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/cvs/libgender/util.C
Revision: 1.3
Committed: Sun Oct 3 23:32:57 2004 UTC (19 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +136 -20 lines
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File Contents

# User Rev Content
1 root 1.3 /*
2     * math support
3     * most of the more complicated code is taken from mesa.
4     */
5    
6 root 1.2 #include <cstdio> // ugly
7    
8 root 1.1 #include <cmath>
9    
10 root 1.2 #include <blitz/tinymat.h>
11    
12     using namespace blitz;
13    
14 root 1.1 #include "util.h"
15    
16 root 1.3 #define DEG2RAD (M_PI / 180.)
17    
18 root 1.1 const vec3 normalize (const vec3 &v)
19     {
20 root 1.3 GLfloat s = abs (v);
21    
22     if (!s)
23     return v;
24 root 1.1
25 root 1.3 s = 1. / s;
26 root 1.1 return vec3 (v.x * s, v.y * s, v.z * s);
27     }
28    
29     const vec3 cross (const vec3 &a, const vec3 &b)
30     {
31     return vec3 (
32 root 1.3 a.y * b.z - a.z * b.y,
33     a.z * b.x - a.x * b.z,
34     a.x * b.y - a.y * b.x
35     );
36 root 1.2 }
37    
38     void gl_matrix::diagonal (GLfloat v)
39     {
40     for (int i = 4; i--; )
41     for (int j = 4; j--; )
42     data[i][j] = i == j ? v : 0.;
43     }
44    
45     const gl_matrix operator *(const gl_matrix &a, const gl_matrix &b)
46     {
47     gl_matrix r;
48    
49 root 1.3 // taken from mesa
50     for (int i = 0; i < 4; i++)
51     {
52     const GLfloat ai0=a(i,0), ai1=a(i,1), ai2=a(i,2), ai3=a(i,3);
53    
54     r(i,0) = ai0 * b(0,0) + ai1 * b(1,0) + ai2 * b(2,0) + ai3 * b(3,0);
55     r(i,1) = ai0 * b(0,1) + ai1 * b(1,1) + ai2 * b(2,1) + ai3 * b(3,1);
56     r(i,2) = ai0 * b(0,2) + ai1 * b(1,2) + ai2 * b(2,2) + ai3 * b(3,2);
57     r(i,3) = ai0 * b(0,3) + ai1 * b(1,3) + ai2 * b(2,3) + ai3 * b(3,3);
58     }
59 root 1.2
60 root 1.3 return r;
61     }
62 root 1.2
63 root 1.3 void gl_matrix::rotate (GLfloat angle, const vec3 &axis)
64     {
65     gl_matrix m;
66     GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c;
67 root 1.2
68 root 1.3 s = (GLfloat) sinf (angle * DEG2RAD);
69     c = (GLfloat) cosf (angle * DEG2RAD);
70    
71     const GLfloat mag = abs (axis);
72    
73     if (mag <= 1.0e-4)
74     return; /* no rotation, leave mat as-is */
75    
76     const vec3 n = axis * (1. / mag);
77    
78     /*
79     * Arbitrary axis rotation matrix.
80     *
81     * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
82     * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
83     * (which is about the X-axis), and the two composite transforms
84     * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
85     * from the arbitrary axis to the X-axis then back. They are
86     * all elementary rotations.
87     *
88     * Rz' is a rotation about the Z-axis, to bring the axis vector
89     * into the x-z plane. Then Ry' is applied, rotating about the
90     * Y-axis to bring the axis vector parallel with the X-axis. The
91     * rotation about the X-axis is then performed. Ry and Rz are
92     * simply the respective inverse transforms to bring the arbitrary
93     * axis back to it's original orientation. The first transforms
94     * Rz' and Ry' are considered inverses, since the data from the
95     * arbitrary axis gives you info on how to get to it, not how
96     * to get away from it, and an inverse must be applied.
