The MAT3 routines from SRGP.
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/* #include "HEADERS.h" */
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/* Copyright 1988, Brown Computer Graphics Group. All Rights Reserved. */
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/* --------------------------------------------------------------------------
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* This file contains routines that perform geometry-related operations
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* on matrices.
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* -------------------------------------------------------------------------*/
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#include "mat3defs.h"
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/* -------------------------- Static Routines ---------------------------- */
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/* ------------------------- Internal Routines --------------------------- */
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/* -------------------------- Public Routines ---------------------------- */
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/*
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* This takes a matrix used to transform points, and returns a corresponding
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* matrix that can be used to transform direction vectors (between points).
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*/
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void
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MAT3direction_matrix(result_mat, mat)
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register MAT3mat result_mat, mat;
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{
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register int i;
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MAT3copy(result_mat, mat);
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for (i = 0; i < 4; i++) result_mat[i][3] = result_mat[3][i] = 0.0;
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result_mat[3][3] = 1.0;
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}
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/*
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* This takes a matrix used to transform points, and returns a corresponding
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* matrix that can be used to transform vectors that must remain perpendicular
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* to planes defined by the points. It is useful when you are transforming
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* some object that has both points and normals in its definition, and you
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* only have the transformation matrix for the points. This routine returns
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* FALSE if the normal matrix is uncomputable. Otherwise, it returns TRUE.
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*
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* Spike sez: "This is the adjoint for the non-homogeneous part of the
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* transformation."
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*/
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int
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MAT3normal_matrix(result_mat, mat)
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register MAT3mat result_mat, mat;
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{
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register int ret;
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MAT3mat tmp_mat;
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MAT3direction_matrix(result_mat, mat);
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if (ret = MAT3invert(tmp_mat, tmp_mat)) MAT3transpose(result_mat, tmp_mat);
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return(ret);
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}
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/*
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* Sets the given matrix to be a scale matrix for the given vector of
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* scale values.
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*/
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void
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MAT3scale(result_mat, scale)
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MAT3mat result_mat;
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MAT3vec scale;
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{
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MAT3identity(result_mat);
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result_mat[0][0] = scale[0];
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result_mat[1][1] = scale[1];
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result_mat[2][2] = scale[2];
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}
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/*
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* Sets up a matrix for a rotation about an axis given by the line from
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* (0,0,0) to axis, through an angle (in radians).
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* Looking along the axis toward the origin, the rotation is counter-clockwise.
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*/
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#define SELECT .7071 /* selection constant (roughly .5*sqrt(2) */
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void
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MAT3rotate(result_mat, axis, angle_in_radians)
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MAT3mat result_mat;
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MAT3vec axis;
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double angle_in_radians;
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{
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MAT3vec naxis, /* Axis of rotation, normalized */
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base2, /* 2nd unit basis vec, perp to axis */
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base3; /* 3rd unit basis vec, perp to axis & base2 */
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double dot;
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MAT3mat base_mat, /* Change-of-basis matrix */
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base_mat_trans; /* Inverse of c-o-b matrix */
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register int i;
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/* Step 1: extend { axis } to a basis for 3-space: { axis, base2, base3 }
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* which is orthonormal (all three have unit length, and all three are
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* mutually orthogonal). Also should be oriented, i.e. axis cross base2 =
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* base3, rather than -base3.
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*
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* Method: Find a vector linearly independent from axis. For this we
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* either use the y-axis, or, if that is too close to axis, the
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* z-axis. 'Too close' means that the dot product is too near to 1.
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*/
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MAT3_COPY_VEC(naxis, axis);
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MAT3_NORMALIZE_VEC(naxis, dot);
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if (dot == 0.0) {
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/* ERR_ERROR(MAT3_errid, ERR_SEVERE,
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(ERR_S, "Zero-length axis vector given to MAT3rotate")); */
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return;
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}
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MAT3perp_vec(base2, naxis, TRUE);
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MAT3cross_product(base3, naxis, base2);
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/* Set up the change-of-basis matrix, and its inverse */
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MAT3identity(base_mat);
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MAT3identity(base_mat_trans);
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MAT3identity(result_mat);
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for (i = 0; i < 3; i++){
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base_mat_trans[i][0] = base_mat[0][i] = naxis[i];
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base_mat_trans[i][1] = base_mat[1][i] = base2[i];
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base_mat_trans[i][2] = base_mat[2][i] = base3[i];
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}
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/* If T(u) = uR, where R is base_mat, then T(x-axis) = naxis,
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* T(y-axis) = base2, and T(z-axis) = base3. The inverse of base_mat is
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* its transpose. OK?
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*/
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result_mat[1][1] = result_mat[2][2] = cos(angle_in_radians);
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result_mat[2][1] = -(result_mat[1][2] = sin(angle_in_radians));
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MAT3mult(result_mat, base_mat_trans, result_mat);
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MAT3mult(result_mat, result_mat, base_mat);
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}
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/*
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* Sets the given matrix to be a translation matrix for the given vector of
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* translation values.
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*/
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void
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MAT3translate(result_mat, trans)
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MAT3mat result_mat;
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MAT3vec trans;
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{
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MAT3identity(result_mat);
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result_mat[3][0] = trans[0];
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result_mat[3][1] = trans[1];
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result_mat[3][2] = trans[2];
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}
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/*
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* Sets the given matrix to be a shear matrix for the given x and y shear
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* values.
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*/
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void
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MAT3shear(result_mat, xshear, yshear)
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MAT3mat result_mat;
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double xshear, yshear;
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{
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MAT3identity(result_mat);
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result_mat[2][0] = xshear;
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result_mat[2][1] = yshear;
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}
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