vvector.h
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- /*
- * vvector.h
- *
- * FUNCTION:
- * This file contains a number of utilities useful for handling
- * 3D vectors
- *
- * HISTORY:
- * Written by Linas Vepstas, August 1991
- * Added 2D code, March 1993
- * Added Outer products, C++ proofed, Linas Vepstas October 1993
- */
- #ifndef __GUTIL_VECTOR_H__
- #define __GUTIL_VECTOR_H__
- #if defined(__cplusplus) || defined(c_plusplus)
- extern "C" {
- #endif
- #include <math.h>
- #include "port.h"
- /* ========================================================== */
- /* Zero out a 2D vector */
- #define VEC_ZERO_2(a)
- {
- (a)[0] = (a)[1] = 0.0;
- }
- /* ========================================================== */
- /* Zero out a 3D vector */
- #define VEC_ZERO(a)
- {
- (a)[0] = (a)[1] = (a)[2] = 0.0;
- }
- /* ========================================================== */
- /* Zero out a 4D vector */
- #define VEC_ZERO_4(a)
- {
- (a)[0] = (a)[1] = (a)[2] = (a)[3] = 0.0;
- }
- /* ========================================================== */
- /* Vector copy */
- #define VEC_COPY_2(b,a)
- {
- (b)[0] = (a)[0];
- (b)[1] = (a)[1];
- }
- /* ========================================================== */
- /* Copy 3D vector */
- #define VEC_COPY(b,a)
- {
- (b)[0] = (a)[0];
- (b)[1] = (a)[1];
- (b)[2] = (a)[2];
- }
- /* ========================================================== */
- /* Copy 4D vector */
- #define VEC_COPY_4(b,a)
- {
- (b)[0] = (a)[0];
- (b)[1] = (a)[1];
- (b)[2] = (a)[2];
- (b)[3] = (a)[3];
- }
- /* ========================================================== */
- /* Vector difference */
- #define VEC_DIFF_2(v21,v2,v1)
- {
- (v21)[0] = (v2)[0] - (v1)[0];
- (v21)[1] = (v2)[1] - (v1)[1];
- }
- /* ========================================================== */
- /* Vector difference */
- #define VEC_DIFF(v21,v2,v1)
- {
- (v21)[0] = (v2)[0] - (v1)[0];
- (v21)[1] = (v2)[1] - (v1)[1];
- (v21)[2] = (v2)[2] - (v1)[2];
- }
- /* ========================================================== */
- /* Vector difference */
- #define VEC_DIFF_4(v21,v2,v1)
- {
- (v21)[0] = (v2)[0] - (v1)[0];
- (v21)[1] = (v2)[1] - (v1)[1];
- (v21)[2] = (v2)[2] - (v1)[2];
- (v21)[3] = (v2)[3] - (v1)[3];
- }
- /* ========================================================== */
- /* Vector sum */
- #define VEC_SUM_2(v21,v2,v1)
- {
- (v21)[0] = (v2)[0] + (v1)[0];
- (v21)[1] = (v2)[1] + (v1)[1];
- }
- /* ========================================================== */
- /* Vector sum */
- #define VEC_SUM(v21,v2,v1)
- {
- (v21)[0] = (v2)[0] + (v1)[0];
- (v21)[1] = (v2)[1] + (v1)[1];
- (v21)[2] = (v2)[2] + (v1)[2];
- }
- /* ========================================================== */
- /* Vector sum */
- #define VEC_SUM_4(v21,v2,v1)
- {
- (v21)[0] = (v2)[0] + (v1)[0];
- (v21)[1] = (v2)[1] + (v1)[1];
- (v21)[2] = (v2)[2] + (v1)[2];
- (v21)[3] = (v2)[3] + (v1)[3];
- }
- /* ========================================================== */
- /* scalar times vector */
- #define VEC_SCALE_2(c,a,b)
- {
- (c)[0] = (a)*(b)[0];
- (c)[1] = (a)*(b)[1];
- }
- /* ========================================================== */
- /* scalar times vector */
- #define VEC_SCALE(c,a,b)
- {
- (c)[0] = (a)*(b)[0];
- (c)[1] = (a)*(b)[1];
- (c)[2] = (a)*(b)[2];
- }
- /* ========================================================== */
- /* scalar times vector */
- #define VEC_SCALE_4(c,a,b)
- {
- (c)[0] = (a)*(b)[0];
- (c)[1] = (a)*(b)[1];
- (c)[2] = (a)*(b)[2];
- (c)[3] = (a)*(b)[3];
- }
- /* ========================================================== */
- /* accumulate scaled vector */
- #define VEC_ACCUM_2(c,a,b)
- {
- (c)[0] += (a)*(b)[0];
- (c)[1] += (a)*(b)[1];
- }
- /* ========================================================== */
- /* accumulate scaled vector */
- #define VEC_ACCUM(c,a,b)
- {
- (c)[0] += (a)*(b)[0];
- (c)[1] += (a)*(b)[1];
- (c)[2] += (a)*(b)[2];
- }
- /* ========================================================== */
- /* accumulate scaled vector */
- #define VEC_ACCUM_4(c,a,b)
- {
- (c)[0] += (a)*(b)[0];
- (c)[1] += (a)*(b)[1];
