#include <windows.h>#include "locmath.h"#include "vector.h"#include "quat.h"#include "vertex.h"#include "mmgr.h"Go to the source code of this file.
Functions | |
| void | LoadIdentity (float m[]) |
| void | CopyMatrix (float m[], float n[]) |
| void | MultMatrix (float m[], float n[]) |
| void | MatrixInverse (float m[]) |
| QUAT | AxisAngleToMatrix (VECTOR axis, float theta, float m[16]) |
| float | DotProduct (VECTOR vec1, VECTOR vec2) |
| VECTOR | CrossVector (VECTOR vec1, VECTOR vec2) |
| void | EulerToQuat (float roll, float pitch, float yaw, QUAT *quat) |
| float | MagnitudeQuat (QUAT q1) |
| QUAT | NormaliseQuat (QUAT q1) |
| void | QuatToMatrix (QUAT quat, float m[16]) |
| QUAT | MultQuat (QUAT q1, QUAT q2) |
| VERTEX | GetNorm (float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3) |
| GLfloat | MagnitudeVector (VECTOR vec1) |
| VECTOR | GetUnitVector (VECTOR vector) |
| VECTOR | GetEdgeVector (VECTOR point1, VECTOR point2) |
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Definition at line 166 of file locmath.cpp. References QUAT::w, VECTOR::x, QUAT::x, VECTOR::y, QUAT::y, VECTOR::z, and QUAT::z.
00167 {
00168 QUAT q;
00169 float halfTheta = theta * 0.5;
00170 float cosHalfTheta = cos(halfTheta);
00171 float sinHalfTheta = sin(halfTheta);
00172 float xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
00173 q.x = axis.x * sinHalfTheta;
00174 q.y = axis.y * sinHalfTheta;
00175 q.z = axis.z * sinHalfTheta;
00176 q.w = cosHalfTheta;
00177 xs = q.x * 2; ys = q.y * 2; zs = q.z * 2;
00178 wx = q.w * xs; wy = q.w * ys; wz = q.w * zs;
00179 xx = q.x * xs; xy = q.x * ys; xz = q.x * zs;
00180 yy = q.y * ys; yz = q.y * zs; zz = q.z * zs;
00181 m[0] = 1 - (yy + zz);
00182 m[1] = xy - wz;
00183 m[2] = xz + wy;
00184 m[4] = xy + wz;
00185 m[5] = 1 - (xx + zz);
00186 m[6] = yz - wx;
00187 m[8] = xz - wy;
00188 m[9] = yz + wx;
00189 m[10] = 1 - (xx + yy);
00190 /* Fill in remainder of 4x4 homogeneous transform matrix. */
00191 m[12] = m[13] = m[14] = m[3] = m[7] = m[11] = 0;
00192 m[15] = 1;
00193 return (q);
00194 }
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Definition at line 31 of file locmath.cpp.
00032 {
00033 m[0 ] = n[0 ];
00034 m[1 ] = n[1 ];
00035 m[2 ] = n[2 ];
00036 m[3 ] = n[3 ];
00037 m[4 ] = n[4 ];
00038 m[5 ] = n[5 ];
00039 m[6 ] = n[6 ];
00040 m[7 ] = n[7 ];
00041 m[8 ] = n[8 ];
00042 m[9 ] = n[9 ];
00043 m[10] = n[10];
00044 m[11] = n[11];
00045 m[12] = n[12];
00046 m[13] = n[13];
00047 m[14] = n[14];
00048 m[15] = n[15];
00049 }
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Definition at line 211 of file locmath.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z.
