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root/radiance/ray/src/cv/mgflib/vect.c
Revision: 1.2
Committed: Fri Jan 16 10:47:27 1998 UTC (26 years, 3 months ago) by gregl
Content type: text/plain
Branch: MAIN
Changes since 1.1: +13 -12 lines
Log Message:
changed M_PI definition to ward off long double problems

File Contents

# Content
1 #ifndef lint
2 static char SCCSid[] = "$SunId$ LBL";
3 #endif
4
5 #include <math.h>
6 #include <string.h>
7 #include "vect.h"
8
9 #ifndef M_PI
10 #define M_PI 3.14159265358979323846
11 #endif
12 #define PI ((double)M_PI)
13
14 #define EPSILON 1e-6
15
16 void adjoint (Matrix mat);
17 double det4x4 (Matrix mat);
18 double det3x3 (double a1, double a2, double a3, double b1, double b2,
19 double b3, double c1, double c2, double c3);
20 double det2x2 (double a, double b, double c, double d);
21
22
23 void vect_init (Vector v, float x, float y, float z)
24 {
25 v[X] = x;
26 v[Y] = y;
27 v[Z] = z;
28 }
29
30
31 void vect_copy (Vector v1, Vector v2)
32 {
33 v1[X] = v2[X];
34 v1[Y] = v2[Y];
35 v1[Z] = v2[Z];
36 }
37
38
39 int vect_equal (Vector v1, Vector v2)
40 {
41 if (v1[X] == v2[X] && v1[Y] == v2[Y] && v1[Z] == v2[Z])
42 return 1;
43 else
44 return 0;
45 }
46
47
48 void vect_add (Vector v1, Vector v2, Vector v3)
49 {
50 v1[X] = v2[X] + v3[X];
51 v1[Y] = v2[Y] + v3[Y];
52 v1[Z] = v2[Z] + v3[Z];
53 }
54
55
56 void vect_sub (Vector v1, Vector v2, Vector v3)
57 {
58 v1[X] = v2[X] - v3[X];
59 v1[Y] = v2[Y] - v3[Y];
60 v1[Z] = v2[Z] - v3[Z];
61 }
62
63
64 void vect_scale (Vector v1, Vector v2, float k)
65 {
66 v1[X] = k * v2[X];
67 v1[Y] = k * v2[Y];
68 v1[Z] = k * v2[Z];
69 }
70
71
72 float vect_mag (Vector v)
73 {
74 float mag = sqrt(v[X]*v[X] + v[Y]*v[Y] + v[Z]*v[Z]);
75
76 return mag;
77 }
78
79
80 void vect_normalize (Vector v)
81 {
82 float mag = vect_mag (v);
83
84 if (mag > 0.0)
85 vect_scale (v, v, 1.0/mag);
86 }
87
88
89 float vect_dot (Vector v1, Vector v2)
90 {
91 return (v1[X]*v2[X] + v1[Y]*v2[Y] + v1[Z]*v2[Z]);
92 }
93
94
95 void vect_cross (Vector v1, Vector v2, Vector v3)
96 {
97 v1[X] = (v2[Y] * v3[Z]) - (v2[Z] * v3[Y]);
98 v1[Y] = (v2[Z] * v3[X]) - (v2[X] * v3[Z]);
99 v1[Z] = (v2[X] * v3[Y]) - (v2[Y] * v3[X]);
100 }
101
102 void vect_min (Vector v1, Vector v2, Vector v3)
103 {
104 v1[X] = (v2[X] < v3[X]) ? v2[X] : v3[X];
105 v1[Y] = (v2[Y] < v3[Y]) ? v2[Y] : v3[Y];
106 v1[Z] = (v2[Z] < v3[Z]) ? v2[Z] : v3[Z];
107 }
108
109
110 void vect_max (Vector v1, Vector v2, Vector v3)
111 {
112 v1[X] = (v2[X] > v3[X]) ? v2[X] : v3[X];
113 v1[Y] = (v2[Y] > v3[Y]) ? v2[Y] : v3[Y];
114 v1[Z] = (v2[Z] > v3[Z]) ? v2[Z] : v3[Z];
115 }
116
117
118 /* Return the angle between two vectors */
119 float vect_angle (Vector v1, Vector v2)
120 {
121 float mag1, mag2, angle, cos_theta;
122
123 mag1 = vect_mag(v1);
