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gle_vvector.h
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// From GLE
// http://developer.apple.com/library/mac/#samplecode/glut/Listings/gle_vvector_h.html
/*
* 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 vlen, llel; \
VEC_DOT_PRODUCT (vlen, position, position); \
VEC_DOT_PRODUCT (llel, direction, position); \
bsq = vlen - 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(vlen,a) \
{ \
vlen = a[0]*a[0] + a[1]*a[1]; \
vlen = sqrt (vlen); \
}
/* ========================================================== */
/* Vector length */
#define VEC_LENGTH(vlen,a) \
{ \
vlen = (a)[0]*(a)[0] + (a)[1]*(a)[1]; \
vlen += (a)[2]*(a)[2]; \
vlen = sqrt (vlen); \
}
/* ========================================================== */
/* Vector length */
#define VEC_LENGTH_4(vlen,a) \
{ \
vlen = (a)[0]*(a)[0] + (a)[1]*(a)[1]; \
vlen += (a)[2]*(a)[2]; \
vlen += (a)[3] * (a)[3]; \
vlen = sqrt (vlen); \
}
/* ========================================================== */
/* distance between two points */
#define VEC_DISTANCE(vlen,va,vb) \
{ \
gleDouble tmp[4]; \
VEC_DIFF (tmp, vb, va); \
VEC_LENGTH (vlen, tmp); \
}
/* ========================================================== */
/* Vector length */
#define VEC_CONJUGATE_LENGTH(vlen,a) \
{ \
vlen = 1.0 - a[0]*a[0] - a[1]*a[1] - a[2]*a[2];\
vlen = sqrt (vlen); \
}
/* ========================================================== */
/* Vector length */
#define VEC_NORMALIZE(a) \
{ \
double vlen; \
VEC_LENGTH (vlen,a); \
if (vlen != 0.0) { \
vlen = 1.0 / vlen; \
a[0] *= vlen; \
a[1] *= vlen; \
a[2] *= vlen; \
} \
}
/* ========================================================== */
/* Vector length */
#define VEC_RENORMALIZE(a,newlen) \
{ \
double vlen; \
VEC_LENGTH (vlen,a); \
if (vlen != 0.0) { \
vlen = newlen / vlen; \
a[0] *= vlen; \
a[1] *= vlen; \
a[2] *= vlen; \
} \
}
/* ========================================================== */
/* 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 vdot; \
\
VEC_DOT_PRODUCT (vdot, v, n); \
vp[0] = (v)[0] - (vdot) * (n)[0]; \
vp[1] = (v)[1] - (vdot) * (n)[1]; \
vp[2] = (v)[2] - (vdot) * (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 vdot; \
\
VEC_DOT_PRODUCT (vdot, v, n); \
vp[0] = (vdot) * (n)[0]; \
vp[1] = (vdot) * (n)[1]; \
vp[2] = (vdot) * (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 vdot; \
\
VEC_DOT_PRODUCT (vdot, v, n); \
vr[0] = (v)[0] - 2.0 * (vdot) * (n)[0]; \
vr[1] = (v)[1] - 2.0 * (vdot) * (n)[1]; \
vr[2] = (v)[2] - 2.0 * (vdot) * (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 vlen; \
VEC_LENGTH_2 (vlen, a); \
printf (" a is %f %f length of a is %f \n", a[0], a[1], vlen); \
}
/* ========================================================== */
/* Vector print */
#define VEC_PRINT(a) \
{ \
double vlen; \
VEC_LENGTH (vlen, (a)); \
printf (" a is %f %f %f length of a is %f \n", (a)[0], (a)[1], (a)[2], vlen); \
}
/* ========================================================== */
/* Vector print */
#define VEC_PRINT_4(a) \
{ \
double vlen; \
VEC_LENGTH_4 (vlen, (a)); \
printf (" a is %f %f %f %f length of a is %f \n", \
(a)[0], (a)[1], (a)[2], (a)[3], vlen); \
}
/* ========================================================== */
/* 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 mlen; \
\
/* 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]; \
\
mlen = p[0]*p[0] + p[1]*p[1]; \
mlen = 1.0 / sqrt (mlen); \
p[0] *= mlen; \
p[1] *= mlen; \
} 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.
*/