]) * 180.0/M_PI;
|
2005-01-08 21:16:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
void euler_rot(float *beul, float ang, char axis)
|
|
|
|
{
|
|
|
|
float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
|
|
|
|
|
|
|
|
eul[0]= eul[1]= eul[2]= 0.0;
|
|
|
|
if(axis=='x') eul[0]= ang;
|
|
|
|
else if(axis=='y') eul[1]= ang;
|
|
|
|
else eul[2]= ang;
|
|
|
|
|
|
|
|
EulToMat3(eul, mat1);
|
|
|
|
EulToMat3(beul, mat2);
|
|
|
|
|
|
|
|
Mat3MulMat3(totmat, mat2, mat1);
|
|
|
|
|
|
|
|
Mat3ToEul(totmat, beul);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void SizeToMat3( float *size, float mat[][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
mat[0][0]= size[0];
|
|
|
|
mat[0][1]= 0.0;
|
|
|
|
mat[0][2]= 0.0;
|
|
|
|
mat[1][1]= size[1];
|
|
|
|
mat[1][0]= 0.0;
|
|
|
|
mat[1][2]= 0.0;
|
|
|
|
mat[2][2]= size[2];
|
|
|
|
mat[2][1]= 0.0;
|
|
|
|
mat[2][0]= 0.0;
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat3ToSize( float mat[][3], float *size)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float vec[3];
|
|
|
|
|
|
|
|
VecCopyf(vec, mat[0]);
|
|
|
|
size[0]= Normalise(vec);
|
2005-03-27 18:17:48 +00:00
|
|
|
if(vec[0]<0.0) size[0]= -size[0];
|
2002-10-12 11:37:38 +00:00
|
|
|
VecCopyf(vec, mat[1]);
|
|
|
|
size[1]= Normalise(vec);
|
2005-03-27 18:17:48 +00:00
|
|
|
if(vec[1]<0.0) size[1]= -size[1];
|
2002-10-12 11:37:38 +00:00
|
|
|
VecCopyf(vec, mat[2]);
|
|
|
|
size[2]= Normalise(vec);
|
2005-03-27 18:17:48 +00:00
|
|
|
if(vec[2]<0.0) size[2]= -size[2];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void Mat4ToSize( float mat[][4], float *size)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float vec[3];
|
|
|
|
|
|
|
|
|
|
|
|
VecCopyf(vec, mat[0]);
|
|
|
|
size[0]= Normalise(vec);
|
|
|
|
VecCopyf(vec, mat[1]);
|
|
|
|
size[1]= Normalise(vec);
|
|
|
|
VecCopyf(vec, mat[2]);
|
|
|
|
size[2]= Normalise(vec);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ************* SPECIALS ******************* */
|
|
|
|
|
2003-07-02 13:37:03 +00:00
|
|
|
void triatoquat( float *v1, float *v2, float *v3, float *quat)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2003-04-26 16:02:26 +00:00
|
|
|
/* imaginary x-axis, y-axis triangle is being rotated */
|
2002-10-12 11:37:38 +00:00
|
|
|
float vec[3], q1[4], q2[4], n[3], si, co, hoek, mat[3][3], imat[3][3];
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* move z-axis to face-normal */
|
2002-10-12 11:37:38 +00:00
|
|
|
CalcNormFloat(v1, v2, v3, vec);
|
|
|
|
|
|
|
|
n[0]= vec[1];
|
|
|
|
n[1]= -vec[0];
|
|
|
|
n[2]= 0.0;
|
|
|
|
Normalise(n);
|
|
|
|
|
|
|
|
if(n[0]==0.0 && n[1]==0.0) n[0]= 1.0;
|
|
|
|
|
|
|
|
hoek= -0.5f*saacos(vec[2]);
|
|
|
|
co= (float)cos(hoek);
|
|
|
|
si= (float)sin(hoek);
|
|
|
|
q1[0]= co;
|
|
|
|
q1[1]= n[0]*si;
|
|
|
|
q1[2]= n[1]*si;
|
|
|
|
q1[3]= 0.0f;
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* rotate back line v1-v2 */
|
2002-10-12 11:37:38 +00:00
|
|
|
QuatToMat3(q1, mat);
|
|
|
|
Mat3Inv(imat, mat);
|
|
|
|
VecSubf(vec, v2, v1);
|
|
|
|
Mat3MulVecfl(imat, vec);
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
/* what angle has this line with x-axis? */
|
2002-10-12 11:37:38 +00:00
|
|
|
vec[2]= 0.0;
|
|
|
|
Normalise(vec);
|
|
|
|
|
|
|
|
hoek= (float)(0.5*atan2(vec[1], vec[0]));
|
|
|
|
co= (float)cos(hoek);
|
|
|
|
si= (float)sin(hoek);
|
|
|
|
q2[0]= co;
|
|
|
|
q2[1]= 0.0f;
|
|
|
|
q2[2]= 0.0f;
|
|
|
|
q2[3]= si;
|
|
|
|
|
|
|
|
QuatMul(quat, q1, q2);
|
|
|
|
}
|
|
|
|
|
|
|
|
void MinMaxRGB(short c[])
|
|
|
|
{
|
|
|
|
if(c[0]>255) c[0]=255;
|
|
|
|
else if(c[0]<0) c[0]=0;
