vect.c
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/*
* Copyright 1991, 1992, 1993, 1994, 1995, Silicon Graphics, Inc.
* All Rights Reserved.
*
* This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
* the contents of this file may not be disclosed to third parties, copied or
* duplicated in any form, in whole or in part, without the prior written
* permission of Silicon Graphics, Inc.
*
* RESTRICTED RIGHTS LEGEND:
* Use, duplication or disclosure by the Government is subject to restrictions
* as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
* and Computer Software clause at DFARS 252.227-7013, and/or in similar or
* successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
* rights reserved under the Copyright Laws of the United States.
*/
/*---------------------------------------------------------------------*
Copyright (C) 1998 Nintendo. (Originated by SGI)
$RCSfile: vect.c,v $
$Revision: 1.1.1.1 $
$Date: 2002/05/02 03:27:22 $
*---------------------------------------------------------------------*/
/*
* vect -
* Various functions to support operations on vectors.
*
* David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
*
* Converted to U-64 by Rob Moore.
*
*/
#include "vect.h"
#include "gu.h"
void
vcopy(vect *v1, vect *v2)
{
*v2 = *v1;
}
void
vprint( vect *v )
{
osSyncPrintf("x: %f y: %f z: %f\n",v->x,v->y,v->z);
}
void
dvprint(dvect *v)
{
osSyncPrintf("x: %f y: %f z: %f\n",v->x,v->y,v->z);
}
void
vprint4(vect *v)
{
osSyncPrintf("x: %f y: %f z: %f w: %f\n",v->x,v->y,v->z,v->w);
}
void
vset(vect *v, float x, float y, float z)
{
v->x = x;
v->y = y;
v->z = z;
}
void
vzero(vect *v)
{
v->x = 0.0;
v->y = 0.0;
v->z = 0.0;
v->w = 0.0;
}
void
vone(vect *v)
{
v->x = 1.0;
v->y = 1.0;
v->z = 1.0;
v->w = 1.0;
}
void
vset4(vect *v, float x, float y, float z, float w)
{
v->x = x;
v->y = y;
v->z = z;
v->w = w;
}
void
vnormal(void *v)
{
float len;
len = vlength(v);
if(len>0.0)
vscale(v,1.0/len);
else
vzero(v);
}
float
vlength(vect *v)
{
return sqrtf(v->x*v->x + v->y*v->y + v->z*v->z);
}
void
vscale(vect *v, float mul)
{
v->x *= mul;
v->y *= mul;
v->z *= mul;
}
void
vmult(vect *src1, vect *src2, vect *dst)
{
dst->x = src1->x * src2->x;
dst->y = src1->y * src2->y;
dst->z = src1->z * src2->z;
}
void
vadd(vect *src1, vect *src2, vect *dst)
{
dst->x = src1->x + src2->x;
dst->y = src1->y + src2->y;
dst->z = src1->z + src2->z;
}
void
vsub(vect *src1, vect *src2, vect *dst)
{
dst->x = src1->x - src2->x;
dst->y = src1->y - src2->y;
dst->z = src1->z - src2->z;
}
void
vhalf(vect *v1, vect *v2, vect *half)
{
float len;
vadd(v2,v1,half);
len = vlength(half);
if(len>0.0001)
vscale(half,1.0/len);
else
*half = *v1;
}
float
vdot(vect *v1, vect *v2)
{
return v1->x*v2->x + v1->y*v2->y + v1->z*v2->z;
}
double
dvdot(dvect *v1, dvect *v2)
{
return v1->x*v2->x + v1->y*v2->y + v1->z*v2->z;
}
void
vcross(vect *v1, vect *v2, vect *cross)
{
vect temp;
temp.x = (v1->y * v2->z) - (v1->z * v2->y);
temp.y = (v1->z * v2->x) - (v1->x * v2->z);
temp.z = (v1->x * v2->y) - (v1->y * v2->x);
*cross = temp;
}
void
vplane(vect *normal, vect *point, vect *plane)
{
plane->x = normal->x;
plane->y = normal->y;
plane->z = normal->z;
plane->w = - vdot(normal, point);
}
void
dvplane( dvect *normal, dvect *point, dvect *plane)
{
plane->x = normal->x;
plane->y = normal->y;
plane->z = normal->z;
plane->w = - dvdot(normal, point);
}
void
vdirection(vect *v1, vect *dir)
{
*dir = *v1;
vnormal(dir);
}
void
makeplane(vect *p1, vect *p2, vect *p3, vect *v)
{
vect a, b;
vsub(p1,p2,&a);
vsub(p3,p2,&b);
vcross(&a,&b,&b);
vnormal(&b);
vplane(&b,p1,v);
