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