- (c)[2] += (a)*(b)[2];
- (c)[3] += (a)*(b)[3];
- }
- /* ========================================================== */
- /* Vector dot product */
- #define VEC_DOT_PRODUCT_2(c,a,b)
- {
- c = (a)[0]*(b)[0] + (a)[1]*(b)[1];
- }
- /* ========================================================== */
- /* Vector dot product */
- #define VEC_DOT_PRODUCT(c,a,b)
- {
- c = (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2];
- }
- /* ========================================================== */
- /* Vector dot product */
- #define VEC_DOT_PRODUCT_4(c,a,b)
- {
- c = (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3] ;
- }
- /* ========================================================== */
- /* vector impact parameter (squared) */
- #define VEC_IMPACT_SQ(bsq,direction,position)
- {
- gleDouble len, llel;
- VEC_DOT_PRODUCT (len, position, position);
- VEC_DOT_PRODUCT (llel, direction, position);
- bsq = len - llel*llel;
- }
- /* ========================================================== */
- /* vector impact parameter */
- #define VEC_IMPACT(bsq,direction,position)
- {
- VEC_IMPACT_SQ(bsq,direction,position);
- bsq = sqrt (bsq);
- }
- /* ========================================================== */
- /* Vector length */
- #define VEC_LENGTH_2(len,a)
- {
- len = a[0]*a[0] + a[1]*a[1];
- len = sqrt (len);
- }
- /* ========================================================== */
- /* Vector length */
- #define VEC_LENGTH(len,a)
- {
- len = (a)[0]*(a)[0] + (a)[1]*(a)[1];
- len += (a)[2]*(a)[2];
- len = sqrt (len);
- }
- /* ========================================================== */
- /* Vector length */
- #define VEC_LENGTH_4(len,a)
- {
- len = (a)[0]*(a)[0] + (a)[1]*(a)[1];
- len += (a)[2]*(a)[2];
- len += (a)[3] * (a)[3];
- len = sqrt (len);
- }
- /* ========================================================== */
- /* distance between two points */
- #define VEC_DISTANCE(len,va,vb)
- {
- gleDouble tmp[4];
- VEC_DIFF (tmp, vb, va);
- VEC_LENGTH (len, tmp);
- }
- /* ========================================================== */
- /* Vector length */
- #define VEC_CONJUGATE_LENGTH(len,a)
- {
- len = 1.0 - a[0]*a[0] - a[1]*a[1] - a[2]*a[2];
- len = sqrt (len);
- }
- /* ========================================================== */
- /* Vector length */
- #define VEC_NORMALIZE(a)
- {
- double len;
- VEC_LENGTH (len,a);
- if (len != 0.0) {
- len = 1.0 / len;
- a[0] *= len;
- a[1] *= len;
- a[2] *= len;
- }
- }
- /* ========================================================== */
- /* Vector length */
- #define VEC_RENORMALIZE(a,newlen)
- {
- double len;
- VEC_LENGTH (len,a);
- if (len != 0.0) {
- len = newlen / len;
- a[0] *= len;
- a[1] *= len;
- a[2] *= len;
- }
- }
- /* ========================================================== */
- /* 3D Vector cross product yeilding vector */
- #define VEC_CROSS_PRODUCT(c,a,b)
- {
- c[0] = (a)[1] * (b)[2] - (a)[2] * (b)[1];
- c[1] = (a)[2] * (b)[0] - (a)[0] * (b)[2];
- c[2] = (a)[0] * (b)[1] - (a)[1] * (b)[0];
- }
- /* ========================================================== */
- /* Vector perp -- assumes that n is of unit length
- * accepts vector v, subtracts out any component parallel to n */
- #define VEC_PERP(vp,v,n)
- {
- double dot;
-
- VEC_DOT_PRODUCT (dot, v, n);
- vp[0] = (v)[0] - (dot) * (n)[0];
- vp[1] = (v)[1] - (dot) * (n)[1];
- vp[2] = (v)[2] - (dot) * (n)[2];
- }
- /* ========================================================== */
- /* Vector parallel -- assumes that n is of unit length
- * accepts vector v, subtracts out any component perpendicular to n */
- #define VEC_PARALLEL(vp,v,n)
- {
- double dot;
-
- VEC_DOT_PRODUCT (dot, v, n);
- vp[0] = (dot) * (n)[0];
- vp[1] = (dot) * (n)[1];
- vp[2] = (dot) * (n)[2];
- }
- /* ========================================================== */
- /* Vector reflection -- assumes n is of unit length */
- /* Takes vector v, reflects it against reflector n, and returns vr */
- #define VEC_REFLECT(vr,v,n)
- {
- double dot;
-
- VEC_DOT_PRODUCT (dot, v, n);
- vr[0] = (v)[0] - 2.0 * (dot) * (n)[0];
