#include #include #include float VectorDot(VECTOR v1, VECTOR v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } VECTOR VectorCross(VECTOR v1, VECTOR v2) { VECTOR vec; vec.x = v1.y * v2.z - v1.z * v2.y; vec.y = v1.z * v2.x - v1.x * v2.z; vec.z = v1.x * v2.y - v1.y * v2.x; return vec; } VECTOR VectorSub(VECTOR v1, VECTOR v2) { VECTOR vec; vec.x = v1.x - v2.x; vec.y = v1.y - v2.y; vec.z = v1.z - v2.z; return vec; } VECTOR VectorAdd(VECTOR v1, VECTOR v2) { VECTOR vec; vec.x = v1.x + v2.x; vec.y = v1.y + v2.y; vec.z = v1.z + v2.z; return vec; } VECTOR VectorMul(VECTOR v, float f) { v.x *= f; v.y *= f; v.z *= f; return v; } VECTOR VectorNormalize(VECTOR v) { float f = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); v.x /= f; v.y /= f; v.z /= f; return v; } VECTOR VectorNeg(VECTOR v) { v.x = -v.x; v.y = -v.y; v.z = -v.z; return v; } float VectorLength(VECTOR v) { return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); } float VectorLengthSq(VECTOR v) { return (v.x*v.x + v.y*v.y + v.z*v.z); } int VectorEqual(VECTOR v1, VECTOR v2) { if(v1.x == v2.x && v1.y == v2.y && v1.z == v2.z) return 1; return 0; } MATRIX MatrixIdentity() { MATRIX m = { 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 }; return m; } MATRIX MatrixMul(MATRIX m1, MATRIX m2) { MATRIX m = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; short i, j, k; for(i = 0; i < 4; i++) for(j = 0; j < 4; j++) for(k = 0; k < 4; k++) m.m[i][j] += m1.m[i][k] * m2.m[k][j]; return m; } MATRIX VectorMatrix(VERTEX p1, VECTOR v1, VERTEX p2, VECTOR v2) { MATRIX translate; MATRIX rotate; VECTOR axis; float s, c; axis = VectorCross(v1, v2); s = VectorLength(axis); c = VectorDot(v1, v2); if(s) axis = VectorMul(axis, 1/s); rotate.m[0][0] = (axis.x * axis.x) * (1.0 - c) + c; rotate.m[0][1] = (axis.x * axis.y) * (1.0 - c) - (axis.z * s); rotate.m[0][2] = (axis.x * axis.z) * (1.0 - c) + (axis.y * s); rotate.m[0][3] = 0.0; rotate.m[1][0] = (axis.y * axis.x) * (1.0 - c) + (axis.z * s); rotate.m[1][1] = (axis.y * axis.y) * (1.0 - c) + c; rotate.m[1][2] = (axis.y * axis.z) * (1.0 - c) - (axis.x * s); rotate.m[1][3] = 0.0; rotate.m[2][0] = (axis.z * axis.x) * (1.0 - c) - (axis.y * s); rotate.m[2][1] = (axis.z * axis.y) * (1.0 - c) + (axis.x * s); rotate.m[2][2] = (axis.z * axis.z) * (1.0 - c) + c; rotate.m[2][3] = 0.0; rotate.m[3][0] = 0.0; rotate.m[3][1] = 0.0; rotate.m[3][2] = 0.0; rotate.m[3][3] = 1.0; translate = MatrixIdentity(); translate.m[3][0] = p1.x; translate.m[3][1] = p1.y; translate.m[3][2] = p1.z; rotate = MatrixMul(rotate, translate); translate.m[3][0] = -p2.x; translate.m[3][1] = -p2.y; translate.m[3][2] = -p2.z; return MatrixMul(translate, rotate); } VECTOR VectorMatrixMul(VECTOR v, MATRIX m) { VECTOR r; float w; r.x = v.x*m.m[0][0] + v.y*m.m[1][0] + v.z*m.m[2][0] + m.m[3][0]; r.y = v.x*m.m[0][1] + v.y*m.m[1][1] + v.z*m.m[2][1] + m.m[3][1]; r.z = v.x*m.m[0][2] + v.y*m.m[1][2] + v.z*m.m[2][2] + m.m[3][2]; w = v.x*m.m[0][3] + v.y*m.m[1][3] + v.z*m.m[2][3] + m.m[3][3]; r.x /= w; r.y /= w; r.z /= w; return r; }