/* * matrix.c -- matrix efuns. * 2-93 : Dwayne Fontenot : original coding. */ #include #ifdef LATTICE #include "/lpc_incl.h" #else #include "../lpc_incl.h" #include "../efun_protos.h" #endif #include "matrix.h" static Matrix identity = {1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.}; static void print_matrix (Matrix, char *); static void print_array (Vector *, char *); static Vector *normalize_array (Vector *); static Vector *cross_product (Vector *, Vector *, Vector *); static Vector *points_to_array (Vector *, Vector *, Vector *); void f_id_matrix (void) { array_t *matrix; int i; matrix = allocate_empty_array(16); for (i = 0; i < 16; i++) { matrix->item[i].type = T_REAL; matrix->item[i].u.real = identity[i]; } push_refed_array(matrix); } void f_translate (void) { array_t *matrix; double x, y, z; Matrix current_matrix; Matrix trans_matrix; Matrix final_matrix; int i; if ((sp - 1)->type != T_REAL) { bad_arg(3, F_TRANSLATE); } if (sp->type != T_REAL) { bad_arg(4, F_TRANSLATE); } /* * get arguments from stack. */ matrix = (sp - 3)->u.arr; x = (sp - 2)->u.real; y = (sp - 1)->u.real; z = sp->u.real; sp -= 3; /* * convert vec matrix to float matrix. */ for (i = 0; i < 16; i++) { current_matrix[i] = matrix->item[i].u.real; } /* * create translation matrix. */ translate_matrix(x, y, z, trans_matrix); /* * compute transformed matrix. */ mult_matrix(current_matrix, trans_matrix, final_matrix); /* * convert float matrix to vec matrix. */ for (i = 0; i < 16; i++) { matrix->item[i].u.real = final_matrix[i]; } } void f_scale (void) { array_t *matrix; double x, y, z; Matrix current_matrix; Matrix scaling_matrix; Matrix final_matrix; int i; if ((sp - 1)->type != T_REAL) { bad_arg(3, F_SCALE); } if (sp->type != T_REAL) { bad_arg(4, F_SCALE); } /* * get arguments from stack. */ matrix = (sp - 3)->u.arr; x = (sp - 2)->u.real; y = (sp - 1)->u.real; z = sp->u.real; sp -= 3; /* * convert vec matrix to float matrix. */ for (i = 0; i < 16; i++) { current_matrix[i] = matrix->item[i].u.real; } /* * create scaling matrix. */ scale_matrix(x, y, z, scaling_matrix); /* * compute transformed matrix. */ mult_matrix(current_matrix, scaling_matrix, final_matrix); /* * convert float matrix to vec matrix. */ for (i = 0; i < 16; i++) { matrix->item[i].u.real = final_matrix[i]; } } void f_rotate_x (void) { array_t *matrix; double angle; Matrix current_matrix; Matrix rot_matrix; Matrix final_matrix; int i; /* * get arguments from stack. */ matrix = (sp - 1)->u.arr; angle = (sp--)->u.real; /* * convert vec matrix to float matrix. */ for (i = 0; i < 16; i++) { current_matrix[i] = matrix->item[i].u.real; } /* * create x rotation matrix. */ rotate_x_matrix(angle, rot_matrix); /* * compute transformed matrix. */ mult_matrix(current_matrix, rot_matrix, final_matrix); /* * convert float matrix to vec matrix. */ for (i = 0; i < 16; i++) { matrix->item[i].u.real = final_matrix[i]; } } void f_rotate_y (void) { array_t *matrix; double angle; Matrix current_matrix; Matrix rot_matrix; Matrix final_matrix; int i; /* * get arguments from stack. */ matrix = (sp - 1)->u.arr; angle = (sp--)->u.real; /* * convert vec matrix to float matrix. */ for (i = 0; i < 16; i++) { current_matrix[i] = matrix->item[i].u.real; } /* * create y rotation matrix. */ rotate_y_matrix(angle, rot_matrix); /* * compute transformed matrix. */ mult_matrix(current_matrix, rot_matrix, final_matrix); /* * convert float matrix to vec matrix. */ for (i = 0; i < 16; i++) { matrix->item[i].u.real = final_matrix[i]; } } void f_rotate_z (void) { array_t *matrix; double angle; Matrix current_matrix; Matrix rot_matrix; Matrix final_matrix; int i; /* * get arguments from stack. */ matrix = (sp - 1)->u.arr; angle = (sp--)->u.real; /* * convert vec matrix to float matrix. */ for (i = 0; i < 16; i++) { current_matrix[i] = matrix->item[i].u.real; } /* * create z rotation matrix. */ rotate_z_matrix(angle, rot_matrix); /* * compute transformed matrix. */ mult_matrix(current_matrix, rot_matrix, final_matrix); /* * convert float matrix to vec matrix. */ for (i = 0; i < 16; i++) { matrix->item[i].u.real = final_matrix[i]; } } void f_lookat_rotate (void) { array_t *matrix; double x, y, z; Matrix current_matrix; Matrix lookat_matrix; int i; if ((sp - 1)->type != T_REAL) { bad_arg(3, F_LOOKAT_ROTATE); } if (sp->type != T_REAL) { bad_arg(4, F_LOOKAT_ROTATE); } /* * get arguments from stack. */ matrix = (sp - 3)->u.arr; x = (sp - 2)->u.real; y = (sp - 1)->u.real; z = sp->u.real; sp -= 3; /* * convert vec matrix to float matrix. */ for (i = 0; i < 16; i++) { current_matrix[i] = matrix->item[i].u.real; } /* * create new viewing transformation matrix. */ lookat_rotate(current_matrix, x, y, z, lookat_matrix); /* * convert float matrix to vec matrix. */ for (i = 0; i < 16; i++) { matrix->item[i].u.real = lookat_matrix[i]; } } #ifdef F_LOOKAT_ROTATE2 void f_lookat_rotate2 (void) { array_t *matrix; double ex, ey, ez, lx, ly, lz; Matrix current_matrix; Matrix lookat_matrix; int i, j; for (j = 4; j >= 0; j--) { if ((sp - j)->type != T_REAL) { bad_arg(7 - j, F_LOOKAT_ROTATE2); } } /* * get arguments from stack. */ matrix = (sp - 6)->u.arr; ex = (sp - 5)->u.real; ey = (sp - 4)->u.real; ez = (sp - 3)->u.real; lx = (sp - 2)->u.real; ly = (sp - 1)->u.real; lz = sp->u.real; sp -= 5; free_array((sp--)->u.arr); /* * convert vec matrix to float matrix. */ for (i = 0; i < 16; i++) { current_matrix[i] = matrix->item[i].u.real; } /* * create new viewing transformation matrix. */ lookat_rotate2(ex, ey, ez, lx, ly, lz, lookat_matrix); /* * convert float matrix to vec matrix. */ for (i = 0; i < 16; i++) { matrix->item[i].u.real = lookat_matrix[i]; } } #endif #ifdef DEBUG static void print_matrix (Matrix m, char * label) { int i; int j; fprintf(stderr, "%s:\n", label); for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { fprintf(stderr, "%f\t", m[i * 4 + j]); } fprintf(stderr, "\n"); } } static void print_array (Vector * v, char * label) { fprintf(stderr, "%s:\t%f\t%f\t%f\n", label, v->x, v->y, v->z); } #endif static Vector *normalize_array (Vector * v) { double xx, yy, zz, mm, m; xx = v->x * v->x; yy = v->y * v->y; zz = v->z * v->z; mm = xx + yy + zz; m = sqrt(mm); if (m) { v->x /= m; v->y /= m; v->z /= m; } return (v); } static Vector *cross_product (Vector * v, Vector * va, Vector * vb) { v->x = (va->y * vb->z) - (va->z * vb->y); v->y = (va->z * vb->x) - (va->x * vb->z); v->z = (va->x * vb->y) - (va->y * vb->x); return (v); } static Vector *points_to_array (Vector * v, Vector * pa, Vector * pb) { v->x = pa->x - pb->x; v->y = pa->y - pb->y; v->z = pa->z - pb->z; return (v); } void lookat_rotate (Matrix T, double x, double y, double z, Matrix M) { static Vector N, V, U; static Vector ep, lp; lp.x = x; lp.y = y; lp.z = z; ep.x = T[12]; ep.y = T[13]; ep.z = T[14]; points_to_array(&N, &lp, &ep); normalize_array(&N); U.x = T[0]; U.y = T[4]; U.z = T[8]; cross_product(&V, &N, &U); normalize_array(&V); cross_product(&U, &V, &N); normalize_array(&U); M[0] = U.x; M[1] = V.x; M[2] = N.x; M[3] = 0.; M[4] = U.y; M[5] = V.y; M[6] = N.y; M[7] = 0.; M[8] = U.z; M[9] = V.z; M[10] = N.z; M[11] = 0.; #if 0 M[12] = ep.x; M[13] = ep.y; M[14] = ep.z; M[15] = 1.; #endif #if 0 M[12] = -U.x * ep.x - U.y * ep.y - U.z * ep.z; M[13] = -V.x * ep.x - V.y * ep.y - V.z * ep.z; M[14] = -N.x * ep.x - N.y * ep.y - N.z * ep.z; #endif M[12] = ((U.x * ep.x) + (U.y * ep.y) + (U.z * ep.z)); M[13] = ((V.x * ep.x) + (V.y * ep.y) + (V.z * ep.z)); M[14] = ((N.x * ep.x) + (N.y * ep.y) + (N.z * ep.z)); M[15] = 1.; #ifdef DEBUG print_array(&lp, "look point"); print_array(&ep, "eye point"); print_array(&N, "normal array"); print_array(&V, "V = N x U"); print_array(&U, "U = V x N"); print_matrix(M, "final matrix"); #endif /* DEBUG */ } void lookat_rotate2 (double ex, double ey, double ez, double lx, double ly, double lz, Matrix M) { static Vector N, V, U; static Vector ep, lp; ep.x = ex; ep.y = ey; ep.z = ez; lp.x = lx; lp.y = ly; lp.z = lz; points_to_array(&N, &lp, &ep); normalize_array(&N); U.x = 0.; U.y = 1.; U.z = 0.; cross_product(&V, &N, &U); normalize_array(&V); cross_product(&U, &V, &N); normalize_array(&U); M[0] = U.x; M[1] = V.x; M[2] = N.x; M[3] = 0.; M[4] = U.y; M[5] = V.y; M[6] = N.y; M[7] = 0.; M[8] = U.z; M[9] = V.z; M[10] = N.z; M[11] = 0.; #if 0 M[12] = ep.x; M[13] = ep.y; M[14] = ep.z; M[15] = 1.; #endif #if 0 M[12] = -U.x * ep.x - U.y * ep.y - U.z * ep.z; M[13] = -V.x * ep.x - V.y * ep.y - V.z * ep.z; M[14] = -N.x * ep.x - N.y * ep.y - N.z * ep.z; #endif M[12] = ((U.x * ep.x) + (U.y * ep.y) + (U.z * ep.z)); M[13] = ((V.x * ep.x) + (V.y * ep.y) + (V.z * ep.z)); M[14] = ((N.x * ep.x) + (N.y * ep.y) + (N.z * ep.z)); M[15] = 1.; #ifdef DEBUG print_array(&lp, "look