- vr[1] = (v)[1] - 2.0 * (dot) * (n)[1];
- vr[2] = (v)[2] - 2.0 * (dot) * (n)[2];
- }
- /* ========================================================== */
- /* Vector blending */
- /* Takes two vectors a, b, blends them together */
- #define VEC_BLEND(vr,sa,a,sb,b)
- {
-
- vr[0] = (sa) * (a)[0] + (sb) * (b)[0];
- vr[1] = (sa) * (a)[1] + (sb) * (b)[1];
- vr[2] = (sa) * (a)[2] + (sb) * (b)[2];
- }
- /* ========================================================== */
- /* Vector print */
- #define VEC_PRINT_2(a)
- {
- double len;
- VEC_LENGTH_2 (len, a);
- printf (" a is %f %f length of a is %f n", a[0], a[1], len);
- }
- /* ========================================================== */
- /* Vector print */
- #define VEC_PRINT(a)
- {
- double len;
- VEC_LENGTH (len, (a));
- printf (" a is %f %f %f length of a is %f n", (a)[0], (a)[1], (a)[2], len);
- }
- /* ========================================================== */
- /* Vector print */
- #define VEC_PRINT_4(a)
- {
- double len;
- VEC_LENGTH_4 (len, (a));
- printf (" a is %f %f %f %f length of a is %f n",
- (a)[0], (a)[1], (a)[2], (a)[3], len);
- }
- /* ========================================================== */
- /* print matrix */
- #define MAT_PRINT_4X4(mmm) {
- int i,j;
- printf ("matrix mmm is n");
- if (mmm == NULL) {
- printf (" Null n");
- } else {
- for (i=0; i<4; i++) {
- for (j=0; j<4; j++) {
- printf ("%f ", mmm[i][j]);
- }
- printf (" n");
- }
- }
- }
- /* ========================================================== */
- /* print matrix */
- #define MAT_PRINT_3X3(mmm) {
- int i,j;
- printf ("matrix mmm is n");
- if (mmm == NULL) {
- printf (" Null n");
- } else {
- for (i=0; i<3; i++) {
- for (j=0; j<3; j++) {
- printf ("%f ", mmm[i][j]);
- }
- printf (" n");
- }
- }
- }
- /* ========================================================== */
- /* print matrix */
- #define MAT_PRINT_2X3(mmm) {
- int i,j;
- printf ("matrix mmm is n");
- if (mmm == NULL) {
- printf (" Null n");
- } else {
- for (i=0; i<2; i++) {
- for (j=0; j<3; j++) {
- printf ("%f ", mmm[i][j]);
- }
- printf (" n");
- }
- }
- }
- /* ========================================================== */
- /* initialize matrix */
- #define IDENTIFY_MATRIX_3X3(m)
- {
- m[0][0] = 1.0;
- m[0][1] = 0.0;
- m[0][2] = 0.0;
-
- m[1][0] = 0.0;
- m[1][1] = 1.0;
- m[1][2] = 0.0;
-
- m[2][0] = 0.0;
- m[2][1] = 0.0;
- m[2][2] = 1.0;
- }
- /* ========================================================== */
- /* initialize matrix */
- #define IDENTIFY_MATRIX_4X4(m)
- {
- m[0][0] = 1.0;
- m[0][1] = 0.0;
- m[0][2] = 0.0;
- m[0][3] = 0.0;
-
- m[1][0] = 0.0;
- m[1][1] = 1.0;
- m[1][2] = 0.0;
- m[1][3] = 0.0;
-
- m[2][0] = 0.0;
- m[2][1] = 0.0;
- m[2][2] = 1.0;
- m[2][3] = 0.0;
-
- m[3][0] = 0.0;
- m[3][1] = 0.0;
- m[3][2] = 0.0;
- m[3][3] = 1.0;
- }
- /* ========================================================== */
- /* matrix copy */
- #define COPY_MATRIX_2X2(b,a)
- {
- b[0][0] = a[0][0];
- b[0][1] = a[0][1];
-
- b[1][0] = a[1][0];
- b[1][1] = a[1][1];
-
- }
- /* ========================================================== */
- /* matrix copy */
- #define COPY_MATRIX_2X3(b,a)
- {
- b[0][0] = a[0][0];
- b[0][1] = a[0][1];
- b[0][2] = a[0][2];
-
- b[1][0] = a[1][0];
- b[1][1] = a[1][1];
- b[1][2] = a[1][2];
- }
- /* ========================================================== */
- /* matrix copy */
- #define COPY_MATRIX_3X3(b,a)
- {
- b[0][0] = a[0][0];
- b[0][1] = a[0][1];
- b[0][2] = a[0][2];
-
- b[1][0] = a[1][0];
- b[1][1] = a[1][1];
- b[1][2] = a[1][2];
-
- b[2][0] = a[2][0];
- b[2][1] = a[2][1];
- b[2][2] = a[2][2];
- }
- /* ========================================================== */
- /* matrix copy */
- #define COPY_MATRIX_4X4(b,a)
- {
- b[0][0] = a[0][0];
- b[0][1] = a[0][1];
- b[0][2] = a[0][2];
- b[0][3] = a[0][3];
-
- b[1][0] = a[1][0];
- b[1][1] = a[1][1];
- b[1][2] = a[1][2];
- b[1][3] = a[1][3];
-
- b[2][0] = a[2][0];
- b[2][1] = a[2][1];
- b[2][2] = a[2][2];
- b[2][3] = a[2][3];
-
- b[3][0] = a[3][0];
- b[3][1] = a[3][1];
- b[3][2] = a[3][2];
- b[3][3] = a[3][3];
- }
