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) |
| VECTOR | GetNormal (VECTOR vertex1, VECTOR vertex2, VECTOR vertex3) |
| VERTEX | GetNorm (float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3) |
| float | MagnitudeVector (VECTOR vec1) |
| VECTOR | GetUnitVector (VECTOR vector) |
| VECTOR | GetEdgeVector (VECTOR point1, VECTOR point2) |
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Definition at line 159 of file math.cpp. References QUAT::w, VECTOR::x, QUAT::x, VECTOR::y, QUAT::y, VECTOR::z, and QUAT::z.
00160 {
00161 QUAT q;
00162 float halfTheta = theta * 0.5;
00163 float cosHalfTheta = cos(halfTheta);
00164 float sinHalfTheta = sin(halfTheta);
00165 float xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
00166 q.x = axis.x * sinHalfTheta;
00167 q.y = axis.y * sinHalfTheta;
00168 q.z = axis.z * sinHalfTheta;
00169 q.w = cosHalfTheta;
00170 xs = q.x * 2; ys = q.y * 2; zs = q.z * 2;
00171 wx = q.w * xs; wy = q.w * ys; wz = q.w * zs;
00172 xx = q.x * xs; xy = q.x * ys; xz = q.x * zs;
00173 yy = q.y * ys; yz = q.y * zs; zz = q.z * zs;
00174 m[0] = 1 - (yy + zz);
00175 m[1] = xy - wz;
00176 m[2] = xz + wy;
00177 m[4] = xy + wz;
00178 m[5] = 1 - (xx + zz);
00179 m[6] = yz - wx;
00180 m[8] = xz - wy;
00181 m[9] = yz + wx;
00182 m[10] = 1 - (xx + yy);
00183 /* Fill in remainder of 4x4 homogeneous transform matrix. */
00184 m[12] = m[13] = m[14] = m[3] = m[7] = m[11] = 0;
00185 m[15] = 1;
00186 return (q);
00187 }
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Definition at line 24 of file math.cpp. Referenced by MatrixInverse(), and MultMatrix().
00025 {
00026 m[0 ] = n[0 ];
00027 m[1 ] = n[1 ];
00028 m[2 ] = n[2 ];
00029 m[3 ] = n[3 ];
00030 m[4 ] = n[4 ];
00031 m[5 ] = n[5 ];
00032 m[6 ] = n[6 ];
00033 m[7 ] = n[7 ];
00034 m[8 ] = n[8 ];
00035 m[9 ] = n[9 ];
00036 m[10] = n[10];
00037 m[11] = n[11];
00038 m[12] = n[12];
00039 m[13] = n[13];
00040 m[14] = n[14];
00041 m[15] = n[15];
00042 }
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Definition at line 204 of file math.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by MultQuat().
00205 {
00206 /*
00207 Cross Product of Two Vectors.
00208
00209 a × b = ( a.y * b.z - a.z * b.y,
00210
00211 a.z * b.x - a.x * b.z,
00212
00213 a.x * b.y - a.y * b.x )
00214
00215 | a × b | = |a| * |b| * sin(ø)
00216 */
00217 VECTOR vec3;
00218 vec3.x = vec1.y * vec2.z - vec1.z * vec2.y;
00219 vec3.y = vec1.z * vec2.x - vec1.x * vec2.z;
00220 vec3.z = vec1.x * vec2.y - vec1.y * vec2.x;
00221 return vec3;
00222 }
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Definition at line 189 of file math.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by CheckForCollision(), CheckPointInTriangle(), ClassifyPoint(), ClosestPointOnLine(), IntersectRayPlane(), IntersectRaySphere(), and MultQuat().
