|
|
/*
* (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ /* Routines to manipulate 3 dimensional vectors. All these routines
* should work even if the input and output vectors are the same. */
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include "3d.h"
#include "tk.h"
#define static
void (*errfunc)(char *) = 0;
void seterrorfunc(void (*func)(char *)) { errfunc = func; }
void error(char *s) { if (errfunc) (*errfunc)(s); else { MESSAGEBOX(GetFocus(), s, "Error", MB_OK); exit(1); } }
void diff3(GLdouble p[3], GLdouble q[3], GLdouble diff[3]) { diff[0] = p[0] - q[0]; diff[1] = p[1] - q[1]; diff[2] = p[2] - q[2]; }
void add3(GLdouble p[3], GLdouble q[3], GLdouble sum[3]) { sum[0] = p[0] + q[0]; sum[1] = p[1] + q[1]; sum[2] = p[2] + q[2]; }
void scalarmult(GLdouble s, GLdouble v[3], GLdouble vout[3]) { vout[0] = v[0]*s; vout[1] = v[1]*s; vout[2] = v[2]*s; }
GLdouble dot3(GLdouble p[3], GLdouble q[3]) { return p[0]*q[0] + p[1]*q[1] + p[2]*q[2]; }
GLdouble length3(GLdouble v[3]) { return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); }
GLdouble dist3(GLdouble p[3], GLdouble q[3]) { GLdouble d[3];
diff3(p, q, d); return length3(d); }
void copy3(GLdouble old[3], GLdouble new[3]) { new[0] = old[0], new[1] = old[1], new[2] = old[2]; }
void crossprod(GLdouble v1[3], GLdouble v2[3], GLdouble prod[3]) { GLdouble p[3]; /* in case prod == v1 or v2 */
p[0] = v1[1]*v2[2] - v2[1]*v1[2]; p[1] = v1[2]*v2[0] - v2[2]*v1[0]; p[2] = v1[0]*v2[1] - v2[0]*v1[1]; prod[0] = p[0]; prod[1] = p[1]; prod[2] = p[2]; }
void normalize(GLdouble v[3]) { GLdouble d;
d = sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]); if (d == (GLdouble)0.0) { error("normalize: zero length vector"); v[0] = d = (GLdouble)1.0; } d = (GLdouble)1/d; v[0] *= d; v[1] *= d; v[2] *= d; }
void identifymat3(GLdouble m[3][3]) { int i, j;
for (i=0; i<3; i++) for (j=0; j<3; j++) m[i][j] = (i == j) ? (GLdouble)1.0 : (GLdouble)0.0; }
void copymat3(GLdouble *to, GLdouble *from) { int i;
for (i=0; i<9; i++) { *to++ = *from++; } }
void xformvec3(GLdouble v[3], GLdouble m[3][3], GLdouble vm[3]) { GLdouble result[3]; /* in case v == vm */ int i;
for (i=0; i<3; i++) { result[i] = v[0]*m[0][i] + v[1]*m[1][i] + v[2]*m[2][i]; } for (i=0; i<3; i++) { vm[i] = result[i]; } }
long samepoint(GLdouble p1[3], GLdouble p2[3]) { if (p1[0] == p2[0] && p1[1] == p2[1] && p1[2] == p2[2]) return 1; return 0; }
void perpnorm(GLdouble p1[3], GLdouble p2[3], GLdouble p3[3], GLdouble n[3]) { GLdouble d1[3], d2[3];
diff3(p2, p1, d1); diff3(p2, p3, d2); crossprod(d1, d2, n); normalize(n); }
|