GEOMETRIC
Section: Miscellaneous Library Functions (3X)
Updated: July , 1991
Index
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NAME
geometric - Vector and matrix functions for the sipp(3X) library
SYNOPSIS
#include <geometric.h>
[g]cc [flags] files -lsipp -lm [ libraries ]
DESCRIPTION
The sipp(3X) 3D rendering library uses a lot of vector calculations
and geometric transformations. The functions which implement these
features are declared in geometric.h and are described in this manual.
VECTOR OPERATIONS
Sipp uses row vectors, not column vectors and a vector is defined as
follows:
typedef struct {
double x;
double y;
double z;
} Vector;
A vector is used both for directional vectors and points (positional
vectors). In the description of the sipp vector macros and functions
below, lower case letters denote scalar values and upper case letters
denote vectors.
- MakeVector(V, xx, yy, zz)
-
Put xx, yy and zz in the x, y and z slot of the
Vector V respectively.
- VecNegate(A)
-
Negate all components of the Vector A.
- VecDot(A, B)
-
Return the dot product of the two Vectors A and B.
- VecLen(A)
-
Return the length of the Vector A.
- VecCopy(B, A)
-
Copy the Vector A to the Vector B (B = A;
using C notation).
- VecAdd(C, A, B)
-
Add the two Vectors A and B and put the result in C
(Add A to B giving C; using COBOL notation).
- VecSub(C, A, B)
-
Subtract the Vector B from Vector A and put the result in
C (C = A - B; using C notation).
- VecScalMul(B, a, A)
-
Multiply the Vector A with the scalar a and put the result
in Vector B (B = a * A; using C notation).
- VecAddS(C, a, A, B)
-
Multiply the Vector A with the scalar a, add it to Vector
B and put the result in Vector C (C = a *
A + B; using C notation).
- VecComb(C, a, A, b, B)
-
Linearly combine the two Vectors A and B and put the
result in Vector C (C = a * A + b *
B; using C notation).
- VecCross(C, A, B)
-
Cross multiply Vector A with Vector B and put the result
in C (C = A X B; using C notation).
- void vecnorm(v)
-
Vector *v;
Normalize the vector v, i.e. keep the direction but make it have
length 1. The length of v should not be equal to 0 to begin with.
NOTE:
This is the only function operating on vectors in sipp.
MATRIX OPERATIONS
An ordinary homogenous transformation matrix has 4 X 4 elements.
However, all linear transformations only use 4 X 3 values so to save
space a sipp transformation matrix only store 4 X 3 values. Thus the
transformation matrix used in sipp is defined as follows:
typedef struct {
double mat[4][3];
} Transf_mat;
We wrap a struct around the two-dimensional array since we want to be
able to say things like &mat without being forced to write
(Transf_mat *) &mat[0] which we find horribly ugly.
There is a predefined identity matrix declared in geometric.h which
you can use if you want to:
extern Transf_mat ident_matrix;
The rest of this section describes the macro and functions defined in
the sipp library which work on sipp transformation matrixes.
- MatCopy(A, B)
-
This macro copies the matrix B to the matrix A. A
and B should both be pointers.
NOTE:
This is the only macro operating on matrices in sipp.
- Transf_mat *transf_mat_create(initmat)
-
Transf_mat *initmat;
Allocate memory for a new transformation matrix and if initmat
is equal to NULL, set the new matrix to the identity matrix.
Otherwise set the new matrix to the contents of initmat. Return
a pointer to the new matrix.
- Transf_mat *transf_mat_destruct(mat)
-
Transf_mat *initmat;
Free the memory associated with the matrix mat.
- void mat_translate(mat, dx, dy, dz)
-
Transf_mat *mat;
double dx;
double dy;
double dz;
Set mat to the transformation matrix that represents the
concatenation of the previous transformation in mat and a
translation along the vector (dx, dy, dz).
- void mat_rotate_x(mat, ang)
-
Transf_mat *mat;
double ang;
Set mat to the transformation matrix that represents the
concatenation of the previous transformation in mat and a
rotation with the angle ang around the X axis. The angle
ang is expressed in radians.
- void mat_rotate_y(mat, ang)
-
Transf_mat *mat;
double ang;
Set mat to the transformation matrix that represents the
concatenation of the previous transformation in mat and a
rotation with the angle ang around the Y axis. The angle
ang is expressed in radians.
- void mat_rotate_z(mat, ang)
-
Transf_mat *mat;
double ang;
Set mat to the transformation matrix that represents the
concatenation of the previous transformation in mat and a
rotation with the angle ang around the Z axis. The angle
ang is expressed in radians.
- void mat_rotate(mat, point, vector, ang)
-
Transf_mat *mat;
Vector *point;
Vector *vector
double ang;
Set mat to the transformation matrix that represents the
concatenation of the previous transformation in mat and a
rotation with the angle ang around the line represented by the
point point and the vector vector. The angle
ang is expressed in radians.
- void mat_scale(mat, xscale, yscale, zscale)
-
Transf_mat *mat;
double xscale;
double yscale;
double zscale;
Set mat to the transformation matrix that represents the
concatenation of the previous transformation in mat and a
scaling with the scaling factors (xscale, yscale, zscale).
- void mat_mirror_plane(mat, point, normal)
-
Transf_mat *mat;
Vector *point;
Vector *normal
Set mat to the transformation matrix that represents the
concatenation of the previous transformation in mat and a
mirroring in the plane defined by the point point and the normal
vector normal.
- void mat_mul(res, a, b)
-
Transf_mat *res
Transf_mat *a
Transf_mat *b
Multiply the two matrixes a and b and put the result in
the matrix res. All three parameters are pointers to matrixes.
It is possible for res to point at the same matrix as either
a or b since the result is stored in a temporary matrix
during the computations.
- void point_transform(res, vec, mat)
-
Vector *res
Vector *vec;
Transf_mat *mat;
Transform the point (vector) vec with the transformation matrix
mat and put the result into the vector res. The two
vectors res and vec should not be the same vector since no
temporary is used during the computations.
SEE ALSO
sipp(3X) - simple polygon processor, a 3d-graphics library
shaders(3X) - a collection of shaders for sipp.
primitives(3X) - a collection of object primitives for sipp.
sipp_pixmap(3X) - pixmap handling code for sipp.
sipp_bitmap(3X) - bitmap handling code for sipp.
AUTHORS
Jonas Yngvesson (jonas-y@isy.liu.se)
Inge Wallin (ingwa@isy.liu.se)
BUGS
No known bugs.
Index
- NAME
-
- SYNOPSIS
-
- DESCRIPTION
-
- VECTOR OPERATIONS
-
- MATRIX OPERATIONS
-
- SEE ALSO
-
- AUTHORS
-
- BUGS
-
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