97     *
98     * The basic calculation used is to recognize that the arbitrary
99     * axis vector (x, y, z), since it is of unit length, actually
100     * represents the sines and cosines of the angles to rotate the
101     * X-axis to the same orientation, with theta being the angle about
102     * Z and phi the angle about Y (in the order described above)
103     * as follows:
104     *
105     * cos ( theta ) = x / sqrt ( 1 - z^2 )
106     * sin ( theta ) = y / sqrt ( 1 - z^2 )
107     *
108     * cos ( phi ) = sqrt ( 1 - z^2 )
109     * sin ( phi ) = z
110     *
111     * Note that cos ( phi ) can further be inserted to the above
112     * formulas:
113     *
114     * cos ( theta ) = x / cos ( phi )
115     * sin ( theta ) = y / sin ( phi )
116     *
117     * ...etc. Because of those relations and the standard trigonometric
118     * relations, it is pssible to reduce the transforms down to what
119     * is used below. It may be that any primary axis chosen will give the
120     * same results (modulo a sign convention) using this method.
121     *
122     * Particularly nice is to notice that all divisions that might
123     * have caused trouble when parallel to certain planes or
124     * axis go away with care paid to reducing the expressions.
125     * After checking, it does perform correctly under all cases, since
126     * in all the cases of division where the denominator would have
127     * been zero, the numerator would have been zero as well, giving
128     * the expected result.
129     */
130    
131     xx = n.x * n.x;
132     yy = n.y * n.y;
133     zz = n.z * n.z;
134     xy = n.x * n.y;
135     yz = n.y * n.z;
136     zx = n.z * n.x;
137     xs = n.x * s;
138     ys = n.y * s;
139     zs = n.z * s;
140     one_c = 1.0F - c;
141    
142     m(0,0) = (one_c * xx) + c;
143     m(0,1) = (one_c * xy) - zs;
144     m(0,2) = (one_c * zx) + ys;
145     m(0,3) = 0;
146    
147     m(1,0) = (one_c * xy) + zs;
148     m(1,1) = (one_c * yy) + c;
149     m(1,2) = (one_c * yz) - xs;
150     m(1,3) = 0;
151    
152     m(2,0) = (one_c * zx) - ys;
153     m(2,1) = (one_c * yz) + xs;
154     m(2,2) = (one_c * zz) + c;
155     m(2,3) = 0;
156    
157     m(3,0) = 0;
158     m(3,1) = 0;
159     m(3,2) = 0;
160     m(3,3) = 1;
161    
162     (*this) = (*this) * m;
163     }
164    
165     const vec3 operator *(const gl_matrix &a, const vec3 &v)
166     {
167     return vec3 (
168     a(0,0) * v.x + a(1,0) * v.y + a(2,0) * v.z + a(3,0),
169     a(0,1) * v.x + a(1,1) * v.y + a(2,1) * v.z + a(3,1),
170     a(0,2) * v.x + a(1,2) * v.y + a(2,2) * v.z + a(3,2)
171     );
172 root 1.2 }
173    
174     void gl_matrix::print ()
175     {
176     printf ("\n");
177     printf ("[ %f, %f, %f, %f ]\n", data[0][0], data[1][0], data[2][0], data[3][0]);
178     printf ("[ %f, %f, %f, %f ]\n", data[0][1], data[1][1], data[2][1], data[3][1]);
179     printf ("[ %f, %f, %f, %f ]\n", data[0][2], data[1][2], data[2][2], data[3][2]);
180     printf ("[ %f, %f, %f, %f ]\n", data[0][3], data[1][3], data[2][3], data[3][3]);
181     }
182    
183     void gl_matrix::translate (const vec3 &v)
184     {
185     gl_matrix m(1);
186    
187     m(3,0) = v.x;
188     m(3,1) = v.y;
189     m(3,2) = v.z;
190     m(3,3) = 1;
191    
192     (*this) = (*this) * m;
193 root 1.1 }
194    
195     void box::add (const box &o)
196     {
197     a.x = min (a.x, o.a.x);
198     a.y = min (a.y, o.a.y);
199     a.z = min (a.z, o.a.z);
200     b.x = max (b.x, o.b.x);
201     b.y = max (b.y, o.b.y);
202     b.z = max (b.z, o.b.z);
203     }
204    
205     void box::add (const point &p)
206     {
207     a.x = min (a.x, p.x);
208     a.y = min (a.y, p.y);
209     a.z = min (a.z, p.z);
210     b.x = max (b.x, p.x);
211     b.y = max (b.y, p.y);
212     b.z = max (b.z, p.z);
213     }
214