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#include <cstdio> // ugly |
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#include <cmath> |
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#include <blitz/tinymat.h> |
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using namespace blitz; |
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#include "util.h" |
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const vec3 normalize (const vec3 &v) |
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{ |
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GLfloat s = 1. / sqrtf (v.x * v.x + v.y * v.y + v.z * v.z); |
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return vec3 (v.x * s, v.y * s, v.z * s); |
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} |
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const vec3 cross (const vec3 &a, const vec3 &b) |
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{ |
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return vec3 ( |
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a.y * b.z - a.z * b.y, |
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a.z * b.x - a.x * b.z, |
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a.x * b.y - a.y * b.x |
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); |
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} |
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GLfloat dot (const vec3 &a, const vec3 &b) |
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{ |
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return a.x * b.x + a.y * b.y + a.z * b.z; |
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} |
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void gl_matrix::diagonal (GLfloat v) |
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{ |
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for (int i = 4; i--; ) |
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for (int j = 4; j--; ) |
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data[i][j] = i == j ? v : 0.; |
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} |
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const gl_matrix operator *(const gl_matrix &a, const gl_matrix &b) |
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{ |
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gl_matrix r; |
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int i, j, k; |
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for (i = 0; i < 4; i++) |
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for (j = 0; j < 4; j++) |
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{ |
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GLfloat s = 0.; |
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for (k = 0; k < 4; k++) |
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s += a(i,k) * b(k,j); |
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r(i,j) = s; |
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} |
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return r; |
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} |
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void gl_matrix::print () |
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{ |
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printf ("\n"); |
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printf ("[ %f, %f, %f, %f ]\n", data[0][0], data[1][0], data[2][0], data[3][0]); |
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printf ("[ %f, %f, %f, %f ]\n", data[0][1], data[1][1], data[2][1], data[3][1]); |
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printf ("[ %f, %f, %f, %f ]\n", data[0][2], data[1][2], data[2][2], data[3][2]); |
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printf ("[ %f, %f, %f, %f ]\n", data[0][3], data[1][3], data[2][3], data[3][3]); |
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} |
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void gl_matrix::translate (const vec3 &v) |
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{ |
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gl_matrix m(1); |
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m(3,0) = v.x; |
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m(3,1) = v.y; |
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m(3,2) = v.z; |
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m(3,3) = 1; |
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(*this) = (*this) * m; |
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} |
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void box::add (const box &o) |
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{ |
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a.x = min (a.x, o.a.x); |
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a.y = min (a.y, o.a.y); |
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a.z = min (a.z, o.a.z); |
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b.x = max (b.x, o.b.x); |
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b.y = max (b.y, o.b.y); |
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b.z = max (b.z, o.b.z); |
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} |
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void box::add (const point &p) |
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{ |
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a.x = min (a.x, p.x); |
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a.y = min (a.y, p.y); |
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a.z = min (a.z, p.z); |
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b.x = max (b.x, p.x); |
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b.y = max (b.y, p.y); |
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b.z = max (b.z, p.z); |
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} |
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