|
|
|
|
if(c[1]>255) c[1]=255;
|
|
|
|
else if(c[1]<0) c[1]=0;
|
|
|
|
if(c[2]>255) c[2]=255;
|
|
|
|
else if(c[2]<0) c[2]=0;
|
|
|
|
}
|
|
|
|
|
Added LSCM UV Unwrapping:
http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf
Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.
Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.
Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.
LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.
LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.
Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.
Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces
The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
|
|
|
float Vec2Lenf(float *v1, float *v2)
|
|
|
|
{
|
|
|
|
float x, y;
|
|
|
|
|
|
|
|
x = v1[0]-v2[0];
|
|
|
|
y = v1[1]-v2[1];
|
|
|
|
return (float)sqrt(x*x+y*y);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Vec2Mulf(float *v1, float f)
|
|
|
|
{
|
|
|
|
v1[0]*= f;
|
|
|
|
v1[1]*= f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Vec2Addf(float *v, float *v1, float *v2)
|
|
|
|
{
|
|
|
|
v[0]= v1[0]+ v2[0];
|
|
|
|
v[1]= v1[1]+ v2[1];
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
void hsv_to_rgb(float h, float s, float v, float *r, float *g, float *b)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
float f, p, q, t;
|
|
|
|
|
|
|
|
h *= 360.0f;
|
|
|
|
|
2004-07-05 08:48:17 +00:00
|
|
|
if(s==0.0) {
|
2002-10-12 11:37:38 +00:00
|
|
|
*r = v;
|
|
|
|
*g = v;
|
|
|
|
*b = v;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(h==360) h = 0;
|
|
|
|
|
|
|
|
h /= 60;
|
|
|
|
i = (int)floor(h);
|
|
|
|
f = h - i;
|
|
|
|
p = v*(1.0f-s);
|
|
|
|
q = v*(1.0f-(s*f));
|
|
|
|
t = v*(1.0f-(s*(1.0f-f)));
|
|
|
|
|
|
|
|
switch (i) {
|
|
|
|
case 0 :
|
|
|
|
*r = v;
|
|
|
|
*g = t;
|
|
|
|
*b = p;
|
|
|
|
break;
|
|
|
|
case 1 :
|
|
|
|
*r = q;
|
|
|
|
*g = v;
|
|
|
|
*b = p;
|
|
|
|
break;
|
|
|
|
case 2 :
|
|
|
|
*r = p;
|
|
|
|
*g = v;
|
|
|
|
*b = t;
|
|
|
|
break;
|
|
|
|
case 3 :
|
|
|
|
*r = p;
|
|
|
|
*g = q;
|
|
|
|
*b = v;
|
|
|
|
break;
|
|
|
|
case 4 :
|
|
|
|
*r = t;
|
|
|
|
*g = p;
|
|
|
|
*b = v;
|
|
|
|
break;
|
|
|
|
case 5 :
|
|
|
|
*r = v;
|
|
|
|
*g = p;
|
|
|
|
*b = q;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void rgb_to_hsv(float r, float g, float b, float *lh, float *ls, float *lv)
|
|
|
|
{
|
|
|
|
float h, s, v;
|
|
|
|
float cmax, cmin, cdelta;
|
|
|
|
float rc, gc, bc;
|
|
|
|
|
|
|
|
cmax = r;
|
|
|
|
cmin = r;
|
|
|
|
cmax = (g>cmax ? g:cmax);
|
|
|
|
cmin = (g<cmin ? g:cmin);
|
|
|
|
cmax = (b>cmax ? b:cmax);
|
|
|
|
cmin = (b<cmin ? b:cmin);
|
|
|
|
|
|
|
|
v = cmax; /* value */
|
|
|
|
if (cmax!=0.0)
|
|
|
|
s = (cmax - cmin)/cmax;
|
|
|
|
else {
|
|
|
|
s = 0.0;
|
|
|
|
h = 0.0;
|
|
|
|
}
|
|
|
|
if (s == 0.0)
|
|
|
|
h = -1.0;
|
|
|
|
else {
|
|
|
|
cdelta = cmax-cmin;
|
|
|
|
rc = (cmax-r)/cdelta;
|
|
|
|
gc = (cmax-g)/cdelta;
|
|
|
|
bc = (cmax-b)/cdelta;
|
|
|
|
if (r==cmax)
|
|
|
|
h = bc-gc;
|
|
|
|
else
|
|
|
|
if (g==cmax)
|
|
|
|
h = 2.0f+rc-bc;
|
|
|
|
else
|
|
|
|
h = 4.0f+gc-rc;
|
|
|
|
h = h*60.0f;
|
|
|
|
if (h<0.0f)
|
|
|
|
h += 360.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
*ls = s;
|
|
|
|
*lh = h/360.0f;
|
|
|
|
if( *lh < 0.0) *lh= 0.0;
|
|
|
|
*lv = v;
|
|
|
|
}
|
|
|
|
|
2003-04-26 16:02:26 +00:00
|
|
|
|
|
|
|
/* we define a 'cpack' here as a (3 byte color code) number that can be expressed like 0xFFAA66 or so.
|
|
|
|
for that reason it is sensitive for endianness... with this function it works correctly
|
|
|
|
*/
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
