home *** CD-ROM | disk | FTP | other *** search
- /*
- * Copyright 1990, 1991, 1992, 1993, 1994, Silicon Graphics, Inc.
- * All Rights Reserved.
- *
- * This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
- * the contents of this file may not be disclosed to third parties, copied or
- * duplicated in any form, in whole or in part, without the prior written
- * permission of Silicon Graphics, Inc.
- *
- * RESTRICTED RIGHTS LEGEND:
- * Use, duplication or disclosure by the Government is subject to restrictions
- * as set forth in subdivision (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, DOD or NASA FAR Supplement. Unpublished -
- * rights reserved under the Copyright Laws of the United States.
- */
-
- /*
- * flight/mat.c $Revision: 1.8 $
- *
- * matrix and vector math routines
- */
-
- #include "flight.h"
-
-
- void identify_matrix(Matrix mat)
- {
- mat[0][0] = 1.0;
- mat[0][1] = 0.0;
- mat[0][2] = 0.0;
- mat[0][3] = 0.0;
- mat[1][0] = 0.0;
- mat[1][1] = 1.0;
- mat[1][2] = 0.0;
- mat[1][3] = 0.0;
- mat[2][0] = 0.0;
- mat[2][1] = 0.0;
- mat[2][2] = 1.0;
- mat[2][3] = 0.0;
- mat[3][0] = 0.0;
- mat[3][1] = 0.0;
- mat[3][2] = 0.0;
- mat[3][3] = 1.0;
- }
-
-
- /*
- * Multiply mat1 * mat2 and return result in mat2
- */
- void matrix_multiply(Matrix mat1, Matrix mat2)
- {
- int i, j;
- float temp[4][4];
-
- for(i=0; i < 4; i++)
- for(j=0; j < 4; j++)
- temp[j][i] = mat1[j][0]*mat2[0][i] + mat1[j][1]*mat2[1][i] +
- mat1[j][2]*mat2[2][i] + mat1[j][3]*mat2[3][i];
- for(i=0; i < 4; i++)
- for(j=0; j < 4; j++)
- mat2[j][i] = temp[j][i];
- }
-
-
- /*
- * Multiply mat2 * mat1 and return result in mat2
- */
- void matrix_post_multiply(Matrix mat1, Matrix mat2)
- {
- int i, j;
- float temp[4][4];
-
- for(i=0; i < 4; i++)
- for(j=0; j < 4; j++)
- temp[j][i] = mat2[j][0]*mat1[0][i] + mat2[j][1]*mat1[1][i] +
- mat2[j][2]*mat1[2][i] + mat2[j][3]*mat1[3][i];
- for(i=0; i < 4; i++)
- for(j=0; j < 4; j++)
- mat2[j][i] = temp[j][i];
- }
-
-
- /*
- * Premultiply mat by rotation matrix. Return result in mat.
- */
- void matrix_rotate(Matrix mat, int angle, char axis)
- {
- float s, c;
- float tmp;
-
- gl_sincos(angle, &s, &c);
-
- if (axis == 'x' || axis == 'X')
- {
- tmp = c*mat[1][0] + s*mat[2][0];
- mat[2][0] = -s*mat[1][0] + c*mat[2][0];
- mat[1][0] = tmp;
- tmp = c*mat[1][1] + s*mat[2][1];
- mat[2][1] = -s*mat[1][1] + c*mat[2][1];
- mat[1][1] = tmp;
- tmp = c*mat[1][2] + s*mat[2][2];
- mat[2][2] = -s*mat[1][2] + c*mat[2][2];
- mat[1][2] = tmp;
- tmp = c*mat[1][3] + s*mat[2][3];
- mat[2][3] = -s*mat[1][3] + c*mat[2][3];
- mat[1][3] = tmp;
- }
- else if (axis == 'y' || axis == 'Y')
- {
- tmp = c*mat[0][0] + -s*mat[2][0];
- mat[2][0] = s*mat[0][0] + c*mat[2][0];
- mat[0][0] = tmp;
- tmp = c*mat[0][1] + -s*mat[2][1];
- mat[2][1] = s*mat[0][1] + c*mat[2][1];
- mat[0][1] = tmp;
- tmp = c*mat[0][2] + -s*mat[2][2];
- mat[2][2] = s*mat[0][2] + c*mat[2][2];
- mat[0][2] = tmp;
- tmp = c*mat[0][3] + -s*mat[2][3];
- mat[2][3] = s*mat[0][3] + c*mat[2][3];
- mat[0][3] = tmp;
- }
- else if (axis == 'z' || axis == 'Z')
- {
- tmp = c*mat[0][0] + s*mat[1][0];
- mat[1][0] = -s*mat[0][0] + c*mat[1][0];
- mat[0][0] = tmp;
- tmp = c*mat[0][1] + s*mat[1][1];
- mat[1][1] = -s*mat[0][1] + c*mat[1][1];
- mat[0][1] = tmp;
- tmp = c*mat[0][2] + s*mat[1][2];
- mat[1][2] = -s*mat[0][2] + c*mat[1][2];
- mat[0][2] = tmp;
- tmp = c*mat[0][3] + s*mat[1][3];
- mat[1][3] = -s*mat[0][3] + c*mat[1][3];
- mat[0][3] = tmp;
- }
- }
-
-
- /*
- * Postmultiply mat by rotation matrix. Return result in mat.