00190 {
00191 /*
00192 Dot Product of two Vectors.
00193
00194 U = (Ux, Uy, Uz)
00195 V = (Vx, Vy, Vz)
00196 U*V = UxVx + UyVy + UzVz
00197 U*V = |U||V|cos(t) (where t is the angle theta between the two vectors)
00198 */
00199 float dot;
00200 dot = vec1.x * vec2.x + vec1.y * vec2.y + vec1.z * vec2.z;
00201 return dot;
00202 }
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Definition at line 224 of file math.cpp. References QUAT::w, QUAT::x, QUAT::y, and QUAT::z.
00225 {
00226 /*
00227 Euler Angle to Quarternion.
00228
00229 q = qyaw qpitch qroll where:
00230
00231 qyaw = [cos(f /2), (0, 0, sin(f /2)]
00232 qpitch = [cos (q/2), (0, sin(q/2), 0)]
00233 qroll = [cos (y/2), (sin(y/2), 0, 0)]
00234 */
00235 float cr, cp, cy, sr, sp, sy, cpcy, spsy; // calculate trig identities
00236 cr = cos(roll/2);
00237 cp = cos(pitch/2);
00238 cy = cos(yaw/2);
00239 sr = sin(roll/2);
00240 sp = sin(pitch/2);
00241 sy = sin(yaw/2);
00242 cpcy = cp * cy;
00243 spsy = sp * sy;
00244 quat->w = cr * cpcy + sr * spsy;
00245 quat->x = sr * cpcy - cr * spsy;
00246 quat->y = cr * sp * cy + sr * cp * sy;
00247 quat->z = cr * cp * sy - sr * sp * cy;
00248 }
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Definition at line 403 of file math.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z.
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Definition at line 354 of file math.cpp. References VERTEX::normal, VECTOR::x, VECTOR::y, and VECTOR::z.
00355 {
00356 float ux;
00357 float uy;
00358 float uz;
00359 float vx;
00360 float vy;
00361 float vz;
00362 VERTEX temp_vertex;
00363 ux = x1 - x2;
00364 uy = y1 - y2;
00365 uz = z1 - z2;
00366 vx = x3 - x2;
00367 vy = y3 - y2;
00368 vz = z3 - z2;
00369 temp_vertex.normal.x = (uy*vz)-(vy*uz);
00370 temp_vertex.normal.y = (uz*vx)-(vz*ux);
00371 temp_vertex.normal.z = (ux*vy)-(vx*uy);
00372 return temp_vertex;
00373 }
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Definition at line 337 of file math.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by DrawSkybox().
00338 {
00339 float ux, uy, uz, vx, vy, vz;
00340 VECTOR temp_vertex;
00341
00342 ux = vertex1.x - vertex2.x;
00343 uy = vertex1.y - vertex2.y;
00344 uz = vertex1.z - vertex2.z;
00345 vx = vertex3.x - vertex2.x;
00346 vy = vertex3.y - vertex2.y;
00347 vz = vertex3.z - vertex2.z;
00348 temp_vertex.x = (uy*vz)-(vy*uz);
00349 temp_vertex.y = (uz*vx)-(vz*ux);
00350 temp_vertex.z = (ux*vy)-(vx*uy);
00351 return temp_vertex;
00352 }
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Definition at line 380 of file math.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by CheckForCollision(), CheckPointInTriangle(), ClosestPointOnLine(), and TangentPlaneNormalOfEllipsoid().
00381 {
00382 // Reduces a normal vector specified as a set of three coordinates,
00383 // to a unit normal vector of length one.
00384
00385 // Calculate the length of the vector
00386 float length = (float) sqrt(( vector.x * vector.x) +
00387 ( vector.y * vector.y) +
00388 ( vector.z * vector.z) );
00389
00390 // Keep the program from blowing up by providing an exceptable
00391 // value for vectors that may calculated too close to zero.
00392 if(length == 0.0f)
00393 length = 1.0f;
00394
00395 // Dividing each element by the length will result in a
00396 // unit normal vector.
00397 vector.x /= length;
00398 vector.y /= length;
00399 vector.z /= length;
00400 return vector;
00401 }
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Definition at line 1 of file math.cpp.