124 mag2 = vect_mag(v2);
125
126 if (mag1 * mag2 == 0.0)
127 angle = 0.0;
128 else {
129 cos_theta = vect_dot(v1,v2) / (mag1 * mag2);
130
131 if (cos_theta <= -1.0)
132 angle = 180.0;
133 else if (cos_theta >= +1.0)
134 angle = 0.0;
135 else
136 angle = (180.0/PI) * acos(cos_theta);
137 }
138
139 return angle;
140 }
141
142
143 void vect_print (FILE *f, Vector v, int dec, char sep)
144 {
145 char fstr[] = "%.4f, %.4f, %.4f";
146
147 if (dec < 0) dec = 0;
148 if (dec > 9) dec = 9;
149
150 fstr[2] = '0' + dec;
151 fstr[8] = '0' + dec;
152 fstr[14] = '0' + dec;
153
154 fstr[4] = sep;
155 fstr[10] = sep;
156
157 fprintf (f, fstr, v[X], v[Y], v[Z]);
158 }
159
160
161 /* Rotate a vector about the X, Y or Z axis */
162 void vect_rotate (Vector v1, Vector v2, int axis, float angle)
163 {
164 float cosa, sina;
165
166 cosa = cos ((PI/180.0) * angle);
167 sina = sin ((PI/180.0) * angle);
168
169 switch (axis) {
170 case X:
171 v1[X] = v2[X];
172 v1[Y] = v2[Y] * cosa + v2[Z] * sina;
173 v1[Z] = v2[Z] * cosa - v2[Y] * sina;
174 break;
175
176 case Y:
177 v1[X] = v2[X] * cosa - v2[Z] * sina;
178 v1[Y] = v2[Y];
179 v1[Z] = v2[Z] * cosa + v2[X] * sina;
180 break;
181
182 case Z:
183 v1[X] = v2[X] * cosa + v2[Y] * sina;
184 v1[Y] = v2[Y] * cosa - v2[X] * sina;
185 v1[Z] = v2[Z];
186 break;
187 }
188 }
189
190
191 /* Rotate a vector about a specific axis */
192 void vect_axis_rotate (Vector v1, Vector v2, Vector axis, float angle)
193 {
194 float cosa, sina;
195 Matrix mat;
196
197 cosa = cos ((PI/180.0) * angle);
198 sina = sin ((PI/180.0) * angle);
199
200 mat[0][0] = (axis[X] * axis[X]) + ((1.0 - (axis[X] * axis[X]))*cosa);
201 mat[0][1] = (axis[X] * axis[Y] * (1.0 - cosa)) - (axis[Z] * sina);
202 mat[0][2] = (axis[X] * axis[Z] * (1.0 - cosa)) + (axis[Y] * sina);
203 mat[0][3] = 0.0;
204
205 mat[1][0] = (axis[X] * axis[Y] * (1.0 - cosa)) + (axis[Z] * sina);
206 mat[1][1] = (axis[Y] * axis[Y]) + ((1.0 - (axis[Y] * axis[Y])) * cosa);
207 mat[1][2] = (axis[Y] * axis[Z] * (1.0 - cosa)) - (axis[X] * sina);
208 mat[1][3] = 0.0;
209
210 mat[2][0] = (axis[X] * axis[Z] * (1.0 - cosa)) - (axis[Y] * sina);
211 mat[2][1] = (axis[Y] * axis[Z] * (1.0 - cosa)) + (axis[X] * sina);
212 mat[2][2] = (axis[Z] * axis[Z]) + ((1.0 - (axis[Z] * axis[Z])) * cosa);
213 mat[2][3] = 0.0;
214
215 mat[3][0] = mat[3][1] = mat[3][2] = mat[3][3] = 0.0;
216
217 vect_transform (v1, v2, mat);
218 }
219
220
221 /* Transform the given vector */
222 void vect_transform (Vector v1, Vector v2, Matrix mat)
223 {
224 Vector tmp;
225
226 tmp[X] = (v2[X] * mat[0][0]) + (v2[Y] * mat[1][0]) + (v2[Z] * mat[2][0]) + mat[3][0];
227 tmp[Y] = (v2[X] * mat[0][1]) + (v2[Y] * mat[1][1]) + (v2[Z] * mat[2][1]) + mat[3][1];
228 tmp[Z] = (v2[X] * mat[0][2]) + (v2[Y] * mat[1][2]) + (v2[Z] * mat[2][2]) + mat[3][2];