- */
- void matrix_post_rotate(Matrix mat, int angle, char axis)
- {
- float s, c;
- float tmp;
-
- gl_sincos(angle, &s, &c);
-
- if (axis == 'x' || axis == 'X')
- {
- tmp = c*mat[0][1] + -s*mat[0][2];
- mat[0][2] = s*mat[0][1] + c*mat[0][2];
- mat[0][1] = tmp;
- tmp = c*mat[1][1] + -s*mat[1][2];
- mat[1][2] = s*mat[1][1] + c*mat[1][2];
- mat[1][1] = tmp;
- tmp = c*mat[2][1] + -s*mat[2][2];
- mat[2][2] = s*mat[2][1] + c*mat[2][2];
- mat[2][1] = tmp;
- tmp = c*mat[3][1] + -s*mat[3][2];
- mat[3][2] = s*mat[3][1] + c*mat[3][2];
- mat[3][1] = tmp;
- }
- else if (axis == 'y' || axis == 'Y')
- {
- tmp = c*mat[0][0] + s*mat[0][2];
- mat[0][2] = -s*mat[0][0] + c*mat[0][2];
- mat[0][0] = tmp;
- tmp = c*mat[1][0] + s*mat[1][2];
- mat[1][2] = -s*mat[1][0] + c*mat[1][2];
- mat[1][0] = tmp;
- tmp = c*mat[2][0] + s*mat[2][2];
- mat[2][2] = -s*mat[2][0] + c*mat[2][2];
- mat[2][0] = tmp;
- tmp = c*mat[3][0] + s*mat[3][2];
- mat[3][2] = -s*mat[3][0] + c*mat[3][2];
- mat[3][0] = tmp;
- }
- else if (axis == 'z' || axis == 'Z')
- {
- tmp = c*mat[0][0] + -s*mat[0][1];
- mat[0][1] = s*mat[0][0] + c*mat[0][1];
- mat[0][0] = tmp;
- tmp = c*mat[1][0] + -s*mat[1][1];
- mat[1][1] = s*mat[1][0] + c*mat[1][1];
- mat[1][0] = tmp;
- tmp = c*mat[2][0] + -s*mat[2][1];
- mat[2][1] = s*mat[2][0] + c*mat[2][1];
- mat[2][0] = tmp;
- tmp = c*mat[3][0] + -s*mat[3][1];
- mat[3][1] = s*mat[3][0] + c*mat[3][1];
- mat[3][0] = tmp;
- }
- }
-
-
- /*
- * Premultiply mat by translation matrix. Return result in mat.
- */
- void matrix_translate(Matrix mat, float x, float y, float z)
- {
- mat[3][0] = x*mat[0][0] + y*mat[1][0] + z*mat[2][0] + mat[3][0];
- mat[3][1] = x*mat[0][1] + y*mat[1][1] + z*mat[2][1] + mat[3][1];
- mat[3][2] = x*mat[0][2] + y*mat[1][2] + z*mat[2][2] + mat[3][2];
- mat[3][3] = x*mat[0][3] + y*mat[1][3] + z*mat[2][3] + mat[3][3];
- }
-
-
- /*
- * multiply vector iv by a translation matrix mat. Return result in ov.
- */
- void mult_vec(Matrix mat, float iv[4], float ov[4])
- {
- int i;
-
- for(i=0; i < 4; i++)
- ov[i] = iv[0]*mat[0][i] + iv[1]*mat[1][i] +
- iv[2]*mat[2][i] + iv[3]*mat[3][i];
- }
-
-
- /*
- * print a matrix
- */
- void matrix_print(Matrix mat)
- {
- printf("mat = {{%f, %f, %f, %f}\n",
- mat[0][0], mat[0][1], mat[0][2], mat[0][3]);
- printf(" {%f, %f, %f, %f}\n",
- mat[1][0], mat[1][1], mat[1][2], mat[1][3]);
- printf(" {%f, %f, %f, %f}\n",
- mat[2][0], mat[2][1], mat[2][2], mat[2][3]);
- printf(" {%f, %f, %f, %f}}\n",
- mat[3][0], mat[3][1], mat[3][2], mat[3][3]);
- }
-
-
- /*
- * find the position 'ov' that is 'len' away from 'iv0' in the direction of
- * 'iv1'.
- */
- void vec_len(float *iv0, float *iv1, float len, float *ov)
- {
- float x, y, z, delta;
-
- x = iv0[0] - iv1[0];
- y = iv0[1] - iv1[1];
- z = iv0[2] - iv1[2];
-
- delta = len / fsqrt(x*x + y*y + z*z);
-
- ov[0] = iv0[0] - x * delta;
- ov[1] = iv0[1] - y * delta;
- ov[2] = iv0[2] - z * delta;
- }
-
-