00212 {
00213 /*
00214 Cross Product of Two Vectors.
00215
00216 a × b = ( a.y * b.z - a.z * b.y,
00217
00218 a.z * b.x - a.x * b.z,
00219
00220 a.x * b.y - a.y * b.x )
00221
00222 | a × b | = |a| * |b| * sin(ø)
00223 */
00224 VECTOR vec3;
00225 vec3.x = vec1.y * vec2.z - vec1.z * vec2.y;
00226 vec3.y = vec1.z * vec2.x - vec1.x * vec2.z;
00227 vec3.z = vec1.x * vec2.y - vec1.y * vec2.x;
00228 return vec3;
00229 }
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Definition at line 196 of file locmath.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z.
00197 {
00198 /*
00199 Dot Product of two Vectors.
00200
00201 U = (Ux, Uy, Uz)
00202 V = (Vx, Vy, Vz)
00203 U*V = UxVx + UyVy + UzVz
00204 U*V = |U||V|cos(t) (where t is the angle theta between the two vectors)
00205 */
00206 float dot;
00207 dot = vec1.x * vec2.x + vec1.y * vec2.y + vec1.z * vec2.z;
00208 return dot;
00209 }
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Definition at line 231 of file locmath.cpp. References QUAT::w, QUAT::x, QUAT::y, and QUAT::z.
00232 {
00233 /*
00234 Euler Angle to Quarternion.
00235
00236 q = qyaw qpitch qroll where:
00237
00238 qyaw = [cos(f /2), (0, 0, sin(f /2)]
00239 qpitch = [cos (q/2), (0, sin(q/2), 0)]
00240 qroll = [cos (y/2), (sin(y/2), 0, 0)]
00241 */
00242 float cr, cp, cy, sr, sp, sy, cpcy, spsy; // calculate trig identities
00243 cr = cos(roll/2);
00244 cp = cos(pitch/2);
00245 cy = cos(yaw/2);
00246 sr = sin(roll/2);
00247 sp = sin(pitch/2);
00248 sy = sin(yaw/2);
00249 cpcy = cp * cy;
00250 spsy = sp * sy;
00251 quat->w = cr * cpcy + sr * spsy;
00252 quat->x = sr * cpcy - cr * spsy;
00253 quat->y = cr * sp * cy + sr * cp * sy;
00254 quat->z = cr * cp * sy - sr * sp * cy;
00255 }
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Definition at line 392 of file locmath.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z.
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Definition at line 343 of file locmath.cpp. References VERTEX::nx, VERTEX::ny, and VERTEX::nz.
00344 {
00345 float ux;
00346 float uy;
00347 float uz;
00348 float vx;
00349 float vy;
00350 float vz;
00351 VERTEX temp_vertex;
00352 ux = x1 - x2;
00353 uy = y1 - y2;
00354 uz = z1 - z2;
00355 vx = x3 - x2;
00356 vy = y3 - y2;
00357 vz = z3 - z2;
00358 temp_vertex.nx = (uy*vz)-(vy*uz);
00359 temp_vertex.ny = (uz*vx)-(vz*ux);
00360 temp_vertex.nz = (ux*vy)-(vx*uy);
00361 return temp_vertex;
00362 }
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Definition at line 369 of file locmath.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z.
00370 {
00371 // Reduces a normal vector specified as a set of three coordinates,
00372 // to a unit normal vector of length one.
00373
00374 // Calculate the length of the vector
00375 float length = (float) sqrt(( vector.x * vector.x) +
00376 ( vector.y * vector.y) +
00377 ( vector.z * vector.z) );
00378
00379 // Keep the program from blowing up by providing an exceptable
00380 // value for vectors that may calculated too close to zero.
00381 if(length == 0.0f)
00382 length = 1.0f;
00383
00384 // Dividing each element by the length will result in a
00385 // unit normal vector.
00386 vector.x /= length;
00387 vector.y /= length;
00388 vector.z /= length;
00389 return vector;
00390 }
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Definition at line 8 of file locmath.cpp.