229
230 vect_copy (v1, tmp);
231 }
232
233
234 /* Create an identity matrix */
235 void mat_identity (Matrix mat)
236 {
237 int i, j;
238
239 for (i = 0; i < 4; i++)
240 for (j = 0; j < 4; j++)
241 mat[i][j] = 0.0;
242
243 for (i = 0; i < 4; i++)
244 mat[i][i] = 1.0;
245 }
246
247
248 void mat_copy (Matrix mat1, Matrix mat2)
249 {
250 int i, j;
251
252 for (i = 0; i < 4; i++)
253 for (j = 0; j < 4; j++)
254 mat1[i][j] = mat2[i][j];
255 }
256
257
258 /* Rotate a matrix about the X, Y or Z axis */
259 void mat_rotate (Matrix mat1, Matrix mat2, int axis, float angle)
260 {
261 Matrix mat;
262 float cosa, sina;
263
264 cosa = cos ((PI/180.0) * angle);
265 sina = sin ((PI/180.0) * angle);
266
267 mat_identity (mat);
268
269 switch (axis) {
270 case X:
271 mat[1][1] = cosa;
272 mat[1][2] = sina;
273 mat[2][1] = -sina;
274 mat[2][2] = cosa;
275 break;
276
277 case Y:
278 mat[0][0] = cosa;
279 mat[0][2] = -sina;
280 mat[2][0] = sina;
281 mat[2][2] = cosa;
282 break;
283
284 case Z:
285 mat[0][0] = cosa;
286 mat[0][1] = sina;
287 mat[1][0] = -sina;
288 mat[1][1] = cosa;
289 break;
290 }
291
292 mat_mult (mat1, mat2, mat);
293 }
294
295
296 void mat_axis_rotate (Matrix mat1, Matrix mat2, Vector axis, float angle)
297 {
298 float cosa, sina;
299 Matrix mat;
300
301 cosa = cos ((PI/180.0) * angle);
302 sina = sin ((PI/180.0) * angle);
303
304 mat[0][0] = (axis[X] * axis[X]) + ((1.0 - (axis[X] * axis[X]))*cosa);
305 mat[0][1] = (axis[X] * axis[Y] * (1.0 - cosa)) - (axis[Z] * sina);
306 mat[0][2] = (axis[X] * axis[Z] * (1.0 - cosa)) + (axis[Y] * sina);
307 mat[0][3] = 0.0;
308
309 mat[1][0] = (axis[X] * axis[Y] * (1.0 - cosa)) + (axis[Z] * sina);
310 mat[1][1] = (axis[Y] * axis[Y]) + ((1.0 - (axis[Y] * axis[Y])) * cosa);
311 mat[1][2] = (axis[Y] * axis[Z] * (1.0 - cosa)) - (axis[X] * sina);
312 mat[1][3] = 0.0;
313
314 mat[2][0] = (axis[X] * axis[Z] * (1.0 - cosa)) - (axis[Y] * sina);
315 mat[2][1] = (axis[Y] * axis[Z] * (1.0 - cosa)) + (axis[X] * sina);
316 mat[2][2] = (axis[Z] * axis[Z]) + ((1.0 - (axis[Z] * axis[Z])) * cosa);
317 mat[2][3] = 0.0;
318
319 mat[3][0] = mat[3][1] = mat[3][2] = mat[3][3] = 0.0;
320
321 mat_mult (mat1, mat2, mat);
322 }
323
324
325 /* mat1 <-- mat2 * mat3 */
326 void mat_mult (Matrix mat1, Matrix mat2, Matrix mat3)
327 {
328 float sum;
329 int i, j, k;
330 Matrix result;
331
332 for (i = 0; i < 4; i++) {
333 for (j = 0; j < 4; j++) {
334 sum = 0.0;
335
336 for (k = 0; k < 4; k++)
337 sum = sum + mat2[i][k] * mat3[k][j];
338
339 result[i][j] = sum;
340 }
341 }
342
343 for (i = 0; i < 4; i++)
344 for (j = 0; j < 4; j++)
345 mat1[i][j] = result[i][j];
346 }
347
348
349 /*
350 Decodes a 3x4 transformation matrix into separate scale, rotation,
351 translation, and shear vectors. Based on a program by Spencer W.
