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