}
void
vreflect(vect *in, vect *mirror, vect *out)
{
vect temp;
temp = *mirror;
vscale(&temp,vdot(mirror,in));
vsub(&temp,in,out);
vadd(&temp,out,out);
}
void
vmatrixcopy( float m1[4][4], float m2[4][4] )
{
int i,j;
for(i = 0; i < 4; i++)
for(j = 0; j < 4; j++)
m2[i][j] = m1[i][j];
}
void
vmultmatrix(float m1[4][4], float m2[4][4], float prod[4][4])
{
int row, col;
float temp[4][4];
for(row=0 ; row<4 ; row++)
for(col=0 ; col<4 ; col++)
temp[row][col] = m1[row][0] * m2[0][col]
+ m1[row][1] * m2[1][col]
+ m1[row][2] * m2[2][col]
+ m1[row][3] * m2[3][col];
for(row=0 ; row<4 ; row++)
for(col=0 ; col<4 ; col++)
prod[row][col] = temp[row][col];
}
void
vtransform(vect *v, float mat[4][4], vect *vt)
{
vect t;
t.x = v->x*mat[0][0] + v->y*mat[1][0] + v->z*mat[2][0] + v->w*mat[3][0];
t.y = v->x*mat[0][1] + v->y*mat[1][1] + v->z*mat[2][1] + v->w*mat[3][1];
t.z = v->x*mat[0][2] + v->y*mat[1][2] + v->z*mat[2][2] + v->w*mat[3][2];
t.w = v->x*mat[0][3] + v->y*mat[1][3] + v->z*mat[2][3] + v->w*mat[3][3];
*vt = t;
}
void
vlerp(vect *v0, vect *v1, vect *v, float p)
{
v->x = flerp(v0->x,v1->x,p);
v->y = flerp(v0->y,v1->y,p);
v->z = flerp(v0->z,v1->z,p);
v->w = flerp(v0->w,v1->w,p);
}
void
dvlerp(dvect *v0, dvect *v1, dvect *v, float p)
{
v->x = dlerp(v0->x,v1->x,p);
v->y = dlerp(v0->y,v1->y,p);
v->z = dlerp(v0->z,v1->z,p);
v->w = dlerp(v0->w,v1->w,p);
}
float
flerp(float f0, float f1, float p)
{
return ((f0*(1.0-p))+(f1*p));
}
double
dlerp(double f0, double f1, double p)
{
return ((f0*(1.0-p))+(f1*p));
}
int
lerp(int i0, int i1, float p)
{
return (int)((i0*(1.0-p))+(i1*p));
}
void
vclamp(vect *v)
{
if(v->x<0.0)
v->x = 0.0;
else if(v->x>1.0)
v->x = 1.0;
if(v->y<0.0)
v->y = 0.0;
else if(v->y>1.0)
v->y = 1.0;
if(v->z<0.0)
v->z = 0.0;
else if(v->z>1.0)
v->z = 1.0;
}
int
trinormal(vect *p00, vect *p01, vect *p10, vect *n, float tol )
{
double tx, ty, tz;
double Xj, Yj, Zj;
double Xi, Yi, Zi;
double mag;
Xj = p10->x;
Yj = p10->y;
Zj = p10->z;
tx = ty = tz = 0.0;
Xi = Xj; Xj = p00->x;
Yi = Yj; Yj = p00->y;
Zi = Zj; Zj = p00->z;
tx += (Yi - Yj) * (Zi + Zj);
ty += (Zi - Zj) * (Xi + Xj);
tz += (Xi - Xj) * (Yi + Yj);
Xi = Xj; Xj = p01->x;
Yi = Yj; Yj = p01->y;
Zi = Zj; Zj = p01->z;
tx += (Yi - Yj) * (Zi + Zj);
ty += (Zi - Zj) * (Xi + Xj);
tz += (Xi - Xj) * (Yi + Yj);
Xi = Xj; Xj = p10->x;
Yi = Yj; Yj = p10->y;
Zi = Zj; Zj = p10->z;
tx += (Yi - Yj) * (Zi + Zj);
ty += (Zi - Zj) * (Xi + Xj);
tz += (Xi - Xj) * (Yi + Yj);
mag = sqrtf(tx*tx + ty*ty + tz*tz);
if( mag < tol) {
n->x = 0.0;
n->y = 0.0;
n->z = 0.0;
return 0;
} else {
n->x = tx/mag;
n->y = ty/mag;
n->z = tz/mag;
return 1;
}
}
int
dtrinormal( dvect *p00, dvect *p01, dvect *p10, dvect *n, double tol )
{
double tx, ty, tz;
double Xj, Yj, Zj;
double Xi, Yi, Zi;
double mag;
Xj = p10->x;
Yj = p10->y;
Zj = p10->z;
tx = ty = tz = 0.0;
Xi = Xj; Xj = p00->x;
Yi = Yj; Yj = p00->y;
Zi = Zj; Zj = p00->z;
tx += (Yi - Yj) * (Zi + Zj);
ty += (Zi - Zj) * (Xi + Xj);
tz += (Xi - Xj) * (Yi + Yj);
Xi = Xj; Xj = p01->x;
Yi = Yj; Yj = p01->y;
Zi = Zj; Zj = p01->z;
tx += (Yi - Yj) * (Zi + Zj);
ty += (Zi - Zj) * (Xi + Xj);
tz += (Xi - Xj) * (Yi + Yj);
Xi = Xj; Xj = p10->x;
Yi = Yj; Yj = p10->y;
Zi = Zj; Zj = p10->z;
tx += (Yi - Yj) * (Zi + Zj);
ty += (Zi - Zj) * (Xi + Xj);
tz += (Xi - Xj) * (Yi + Yj);
mag = sqrtf(tx*tx + ty*ty + tz*tz);
if( mag < tol) {
n->x = 0.0;
n->y = 0.0;
n->z = 0.0;
return 0;
} else {
n->x = tx/mag;
n->y = ty/mag;
n->z = tz/mag;
return 1;
}
}
static float idmat[4][4] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
void
myidentity( float mat[4][4] )
{
vmatrixcopy(idmat, mat);
}