- /* ========================================================== */
- /* matrix transpose */
- #define TRANSPOSE_MATRIX_2X2(b,a)
- {
- b[0][0] = a[0][0];
- b[0][1] = a[1][0];
-
- b[1][0] = a[0][1];
- b[1][1] = a[1][1];
- }
- /* ========================================================== */
- /* matrix transpose */
- #define TRANSPOSE_MATRIX_3X3(b,a)
- {
- b[0][0] = a[0][0];
- b[0][1] = a[1][0];
- b[0][2] = a[2][0];
-
- b[1][0] = a[0][1];
- b[1][1] = a[1][1];
- b[1][2] = a[2][1];
-
- b[2][0] = a[0][2];
- b[2][1] = a[1][2];
- b[2][2] = a[2][2];
- }
- /* ========================================================== */
- /* matrix transpose */
- #define TRANSPOSE_MATRIX_4X4(b,a)
- {
- b[0][0] = a[0][0];
- b[0][1] = a[1][0];
- b[0][2] = a[2][0];
- b[0][3] = a[3][0];
-
- b[1][0] = a[0][1];
- b[1][1] = a[1][1];
- b[1][2] = a[2][1];
- b[1][3] = a[3][1];
-
- b[2][0] = a[0][2];
- b[2][1] = a[1][2];
- b[2][2] = a[2][2];
- b[2][3] = a[3][2];
-
- b[3][0] = a[0][3];
- b[3][1] = a[1][3];
- b[3][2] = a[2][3];
- b[3][3] = a[3][3];
- }
- /* ========================================================== */
- /* multiply matrix by scalar */
- #define SCALE_MATRIX_2X2(b,s,a)
- {
- b[0][0] = (s) * a[0][0];
- b[0][1] = (s) * a[0][1];
-
- b[1][0] = (s) * a[1][0];
- b[1][1] = (s) * a[1][1];
- }
- /* ========================================================== */
- /* multiply matrix by scalar */
- #define SCALE_MATRIX_3X3(b,s,a)
- {
- b[0][0] = (s) * a[0][0];
- b[0][1] = (s) * a[0][1];
- b[0][2] = (s) * a[0][2];
-
- b[1][0] = (s) * a[1][0];
- b[1][1] = (s) * a[1][1];
- b[1][2] = (s) * a[1][2];
-
- b[2][0] = (s) * a[2][0];
- b[2][1] = (s) * a[2][1];
- b[2][2] = (s) * a[2][2];
- }
- /* ========================================================== */
- /* multiply matrix by scalar */
- #define SCALE_MATRIX_4X4(b,s,a)
- {
- b[0][0] = (s) * a[0][0];
- b[0][1] = (s) * a[0][1];
- b[0][2] = (s) * a[0][2];
- b[0][3] = (s) * a[0][3];
-
- b[1][0] = (s) * a[1][0];
- b[1][1] = (s) * a[1][1];
- b[1][2] = (s) * a[1][2];
- b[1][3] = (s) * a[1][3];
-
- b[2][0] = (s) * a[2][0];
- b[2][1] = (s) * a[2][1];
- b[2][2] = (s) * a[2][2];
- b[2][3] = (s) * a[2][3];
-
- b[3][0] = s * a[3][0];
- b[3][1] = s * a[3][1];
- b[3][2] = s * a[3][2];
- b[3][3] = s * a[3][3];
- }
- /* ========================================================== */
- /* multiply matrix by scalar */
- #define ACCUM_SCALE_MATRIX_2X2(b,s,a)
- {
- b[0][0] += (s) * a[0][0];
- b[0][1] += (s) * a[0][1];
-
- b[1][0] += (s) * a[1][0];
- b[1][1] += (s) * a[1][1];
- }
- /* +========================================================== */
- /* multiply matrix by scalar */
- #define ACCUM_SCALE_MATRIX_3X3(b,s,a)
- {
- b[0][0] += (s) * a[0][0];
- b[0][1] += (s) * a[0][1];
- b[0][2] += (s) * a[0][2];
-
- b[1][0] += (s) * a[1][0];
- b[1][1] += (s) * a[1][1];
- b[1][2] += (s) * a[1][2];
-
- b[2][0] += (s) * a[2][0];
- b[2][1] += (s) * a[2][1];
- b[2][2] += (s) * a[2][2];
- }
- /* +========================================================== */
- /* multiply matrix by scalar */
- #define ACCUM_SCALE_MATRIX_4X4(b,s,a)
- {
- b[0][0] += (s) * a[0][0];
- b[0][1] += (s) * a[0][1];
- b[0][2] += (s) * a[0][2];
- b[0][3] += (s) * a[0][3];
-
- b[1][0] += (s) * a[1][0];
- b[1][1] += (s) * a[1][1];
- b[1][2] += (s) * a[1][2];
- b[1][3] += (s) * a[1][3];
-
- b[2][0] += (s) * a[2][0];
- b[2][1] += (s) * a[2][1];
- b[2][2] += (s) * a[2][2];
- b[2][3] += (s) * a[2][3];
-
- b[3][0] += (s) * a[3][0];
- b[3][1] += (s) * a[3][1];
- b[3][2] += (s) * a[3][2];
- b[3][3] += (s) * a[3][3];
- }
- /* +========================================================== */
- /* matrix product */
- /* c[x][y] = a[x][0]*b[0][y]+a[x][1]*b[1][y]+a[x][2]*b[2][y]+a[x][3]*b[3][y];*/
- #define MATRIX_PRODUCT_2X2(c,a,b)
- {
- c[0][0] = a[0][0]*b[0][0]+a[0][1]*b[1][0];
- c[0][1] = a[0][0]*b[0][1]+a[0][1]*b[1][1];
-
- c[1][0] = a[1][0]*b[0][0]+a[1][1]*b[1][0];
- c[1][1] = a[1][0]*b[0][1]+a[1][1]*b[1][1];
-
- }
- /* ========================================================== */
- /* matrix product */
- /* c[x][y] = a[x][0]*b[0][y]+a[x][1]*b[1][y]+a[x][2]*b[2][y]+a[x][3]*b[3][y];*/