352 Thomas (Graphics Gems II)
353 */
354 void mat_decode (Matrix mat, Vector scale, Vector shear, Vector rotate,
355 Vector transl)
356 {
357 int i;
358 Vector row[3], temp;
359
360 for (i = 0; i < 3; i++)
361 transl[i] = mat[3][i];
362
363 for (i = 0; i < 3; i++) {
364 row[i][X] = mat[i][0];
365 row[i][Y] = mat[i][1];
366 row[i][Z] = mat[i][2];
367 }
368
369 scale[X] = vect_mag (row[0]);
370 vect_normalize (row[0]);
371
372 shear[X] = vect_dot (row[0], row[1]);
373 row[1][X] = row[1][X] - shear[X]*row[0][X];
374 row[1][Y] = row[1][Y] - shear[X]*row[0][Y];
375 row[1][Z] = row[1][Z] - shear[X]*row[0][Z];
376
377 scale[Y] = vect_mag (row[1]);
378 vect_normalize (row[1]);
379
380 if (scale[Y] != 0.0)
381 shear[X] /= scale[Y];
382
383 shear[Y] = vect_dot (row[0], row[2]);
384 row[2][X] = row[2][X] - shear[Y]*row[0][X];
385 row[2][Y] = row[2][Y] - shear[Y]*row[0][Y];
386 row[2][Z] = row[2][Z] - shear[Y]*row[0][Z];
387
388 shear[Z] = vect_dot (row[1], row[2]);
389 row[2][X] = row[2][X] - shear[Z]*row[1][X];
390 row[2][Y] = row[2][Y] - shear[Z]*row[1][Y];
391 row[2][Z] = row[2][Z] - shear[Z]*row[1][Z];
392
393 scale[Z] = vect_mag (row[2]);
394 vect_normalize (row[2]);
395
396 if (scale[Z] != 0.0) {
397 shear[Y] /= scale[Z];
398 shear[Z] /= scale[Z];
399 }
400
401 vect_cross (temp, row[1], row[2]);
402 if (vect_dot (row[0], temp) < 0.0) {
403 for (i = 0; i < 3; i++) {
404 scale[i] *= -1.0;
405 row[i][X] *= -1.0;
406 row[i][Y] *= -1.0;
407 row[i][Z] *= -1.0;
408 }
409 }
410
411 if (row[0][Z] < -1.0) row[0][Z] = -1.0;
412 if (row[0][Z] > +1.0) row[0][Z] = +1.0;
413
414 rotate[Y] = asin(-row[0][Z]);
415
416 if (fabs(cos(rotate[Y])) > EPSILON) {
417 rotate[X] = atan2 (row[1][Z], row[2][Z]);
418 rotate[Z] = atan2 (row[0][Y], row[0][X]);
419 }
420 else {
421 rotate[X] = atan2 (row[1][X], row[1][Y]);
422 rotate[Z] = 0.0;
423 }
424
425 /* Convert the rotations to degrees */
426 rotate[X] = (180.0/PI)*rotate[X];
427 rotate[Y] = (180.0/PI)*rotate[Y];
428 rotate[Z] = (180.0/PI)*rotate[Z];
429 }
430
431
432 /* Matrix inversion code from Graphics Gems */
433
434 /* mat1 <-- mat2^-1 */
435 float mat_inv (Matrix mat1, Matrix mat2)
436 {
437 int i, j;
438 float det;
439
440 if (mat1 != mat2) {
441 for (i = 0; i < 4; i++)
442 for (j = 0; j < 4; j++)
443 mat1[i][j] = mat2[i][j];
444 }
445
446 det = det4x4 (mat1);
447
448 if (fabs (det) < EPSILON)
449 return 0.0;
450
451 adjoint (mat1);
452
453 for (i = 0; i < 4; i++)
454 for(j = 0; j < 4; j++)
455 mat1[i][j] = mat1[i][j] / det;
456
457 return det;
458 }
459
460
461 void adjoint (Matrix mat)
462 {