point"); print_array(&ep, "eye point"); print_array(&N, "normal array"); print_array(&V, "V = N x U"); print_array(&U, "U = V x N"); print_matrix(M, "final matrix"); #endif /* DEBUG */ } void translate_matrix (double x, double y, double z, Matrix m) { m[0] = 1.; m[1] = 0.; m[2] = 0.; m[3] = 0.; m[4] = 0.; m[5] = 1.; m[6] = 0.; m[7] = 0.; m[8] = 0.; m[9] = 0.; m[10] = 1.; m[11] = 0.; m[12] = x; m[13] = y; m[14] = z; m[15] = 1.; } void scale_matrix (double x, double y, double z, Matrix m) { m[0] = x; m[1] = 0.; m[2] = 0.; m[3] = 0.; m[4] = 0.; m[5] = y; m[6] = 0.; m[7] = 0.; m[8] = 0.; m[9] = 0.; m[10] = z; m[11] = 0.; m[12] = 0.; m[13] = 0.; m[14] = 0.; m[15] = 1.; } void rotate_x_matrix (double a, Matrix m) { double a_rad; double c, s; a_rad = (double) (a * RADIANS_PER_DEGREE); c = cos(a_rad); s = sin(a_rad); m[0] = 1.; m[1] = 0.; m[2] = 0.; m[3] = 0.; m[4] = 0.; m[5] = c; m[6] = s; m[7] = 0.; m[8] = 0.; m[9] = -s; m[10] = c; m[11] = 0.; m[12] = 0.; m[13] = 0.; m[14] = 0.; m[15] = 1.; } void rotate_y_matrix (double a, Matrix m) { double a_rad; double c, s; a_rad = (double) (a * RADIANS_PER_DEGREE); c = cos(a_rad); s = sin(a_rad); m[0] = c; m[1] = 0.; m[2] = -s; m[3] = 0.; m[4] = 0.; m[5] = 1.; m[6] = 0.; m[7] = 0.; m[8] = s; m[9] = 0.; m[10] = c; m[11] = 0.; m[12] = 0.; m[13] = 0.; m[14] = 0.; m[15] = 1.; } void rotate_z_matrix (double a, Matrix m) { double a_rad; double c, s; a_rad = (double) (a * RADIANS_PER_DEGREE); c = cos(a_rad); s = sin(a_rad); m[0] = c; m[1] = s; m[2] = 0.; m[3] = 0.; m[4] = -s; m[5] = c; m[6] = 0.; m[7] = 0.; m[8] = 0.; m[9] = 0.; m[10] = 1.; m[11] = 0.; m[12] = 0.; m[13] = 0.; m[14] = 0.; m[15] = 1.; } void mult_matrix (Matrix ma, Matrix mb, Matrix m) { m[0] = ma[0] * mb[0] + ma[1] * mb[4] + ma[2] * mb[8] + ma[3] * mb[12]; m[1] = ma[0] * mb[1] + ma[1] * mb[5] + ma[2] * mb[9] + ma[3] * mb[13]; m[2] = ma[0] * mb[2] + ma[1] * mb[6] + ma[2] * mb[10] + ma[3] * mb[14]; m[3] = ma[0] * mb[3] + ma[1] * mb[7] + ma[2] * mb[11] + ma[3] * mb[15]; m[4] = ma[4] * mb[0] + ma[5] * mb[4] + ma[6] * mb[8] + ma[7] * mb[12]; m[5] = ma[4] * mb[1] + ma[5] * mb[5] + ma[6] * mb[9] + ma[7] * mb[13]; m[6] = ma[4] * mb[2] + ma[5] * mb[6] + ma[6] * mb[10] + ma[7] * mb[14]; m[7] = ma[4] * mb[3] + ma[5] * mb[7] + ma[6] * mb[11] + ma[7] * mb[15]; m[8] = ma[8] * mb[0] + ma[9] * mb[4] + ma[10] * mb[8] + ma[11] * mb[12]; m[9] = ma[8] * mb[1] + ma[9] * mb[5] + ma[10] * mb[9] + ma[11] * mb[13]; m[10] = ma[8] * mb[2] + ma[9] * mb[6] + ma[10] * mb[10] + ma[11] * mb[14]; m[11] = ma[8] * mb[3] + ma[9] * mb[7] + ma[10] * mb[11] + ma[11] * mb[15]; m[12] = ma[12] * mb[0] + ma[13] * mb[4] + ma[14] * mb[8] + ma[15] * mb[12]; m[13] = ma[12] * mb[1] + ma[13] * mb[5] + ma[14] * mb[9] + ma[15] * mb[13]; m[14] = ma[12] * mb[2] + ma[13] * mb[6] + ma[14] * mb[10] + ma[15] * mb[14]; m[15] = ma[12] * mb[3] + ma[13] * mb[7] + ma[14] * mb[11] + ma[15] * mb[15]; }