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/******************************Module*Header*******************************\
* Module Name: math.c * * Misc. useful math utility functions. * * Copyright (c) 1994 Microsoft Corporation * \**************************************************************************/
#include <windows.h>
#include <math.h>
#include <d3dx8.h>
#include "d3dsaver.h"
#include "FlyingObjects.h"
#define ZERO_EPS 0.00000001
POINT3D ss_ptZero(0.0f, 0.0f, 0.0f);
void ss_xformPoint(POINT3D *ptOut, POINT3D *ptIn, MATRIX *mat) { double x, y, z;
x = (ptIn->x * mat->M[0][0]) + (ptIn->y * mat->M[0][1]) + (ptIn->z * mat->M[0][2]) + mat->M[0][3];
y = (ptIn->x * mat->M[1][0]) + (ptIn->y * mat->M[1][1]) + (ptIn->z * mat->M[1][2]) + mat->M[1][3];
z = (ptIn->x * mat->M[2][0]) + (ptIn->y * mat->M[2][1]) + (ptIn->z * mat->M[2][2]) + mat->M[2][3];
ptOut->x = (float) x; ptOut->y = (float) y; ptOut->z = (float) z; }
void ss_xformNorm(POINT3D *ptOut, POINT3D *ptIn, MATRIX *mat) { double x, y, z; double len;
x = (ptIn->x * mat->M[0][0]) + (ptIn->y * mat->M[0][1]) + (ptIn->z * mat->M[0][2]);
y = (ptIn->x * mat->M[1][0]) + (ptIn->y * mat->M[1][1]) + (ptIn->z * mat->M[1][2]);
z = (ptIn->x * mat->M[2][0]) + (ptIn->y * mat->M[2][1]) + (ptIn->z * mat->M[2][2]);
len = (x * x) + (y * y) + (z * z); if (len >= ZERO_EPS) len = 1.0 / sqrt(len); else len = 1.0;
ptOut->x = (float) (x * len); ptOut->y = (float) (y * len); ptOut->z = (float) (z * len); return; }
void ss_matrixIdent(MATRIX *mat) { mat->M[0][0] = 1.0f; mat->M[0][1] = 0.0f; mat->M[0][2] = 0.0f; mat->M[0][3] = 0.0f;
mat->M[1][0] = 0.0f; mat->M[1][1] = 1.0f; mat->M[1][2] = 0.0f; mat->M[1][3] = 0.0f;
mat->M[2][0] = 0.0f; mat->M[2][1] = 0.0f; mat->M[2][2] = 1.0f; mat->M[2][3] = 0.0f;
mat->M[3][0] = 0.0f; mat->M[3][1] = 0.0f; mat->M[3][2] = 0.0f; mat->M[3][3] = 1.0f; }
void ss_matrixRotate(MATRIX *m, double xTheta, double yTheta, double zTheta) { float xScale, yScale, zScale; float sinX, cosX; float sinY, cosY; float sinZ, cosZ;
xScale = m->M[0][0]; yScale = m->M[1][1]; zScale = m->M[2][2]; sinX = (float) sin(xTheta); cosX = (float) cos(xTheta); sinY = (float) sin(yTheta); cosY = (float) cos(yTheta); sinZ = (float) sin(zTheta); cosZ = (float) cos(zTheta);
m->M[0][0] = (float) ((cosZ * cosY) * xScale); m->M[0][1] = (float) ((cosZ * -sinY * -sinX + sinZ * cosX) * yScale); m->M[0][2] = (float) ((cosZ * -sinY * cosX + sinZ * sinX) * zScale);
m->M[1][0] = (float) (-sinZ * cosY * xScale); m->M[1][1] = (float) ((-sinZ * -sinY * -sinX + cosZ * cosX) * yScale); m->M[1][2] = (float) ((-sinZ * -sinY * cosX + cosZ * sinX) * zScale);
m->M[2][0] = (float) (sinY * xScale); m->M[2][1] = (float) (cosY * -sinX * yScale); m->M[2][2] = (float) (cosY * cosX * zScale); }
void ss_matrixTranslate(MATRIX *m, double xTrans, double yTrans, double zTrans) { m->M[0][3] = (float) xTrans; m->M[1][3] = (float) yTrans; m->M[2][3] = (float) zTrans; }
void ss_matrixMult( MATRIX *m1, MATRIX *m2, MATRIX *m3 ) { int i, j;
for( j = 0; j < 4; j ++ ) { for( i = 0; i < 4; i ++ ) { m1->M[j][i] = m2->M[j][0] * m3->M[0][i] + m2->M[j][1] * m3->M[1][i] + m2->M[j][2] * m3->M[2][i] + m2->M[j][3] * m3->M[3][i]; } } }
void ss_calcNorm(POINT3D *norm, POINT3D *p1, POINT3D *p2, POINT3D *p3) { float crossX, crossY, crossZ; float abX, abY, abZ; float acX, acY, acZ; float sqrLength; float invLength;
abX = p2->x - p1->x; // calculate p2 - p1
abY = p2->y - p1->y; abZ = p2->z - p1->z;
acX = p3->x - p1->x; // calculate p3 - p1
acY = p3->y - p1->y; acZ = p3->z - p1->z;
crossX = (abY * acZ) - (abZ * acY); // get cross product
crossY = (abZ * acX) - (abX * acZ); // (p2 - p1) X (p3 - p1)
crossZ = (abX * acY) - (abY * acX);
sqrLength = (crossX * crossX) + (crossY * crossY) + (crossZ * crossZ);
if (sqrLength > ZERO_EPS) invLength = (float) (1.0 / sqrt(sqrLength)); else invLength = 1.0f;
norm->x = crossX * invLength; norm->y = crossY * invLength; norm->z = crossZ * invLength; }
void ss_normalizeNorm( POINT3D *n ) { float len;
len = (n->x * n->x) + (n->y * n->y) + (n->z * n->z); if (len > ZERO_EPS) len = (float) (1.0 / sqrt(len)); else len = 1.0f;
n->x *= len; n->y *= len; n->z *= len; }
void ss_normalizeNorms(POINT3D *p, ULONG cPts) { float len; ULONG i;
for (i = 0; i < cPts; i++, p++) { len = (p->x * p->x) + (p->y * p->y) + (p->z * p->z); if (len > ZERO_EPS) len = (float) (1.0 / sqrt(len)); else len = 1.0f;
p->x *= len; p->y *= len; p->z *= len; } }
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