- #define MATRIX_PRODUCT_3X3(c,a,b)
- {
- c[0][0] = a[0][0]*b[0][0]+a[0][1]*b[1][0]+a[0][2]*b[2][0];
- c[0][1] = a[0][0]*b[0][1]+a[0][1]*b[1][1]+a[0][2]*b[2][1];
- c[0][2] = a[0][0]*b[0][2]+a[0][1]*b[1][2]+a[0][2]*b[2][2];
-
- c[1][0] = a[1][0]*b[0][0]+a[1][1]*b[1][0]+a[1][2]*b[2][0];
- c[1][1] = a[1][0]*b[0][1]+a[1][1]*b[1][1]+a[1][2]*b[2][1];
- c[1][2] = a[1][0]*b[0][2]+a[1][1]*b[1][2]+a[1][2]*b[2][2];
-
- c[2][0] = a[2][0]*b[0][0]+a[2][1]*b[1][0]+a[2][2]*b[2][0];
- c[2][1] = a[2][0]*b[0][1]+a[2][1]*b[1][1]+a[2][2]*b[2][1];
- c[2][2] = a[2][0]*b[0][2]+a[2][1]*b[1][2]+a[2][2]*b[2][2];
- }
- /* ========================================================== */
- /* matrix product */
- /* c[x][y] = a[x][0]*b[0][y]+a[x][1]*b[1][y]+a[x][2]*b[2][y]+a[x][3]*b[3][y];*/
- #define MATRIX_PRODUCT_4X4(c,a,b)
- {
- c[0][0] = a[0][0]*b[0][0]+a[0][1]*b[1][0]+a[0][2]*b[2][0]+a[0][3]*b[3][0];
- c[0][1] = a[0][0]*b[0][1]+a[0][1]*b[1][1]+a[0][2]*b[2][1]+a[0][3]*b[3][1];
- c[0][2] = a[0][0]*b[0][2]+a[0][1]*b[1][2]+a[0][2]*b[2][2]+a[0][3]*b[3][2];
- c[0][3] = a[0][0]*b[0][3]+a[0][1]*b[1][3]+a[0][2]*b[2][3]+a[0][3]*b[3][3];
-
- c[1][0] = a[1][0]*b[0][0]+a[1][1]*b[1][0]+a[1][2]*b[2][0]+a[1][3]*b[3][0];
- c[1][1] = a[1][0]*b[0][1]+a[1][1]*b[1][1]+a[1][2]*b[2][1]+a[1][3]*b[3][1];
- c[1][2] = a[1][0]*b[0][2]+a[1][1]*b[1][2]+a[1][2]*b[2][2]+a[1][3]*b[3][2];
- c[1][3] = a[1][0]*b[0][3]+a[1][1]*b[1][3]+a[1][2]*b[2][3]+a[1][3]*b[3][3];
-
- c[2][0] = a[2][0]*b[0][0]+a[2][1]*b[1][0]+a[2][2]*b[2][0]+a[2][3]*b[3][0];
- c[2][1] = a[2][0]*b[0][1]+a[2][1]*b[1][1]+a[2][2]*b[2][1]+a[2][3]*b[3][1];
- c[2][2] = a[2][0]*b[0][2]+a[2][1]*b[1][2]+a[2][2]*b[2][2]+a[2][3]*b[3][2];
- c[2][3] = a[2][0]*b[0][3]+a[2][1]*b[1][3]+a[2][2]*b[2][3]+a[2][3]*b[3][3];
-
- c[3][0] = a[3][0]*b[0][0]+a[3][1]*b[1][0]+a[3][2]*b[2][0]+a[3][3]*b[3][0];
- c[3][1] = a[3][0]*b[0][1]+a[3][1]*b[1][1]+a[3][2]*b[2][1]+a[3][3]*b[3][1];
- c[3][2] = a[3][0]*b[0][2]+a[3][1]*b[1][2]+a[3][2]*b[2][2]+a[3][3]*b[3][2];
- c[3][3] = a[3][0]*b[0][3]+a[3][1]*b[1][3]+a[3][2]*b[2][3]+a[3][3]*b[3][3];
- }
- /* ========================================================== */
- /* matrix times vector */
- #define MAT_DOT_VEC_2X2(p,m,v)
- {
- p[0] = m[0][0]*v[0] + m[0][1]*v[1];
- p[1] = m[1][0]*v[0] + m[1][1]*v[1];
- }
- /* ========================================================== */
- /* matrix times vector */
- #define MAT_DOT_VEC_3X3(p,m,v)
- {
- p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2];
- p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2];
- p[2] = m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2];
- }
- /* ========================================================== */
- /* matrix times vector */
- #define MAT_DOT_VEC_4X4(p,m,v)
- {
- p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2] + m[0][3]*v[3];
- p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2] + m[1][3]*v[3];
- p[2] = m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2] + m[2][3]*v[3];
- p[3] = m[3][0]*v[0] + m[3][1]*v[1] + m[3][2]*v[2] + m[3][3]*v[3];
- }
- /* ========================================================== */
- /* vector transpose times matrix */
- /* p[j] = v[0]*m[0][j] + v[1]*m[1][j] + v[2]*m[2][j]; */
- #define VEC_DOT_MAT_3X3(p,v,m)
- {
- p[0] = v[0]*m[0][0] + v[1]*m[1][0] + v[2]*m[2][0];
- p[1] = v[0]*m[0][1] + v[1]*m[1][1] + v[2]*m[2][1];
- p[2] = v[0]*m[0][2] + v[1]*m[1][2] + v[2]*m[2][2];
- }
- /* ========================================================== */
- /* affine matrix times vector */
- /* The matrix is assumed to be an affine matrix, with last two
- * entries representing a translation */
- #define MAT_DOT_VEC_2X3(p,m,v)
- {
- p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2];
- p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2];
- }
- /* ========================================================== */
- /* inverse transpose of matrix times vector
- *
- * This macro computes inverse transpose of matrix m,
- * and multiplies vector v into it, to yeild vector p
- *
- * DANGER !!! Do Not use this on normal vectors!!!