00009 {
00010 m[0]=1.0f;
00011 m[1]=0.0f;
00012 m[2]=0.0f;
00013 m[3]=0.0f;
00014
00015 m[4]=0.0f;
00016 m[5]=1.0f;
00017 m[6]=0.0f;
00018 m[7]=0.0f;
00019
00020 m[8]=0.0f;
00021 m[9]=0.0f;
00022 m[10]=1.0f;
00023 m[11]=0.0f;
00024
00025 m[12]=0.0f;
00026 m[13]=0.0f;
00027 m[14]=0.0f;
00028 m[15]=1.0f;
00029 }
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Definition at line 257 of file locmath.cpp. References QUAT::w, QUAT::x, QUAT::y, and QUAT::z.
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Definition at line 364 of file locmath.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z.
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Definition at line 137 of file locmath.cpp. References CopyMatrix().
00138 {
00139 float n[16];
00140
00141 CopyMatrix(n, m);
00142 m[0 ] = n[0 ];
00143 m[1 ] = n[4 ];
00144 m[2 ] = n[8 ];
00145
00146 m[4 ] = n[1 ];
00147 m[5 ] = n[5 ];
00148 m[6 ] = n[9 ];
00149
00150 m[8 ] = n[2 ];
00151 m[9 ] = n[6 ];
00152 m[10] = n[10];
00153
00154 m[12] *= -1.0f;
00155 m[13] *= -1.0f;
00156 m[14] *= -1.0f;
00157 }
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Definition at line 51 of file locmath.cpp. References CopyMatrix().
00052 {
00053 float temp[16];
00054
00055 CopyMatrix(temp, m);
00056 m[0] = temp[0 ]*n[0 ]
00057 + temp[4 ]*n[1 ]
00058 + temp[8 ]*n[2 ]
00059 + temp[12]*n[3 ];
00060
00061 m[1] = temp[1 ]*n[0 ]
00062 + temp[5 ]*n[1 ]
00063 + temp[9 ]*n[2 ]
00064 + temp[13]*n[3 ];
00065
00066 m[2] = temp[2 ]*n[0 ]
00067 + temp[6 ]*n[1 ]
00068 + temp[10]*n[2 ]
00069 + temp[14]*n[3 ];
00070
00071 m[3] = temp[3 ]*n[0 ]
00072 + temp[7 ]*n[1 ]
00073 + temp[11]*n[2 ]
00074 + temp[15]*n[3 ];
00075
00076 m[4] = temp[0 ]*n[4 ]
00077 + temp[4 ]*n[5 ]
00078 + temp[8 ]*n[6 ]
00079 + temp[12]*n[7 ];
00080
00081 m[5] = temp[1 ]*n[4 ]
00082 + temp[5 ]*n[5 ]
00083 + temp[9 ]*n[6 ]
00084 + temp[13]*n[7 ];
00085
00086 m[6] = temp[2 ]*n[4 ]
00087 + temp[6 ]*n[5 ]
00088 + temp[10]*n[6 ]
00089 + temp[14]*n[7 ];
00090
00091 m[7] = temp[3 ]*n[4 ]
00092 + temp[7 ]*n[5 ]
00093 + temp[11]*n[6 ]
00094 + temp[15]*n[7 ];
00095
00096 m[8] = temp[0 ]*n[8 ]
00097 + temp[4 ]*n[9 ]
00098 + temp[8 ]*n[10]
00099 + temp[12]*n[11];
00100
00101 m[9] = temp[1 ]*n[8 ]
00102 + temp[5 ]*n[9 ]
00103 + temp[9 ]*n[10]
00104 + temp[13]*n[11];
00105
00106 m[10]= temp[2 ]*n[8 ]
00107 + temp[6 ]*n[9 ]
00108 + temp[10]*n[10]
00109 + temp[14]*n[11];
00110
00111 m[11]= temp[3 ]*n[8 ]
00112 + temp[7 ]*n[9 ]
00113 + temp[11]*n[10]
00114 + temp[15]*n[11];
00115
00116 m[12]= temp[0 ]*n[12]
00117 + temp[4 ]*n[13]
00118 + temp[8 ]*n[14]
00119 + temp[12]*n[15];
00120
00121 m[13]= temp[1 ]*n[12]
00122 + temp[5 ]*n[13]
00123 + temp[9 ]*n[14]
00124 + temp[13]*n[15];
00125
00126 m[14]= temp[2 ]*n[12]
00127 + temp[6 ]*n[13]
00128 + temp[10]*n[14]
00129 + temp[14]*n[15];
00130
00131 m[15]= temp[3 ]*n[12]
00132 + temp[7 ]*n[13]
00133 + temp[11]*n[14]
00134 + temp[15]*n[15];
00135 }
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Definition at line 308 of file locmath.cpp. References CrossVector(), DotProduct(), NormaliseQuat(), QUAT::w, QUAT::x, VECTOR::x, QUAT::y, VECTOR::y, QUAT::z, and VECTOR::z.