463 double a1, a2, a3, a4, b1, b2, b3, b4;
464 double c1, c2, c3, c4, d1, d2, d3, d4;
465
466 a1 = mat[0][0]; b1 = mat[0][1];
467 c1 = mat[0][2]; d1 = mat[0][3];
468
469 a2 = mat[1][0]; b2 = mat[1][1];
470 c2 = mat[1][2]; d2 = mat[1][3];
471
472 a3 = mat[2][0]; b3 = mat[2][1];
473 c3 = mat[2][2]; d3 = mat[2][3];
474
475 a4 = mat[3][0]; b4 = mat[3][1];
476 c4 = mat[3][2]; d4 = mat[3][3];
477
478 /* row column labeling reversed since we transpose rows & columns */
479 mat[0][0] = det3x3 (b2, b3, b4, c2, c3, c4, d2, d3, d4);
480 mat[1][0] = -det3x3 (a2, a3, a4, c2, c3, c4, d2, d3, d4);
481 mat[2][0] = det3x3 (a2, a3, a4, b2, b3, b4, d2, d3, d4);
482 mat[3][0] = -det3x3 (a2, a3, a4, b2, b3, b4, c2, c3, c4);
483
484 mat[0][1] = -det3x3 (b1, b3, b4, c1, c3, c4, d1, d3, d4);
485 mat[1][1] = det3x3 (a1, a3, a4, c1, c3, c4, d1, d3, d4);
486 mat[2][1] = -det3x3 (a1, a3, a4, b1, b3, b4, d1, d3, d4);
487 mat[3][1] = det3x3 (a1, a3, a4, b1, b3, b4, c1, c3, c4);
488
489 mat[0][2] = det3x3 (b1, b2, b4, c1, c2, c4, d1, d2, d4);
490 mat[1][2] = -det3x3 (a1, a2, a4, c1, c2, c4, d1, d2, d4);
491 mat[2][2] = det3x3 (a1, a2, a4, b1, b2, b4, d1, d2, d4);
492 mat[3][2] = -det3x3 (a1, a2, a4, b1, b2, b4, c1, c2, c4);
493
494 mat[0][3] = -det3x3 (b1, b2, b3, c1, c2, c3, d1, d2, d3);
495 mat[1][3] = det3x3 (a1, a2, a3, c1, c2, c3, d1, d2, d3);
496 mat[2][3] = -det3x3 (a1, a2, a3, b1, b2, b3, d1, d2, d3);
497 mat[3][3] = det3x3 (a1, a2, a3, b1, b2, b3, c1, c2, c3);
498 }
499
500
501 double det4x4 (Matrix mat)
502 {
503 double ans;
504 double a1, a2, a3, a4, b1, b2, b3, b4, c1, c2, c3, c4, d1, d2, d3, d4;
505
506 a1 = mat[0][0]; b1 = mat[0][1];
507 c1 = mat[0][2]; d1 = mat[0][3];
508
509 a2 = mat[1][0]; b2 = mat[1][1];
510 c2 = mat[1][2]; d2 = mat[1][3];
511
512 a3 = mat[2][0]; b3 = mat[2][1];
513 c3 = mat[2][2]; d3 = mat[2][3];
514
515 a4 = mat[3][0]; b4 = mat[3][1];
516 c4 = mat[3][2]; d4 = mat[3][3];
517
518 ans = a1 * det3x3 (b2, b3, b4, c2, c3, c4, d2, d3, d4) -
519 b1 * det3x3 (a2, a3, a4, c2, c3, c4, d2, d3, d4) +
520 c1 * det3x3 (a2, a3, a4, b2, b3, b4, d2, d3, d4) -
521 d1 * det3x3 (a2, a3, a4, b2, b3, b4, c2, c3, c4);
522
523 return ans;
524 }
525
526
527 double det3x3 (double a1, double a2, double a3, double b1, double b2,
528 double b3, double c1, double c2, double c3)
529 {
530 double ans;
531
532 ans = a1 * det2x2 (b2, b3, c2, c3)
533 - b1 * det2x2 (a2, a3, c2, c3)
534 + c1 * det2x2 (a2, a3, b2, b3);
535
536 return ans;
537 }
538
539
540 double det2x2 (double a, double b, double c, double d)
541 {
542 double ans;
543 ans = a * d - b * c;
544 return ans;
545 }
546