- * It will leave normals the wrong length !!!
- * See macro below for use on normals.
- */
- #define INV_TRANSP_MAT_DOT_VEC_2X2(p,m,v)
- {
- gleDouble det;
-
- det = m[0][0]*m[1][1] - m[0][1]*m[1][0];
- p[0] = m[1][1]*v[0] - m[1][0]*v[1];
- p[1] = - m[0][1]*v[0] + m[0][0]*v[1];
-
- /* if matrix not singular, and not orthonormal, then renormalize */
- if ((det!=1.0) && (det != 0.0)) {
- det = 1.0 / det;
- p[0] *= det;
- p[1] *= det;
- }
- }
- /* ========================================================== */
- /* transform normal vector by inverse transpose of matrix
- * and then renormalize the vector
- *
- * This macro computes inverse transpose of matrix m,
- * and multiplies vector v into it, to yeild vector p
- * Vector p is then normalized.
- */
- #define NORM_XFORM_2X2(p,m,v)
- {
- double len;
-
- /* do nothing if off-diagonals are zero and diagonals are
- * equal */
- if ((m[0][1] != 0.0) || (m[1][0] != 0.0) || (m[0][0] != m[1][1])) {
- p[0] = m[1][1]*v[0] - m[1][0]*v[1];
- p[1] = - m[0][1]*v[0] + m[0][0]*v[1];
-
- len = p[0]*p[0] + p[1]*p[1];
- len = 1.0 / sqrt (len);
- p[0] *= len;
- p[1] *= len;
- } else {
- VEC_COPY_2 (p, v);
- }
- }
- /* ========================================================== */
- /* outer product of vector times vector transpose
- *
- * The outer product of vector v and vector transpose t yeilds
- * dyadic matrix m.
- */
- #define OUTER_PRODUCT_2X2(m,v,t)
- {
- m[0][0] = v[0] * t[0];
- m[0][1] = v[0] * t[1];
-
- m[1][0] = v[1] * t[0];
- m[1][1] = v[1] * t[1];
- }
- /* ========================================================== */
- /* outer product of vector times vector transpose
- *
- * The outer product of vector v and vector transpose t yeilds
- * dyadic matrix m.
- */
- #define OUTER_PRODUCT_3X3(m,v,t)
- {
- m[0][0] = v[0] * t[0];
- m[0][1] = v[0] * t[1];
- m[0][2] = v[0] * t[2];
-
- m[1][0] = v[1] * t[0];
- m[1][1] = v[1] * t[1];
- m[1][2] = v[1] * t[2];
-
- m[2][0] = v[2] * t[0];
- m[2][1] = v[2] * t[1];
- m[2][2] = v[2] * t[2];
- }
- /* ========================================================== */
- /* outer product of vector times vector transpose
- *
- * The outer product of vector v and vector transpose t yeilds
- * dyadic matrix m.
- */
- #define OUTER_PRODUCT_4X4(m,v,t)
- {
- m[0][0] = v[0] * t[0];
- m[0][1] = v[0] * t[1];
- m[0][2] = v[0] * t[2];
- m[0][3] = v[0] * t[3];
-
- m[1][0] = v[1] * t[0];
- m[1][1] = v[1] * t[1];
- m[1][2] = v[1] * t[2];
- m[1][3] = v[1] * t[3];
-
- m[2][0] = v[2] * t[0];
- m[2][1] = v[2] * t[1];
- m[2][2] = v[2] * t[2];
- m[2][3] = v[2] * t[3];
-
- m[3][0] = v[3] * t[0];
- m[3][1] = v[3] * t[1];
- m[3][2] = v[3] * t[2];
- m[3][3] = v[3] * t[3];
- }
- /* +========================================================== */
- /* outer product of vector times vector transpose
- *
- * The outer product of vector v and vector transpose t yeilds
- * dyadic matrix m.
- */
- #define ACCUM_OUTER_PRODUCT_2X2(m,v,t)
- {
- m[0][0] += v[0] * t[0];
- m[0][1] += v[0] * t[1];
-
- m[1][0] += v[1] * t[0];
- m[1][1] += v[1] * t[1];
- }
- /* +========================================================== */
- /* outer product of vector times vector transpose
- *
- * The outer product of vector v and vector transpose t yeilds
- * dyadic matrix m.