00309 {
00310 /*
00311 Multiplication of two Quarternions.
00312
00313 qq´ = [ww´ - v · v´, v x v´ + wv´ +w´v]
00314 ( · is vector dot product and x is vector cross product )
00315 */
00316 QUAT q3;
00317 VECTOR vectorq1;
00318 VECTOR vectorq2;
00319 vectorq1.x = q1.x;
00320 vectorq1.y = q1.y;
00321 vectorq1.z = q1.z;
00322 vectorq2.x = q2.x;
00323 vectorq2.y = q2.y;
00324 vectorq2.z = q2.z;
00325
00326 VECTOR tempvec1;
00327 VECTOR tempvec2;
00328 VECTOR tempvec3;
00329 q3.w = (q1.w*q2.w) - DotProduct(vectorq1, vectorq2);
00330 tempvec1 = CrossVector(vectorq1, vectorq2);
00331 tempvec2.x = q1.w * q2.x;
00332 tempvec2.y = q1.w * q2.y;
00333 tempvec2.z = q1.w * q2.z;
00334 tempvec3.x = q2.w * q1.x;
00335 tempvec3.y = q2.w * q1.y;
00336 tempvec3.z = q2.w * q1.z;
00337 q3.x = tempvec1.x + tempvec2.x + tempvec3.x;
00338 q3.y = tempvec1.y + tempvec2.y + tempvec3.y;
00339 q3.z = tempvec1.z + tempvec2.z + tempvec3.z;
00340 return NormaliseQuat(q3);
00341 }
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Definition at line 262 of file locmath.cpp. References MagnitudeQuat(), QUAT::w, QUAT::x, QUAT::y, and QUAT::z.
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Definition at line 274 of file locmath.cpp. References QUAT::w, QUAT::x, QUAT::y, and QUAT::z.
00275 {
00276 float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
00277 // calculate coefficients
00278 x2 = quat.x + quat.x;
00279 y2 = quat.y + quat.y;
00280 z2 = quat.z + quat.z;
00281 xx = quat.x * x2;
00282 xy = quat.x * y2;
00283 xz = quat.x * z2;
00284 yy = quat.y * y2;
00285 yz = quat.y * z2;
00286 zz = quat.z * z2;
00287 wx = quat.w * x2;
00288 wy = quat.w * y2;
00289 wz = quat.w * z2;
00290 m[0] = 1.0 - (yy + zz);
00291 m[1] = xy - wz;
00292 m[2] = xz + wy;
00293 m[3] = 0.0;
00294 m[4] = xy + wz;
00295 m[5] = 1.0 - (xx + zz);
00296 m[6] = yz - wx;
00297 m[7] = 0.0;
00298 m[8] = xz - wy;
00299 m[9] = yz + wx;
00300 m[10] = 1.0 - (xx + yy);
00301 m[11] = 0.0;
00302 m[12] = 0;
00303 m[13] = 0;
00304 m[14] = 0;
00305 m[15] = 1;
00306 }
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1.2.15