unsigned int hsv_to_cpack(float h, float s, float v)
|
|
|
|
{
|
|
|
|
short r, g, b;
|
|
|
|
float rf, gf, bf;
|
|
|
|
unsigned int col;
|
|
|
|
|
|
|
|
hsv_to_rgb(h, s, v, &rf, &gf, &bf);
|
|
|
|
|
|
|
|
r= (short)(rf*255.0f);
|
|
|
|
g= (short)(gf*255.0f);
|
|
|
|
b= (short)(bf*255.0f);
|
|
|
|
|
|
|
|
col= ( r + (g*256) + (b*256*256) );
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
unsigned int rgb_to_cpack(float r, float g, float b)
|
|
|
|
{
|
|
|
|
int ir, ig, ib;
|
|
|
|
|
|
|
|
ir= (int)floor(255.0*r);
|
|
|
|
if(ir<0) ir= 0; else if(ir>255) ir= 255;
|
|
|
|
ig= (int)floor(255.0*g);
|
|
|
|
if(ig<0) ig= 0; else if(ig>255) ig= 255;
|
|
|
|
ib= (int)floor(255.0*b);
|
|
|
|
if(ib<0) ib= 0; else if(ib>255) ib= 255;
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return (ir+ (ig*256) + (ib*256*256));
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}
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void cpack_to_rgb(unsigned int col, float *r, float *g, float *b)
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{
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*r= (float)((col)&0xFF);
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*r /= 255.0f;
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*g= (float)(((col)>>8)&0xFF);
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*g /= 255.0f;
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*b= (float)(((col)>>16)&0xFF);
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*b /= 255.0f;
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}
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Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
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/* *************** PROJECTIONS ******************* */
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void tubemap(float x, float y, float z, float *u, float *v)
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{
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float len;
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*v = (z + 1.0) / 2.0;
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len= sqrt(x*x+y*y);
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if(len>0) {
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*u = (1.0 - (atan2(x/len,y/len) / M_PI)) / 2.0;
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}
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}
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/* ------------------------------------------------------------------------- */
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void spheremap(float x, float y, float z, float *u, float *v)
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{
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float len;
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len= sqrt(x*x+y*y+z*z);
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if(len>0.0) {
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if(x==0.0 && y==0.0) *u= 0.0; /* othwise domain error */
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else *u = (1.0 - atan2(x,y)/M_PI )/2.0;
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z/=len;
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*v = 1.0- saacos(z)/M_PI;
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}
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}
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/* ------------------------------------------------------------------------- */
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