- */
- #define ACCUM_OUTER_PRODUCT_3X3(m,v,t)
- {
- m[0][0] += v[0] * t[0];
- m[0][1] += v[0] * t[1];
- m[0][2] += v[0] * t[2];
-
- m[1][0] += v[1] * t[0];
- m[1][1] += v[1] * t[1];
- m[1][2] += v[1] * t[2];
-
- m[2][0] += v[2] * t[0];
- m[2][1] += v[2] * t[1];
- m[2][2] += v[2] * t[2];
- }
- /* +========================================================== */
- /* outer product of vector times vector transpose
- *
- * The outer product of vector v and vector transpose t yeilds
- * dyadic matrix m.
- */
- #define ACCUM_OUTER_PRODUCT_4X4(m,v,t)
- {
- m[0][0] += v[0] * t[0];
- m[0][1] += v[0] * t[1];
- m[0][2] += v[0] * t[2];
- m[0][3] += v[0] * t[3];
-
- m[1][0] += v[1] * t[0];
- m[1][1] += v[1] * t[1];
- m[1][2] += v[1] * t[2];
- m[1][3] += v[1] * t[3];
-
- m[2][0] += v[2] * t[0];
- m[2][1] += v[2] * t[1];
- m[2][2] += v[2] * t[2];
- m[2][3] += v[2] * t[3];
-
- m[3][0] += v[3] * t[0];
- m[3][1] += v[3] * t[1];
- m[3][2] += v[3] * t[2];
- m[3][3] += v[3] * t[3];
- }
- /* +========================================================== */
- /* determinant of matrix
- *
- * Computes determinant of matrix m, returning d
- */
- #define DETERMINANT_2X2(d,m)
- {
- d = m[0][0] * m[1][1] - m[0][1] * m[1][0];
- }
- /* ========================================================== */
- /* determinant of matrix
- *
- * Computes determinant of matrix m, returning d
- */
- #define DETERMINANT_3X3(d,m)
- {
- d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]);
- d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]);
- d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]);
- }
- /* ========================================================== */
- /* i,j,th cofactor of a 4x4 matrix
- *
- */
- #define COFACTOR_4X4_IJ(fac,m,i,j)
- {
- int ii[4], jj[4], k;
-
- /* compute which row, columnt to skip */
- for (k=0; k<i; k++) ii[k] = k;
- for (k=i; k<3; k++) ii[k] = k+1;
- for (k=0; k<j; k++) jj[k] = k;
- for (k=j; k<3; k++) jj[k] = k+1;
-
- (fac) = m[ii[0]][jj[0]] * (m[ii[1]][jj[1]]*m[ii[2]][jj[2]]
- - m[ii[1]][jj[2]]*m[ii[2]][jj[1]]);
- (fac) -= m[ii[0]][jj[1]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[2]]
- - m[ii[1]][jj[2]]*m[ii[2]][jj[0]]);
- (fac) += m[ii[0]][jj[2]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[1]]
- - m[ii[1]][jj[1]]*m[ii[2]][jj[0]]);
-
- /* compute sign */
- k = i+j;
- if ( k != (k/2)*2) {
- (fac) = -(fac);
- }
- }
- /* ========================================================== */
- /* determinant of matrix
- *
- * Computes determinant of matrix m, returning d
- */
- #define DETERMINANT_4X4(d,m)
- {
- double cofac;
- COFACTOR_4X4_IJ (cofac, m, 0, 0);
- d = m[0][0] * cofac;
- COFACTOR_4X4_IJ (cofac, m, 0, 1);
- d += m[0][1] * cofac;
- COFACTOR_4X4_IJ (cofac, m, 0, 2);
- d += m[0][2] * cofac;
- COFACTOR_4X4_IJ (cofac, m, 0, 3);
- d += m[0][3] * cofac;
- }
- /* ========================================================== */
- /* cofactor of matrix
- *
- * Computes cofactor of matrix m, returning a
- */
- #define COFACTOR_2X2(a,m)
- {
- a[0][0] = (m)[1][1];
- a[0][1] = - (m)[1][0];
- a[1][0] = - (m)[0][1];
- a[1][1] = (m)[0][0];
- }
- /* ========================================================== */
- /* cofactor of matrix
- *
- * Computes cofactor of matrix m, returning a
- */
- #define COFACTOR_3X3(a,m)
- {
- a[0][0] = m[1][1]*m[2][2] - m[1][2]*m[2][1];
- a[0][1] = - (m[1][0]*m[2][2] - m[2][0]*m[1][2]);
- a[0][2] = m[1][0]*m[2][1] - m[1][1]*m[2][0];
- a[1][0] = - (m[0][1]*m[2][2] - m[0][2]*m[2][1]);
- a[1][1] = m[0][0]*m[2][2] - m[0][2]*m[2][0];
- a[1][2] = - (m[0][0]*m[2][1] - m[0][1]*m[2][0]);
- a[2][0] = m[0][1]*m[1][2] - m[0][2]*m[1][1];
- a[2][1] = - (m[0][0]*m[1][2] - m[0][2]*m[1][0]);
- a[2][2] = m[0][0]*m[1][1] - m[0][1]*m[1][0]);
- }
- /* ========================================================== */
- /* cofactor of matrix
- *
- * Computes cofactor of matrix m, returning a
- */
- #define COFACTOR_4X4(a,m)
- {
- int i,j;
-
- for (i=0; i<4; i++) {
- for (j=0; j<4; j++) {
- COFACTOR_4X4_IJ (a[i][j], m, i, j);
- }
- }
- }
- /* ========================================================== */
- /* adjoint of matrix
- *
- * Computes adjoint of matrix m, returning a
- * (Note that adjoint is just the transpose of the cofactor matrix)
- */
- #define ADJOINT_2X2(a,m)
- {
- a[0][0] = (m)[1][1];
- a[1][0] = - (m)[1][0];
- a[0][1] = - (m)[0][1];
- a[1][1] = (m)[0][0];
- }
- /* ========================================================== */
- /* adjoint of matrix
- *
- * Computes adjoint of matrix m, returning a
- * (Note that adjoint is just the transpose of the cofactor matrix)
- */
- #define ADJOINT_3X3(a,m)
- {
- a[0][0] = m[1][1]*m[2][2] - m[1][2]*m[2][1];
- a[1][0] = - (m[1][0]*m[2][2] - m[2][0]*m[1][2]);
- a[2][0] = m[1][0]*m[2][1] - m[1][1]*m[2][0];
- a[0][1] = - (m[0][1]*m[2][2] - m[0][2]*m[2][1]);
- a[1][1] = m[0][0]*m[2][2] - m[0][2]*m[2][0];
- a[2][1] = - (m[0][0]*m[2][1] - m[0][1]*m[2][0]);
- a[0][2] = m[0][1]*m[1][2] - m[0][2]*m[1][1];
- a[1][2] = - (m[0][0]*m[1][2] - m[0][2]*m[1][0]);
- a[2][2] = m[0][0]*m[1][1] - m[0][1]*m[1][0]);
- }
- /* ========================================================== */
- /* adjoint of matrix
- *
- * Computes adjoint of matrix m, returning a
- * (Note that adjoint is just the transpose of the cofactor matrix)
- */
- #define ADJOINT_4X4(a,m)
- {
- int i,j;
-
- for (i=0; i<4; i++) {
- for (j=0; j<4; j++) {
- COFACTOR_4X4_IJ (a[j][i], m, i, j);
- }
- }
- }
- /* ========================================================== */
- /* compute adjoint of matrix and scale
- *
- * Computes adjoint of matrix m, scales it by s, returning a
- */
- #define SCALE_ADJOINT_2X2(a,s,m)
- {
- a[0][0] = (s) * m[1][1];
- a[1][0] = - (s) * m[1][0];
- a[0][1] = - (s) * m[0][1];
- a[1][1] = (s) * m[0][0];
- }
- /* ========================================================== */
- /* compute adjoint of matrix and scale
- *
- * Computes adjoint of matrix m, scales it by s, returning a
- */
- #define SCALE_ADJOINT_3X3(a,s,m)
- {
- a[0][0] = (s) * (m[1][1] * m[2][2] - m[1][2] * m[2][1]);
- a[1][0] = (s) * (m[1][2] * m[2][0] - m[1][0] * m[2][2]);
- a[2][0] = (s) * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
-
- a[0][1] = (s) * (m[0][2] * m[2][1] - m[0][1] * m[2][2]);
- a[1][1] = (s) * (m[0][0] * m[2][2] - m[0][2] * m[2][0]);
- a[2][1] = (s) * (m[0][1] * m[2][0] - m[0][0] * m[2][1]);
-
- a[0][2] = (s) * (m[0][1] * m[1][2] - m[0][2] * m[1][1]);
- a[1][2] = (s) * (m[0][2] * m[1][0] - m[0][0] * m[1][2]);
- a[2][2] = (s) * (m[0][0] * m[1][1] - m[0][1] * m[1][0]);
- }
- /* ========================================================== */
- /* compute adjoint of matrix and scale
- *
- * Computes adjoint of matrix m, scales it by s, returning a
- */
- #define SCALE_ADJOINT_4X4(a,s,m)
- {
- int i,j;
-
- for (i=0; i<4; i++) {
- for (j=0; j<4; j++) {
- COFACTOR_4X4_IJ (a[j][i], m, i, j);
- a[j][i] *= s;
- }
- }
- }
- /* ========================================================== */
- /* inverse of matrix
- *
- * Compute inverse of matrix a, returning determinant m and
- * inverse b
- */
- #define INVERT_2X2(b,det,a)
- {
- double tmp;
- DETERMINANT_2X2 (det, a);
- tmp = 1.0 / (det);
- SCALE_ADJOINT_2X2 (b, tmp, a);
- }
- /* ========================================================== */
- /* inverse of matrix
- *
- * Compute inverse of matrix a, returning determinant m and
- * inverse b
- */
- #define INVERT_3X3(b,det,a)
- {
- double tmp;
- DETERMINANT_3X3 (det, a);
- tmp = 1.0 / (det);
- SCALE_ADJOINT_3X3 (b, tmp, a);
- }
- /* ========================================================== */
- /* inverse of matrix
- *
- * Compute inverse of matrix a, returning determinant m and
- * inverse b
- */
- #define INVERT_4X4(b,det,a)
- {
- double tmp;
- DETERMINANT_4X4 (det, a);
- tmp = 1.0 / (det);
- SCALE_ADJOINT_4X4 (b, tmp, a);
- }
- /* ========================================================== */
- #if defined(__cplusplus) || defined(c_plusplus)
- }
- #endif
- #endif /* __GUTIL_VECTOR_H__ */
- /* ===================== END OF FILE ======================== */