00002 {
00003 m[0]=1.0f;
00004 m[1]=0.0f;
00005 m[2]=0.0f;
00006 m[3]=0.0f;
00007
00008 m[4]=0.0f;
00009 m[5]=1.0f;
00010 m[6]=0.0f;
00011 m[7]=0.0f;
00012
00013 m[8]=0.0f;
00014 m[9]=0.0f;
00015 m[10]=1.0f;
00016 m[11]=0.0f;
00017
00018 m[12]=0.0f;
00019 m[13]=0.0f;
00020 m[14]=0.0f;
00021 m[15]=1.0f;
00022 }
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Definition at line 250 of file math.cpp. References QUAT::w, QUAT::x, QUAT::y, and QUAT::z. Referenced by NormaliseQuat().
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Definition at line 375 of file math.cpp. References VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by CheckClipPlanes(), CheckForCollision(), CheckPointInSphere(), ClosestPointOnLine(), ClosestPointOnPolygon(), and IntersectRaySphere().
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Definition at line 130 of file math.cpp. References CopyMatrix().
00131 {
00132 float n[16];
00133
00134 CopyMatrix(n, m);
00135 m[0 ] = n[0 ];
00136 m[1 ] = n[4 ];
00137 m[2 ] = n[8 ];
00138
00139 m[4 ] = n[1 ];
00140 m[5 ] = n[5 ];
00141 m[6 ] = n[9 ];
00142
00143 m[8 ] = n[2 ];
00144 m[9 ] = n[6 ];
00145 m[10] = n[10];
00146
00147 m[12] *= -1.0f;
00148 m[13] *= -1.0f;
00149 m[14] *= -1.0f;
00150 }
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Definition at line 44 of file math.cpp. References CopyMatrix(). Referenced by CheckClipPlanes().
00045 {
00046 float temp[16];
00047
00048 CopyMatrix(temp, m);
00049 m[0] = temp[0 ]*n[0 ]
00050 + temp[4 ]*n[1 ]
00051 + temp[8 ]*n[2 ]
00052 + temp[12]*n[3 ];
00053
00054 m[1] = temp[1 ]*n[0 ]
00055 + temp[5 ]*n[1 ]
00056 + temp[9 ]*n[2 ]
00057 + temp[13]*n[3 ];
00058
00059 m[2] = temp[2 ]*n[0 ]
00060 + temp[6 ]*n[1 ]
00061 + temp[10]*n[2 ]
00062 + temp[14]*n[3 ];
00063
00064 m[3] = temp[3 ]*n[0 ]
00065 + temp[7 ]*n[1 ]
00066 + temp[11]*n[2 ]
00067 + temp[15]*n[3 ];
00068
00069 m[4] = temp[0 ]*n[4 ]
00070 + temp[4 ]*n[5 ]
00071 + temp[8 ]*n[6 ]
00072 + temp[12]*n[7 ];
00073
00074 m[5] = temp[1 ]*n[4 ]
00075 + temp[5 ]*n[5 ]
00076 + temp[9 ]*n[6 ]
00077 + temp[13]*n[7 ];
00078
00079 m[6] = temp[2 ]*n[4 ]
00080 + temp[6 ]*n[5 ]
00081 + temp[10]*n[6 ]
00082 + temp[14]*n[7 ];
00083
00084 m[7] = temp[3 ]*n[4 ]
00085 + temp[7 ]*n[5 ]
00086 + temp[11]*n[6 ]
00087 + temp[15]*n[7 ];
00088
00089 m[8] = temp[0 ]*n[8 ]
00090 + temp[4 ]*n[9 ]
00091 + temp[8 ]*n[10]
00092 + temp[12]*n[11];
00093
00094 m[9] = temp[1 ]*n[8 ]
00095 + temp[5 ]*n[9 ]
00096 + temp[9 ]*n[10]
00097 + temp[13]*n[11];
00098
00099 m[10]= temp[2 ]*n[8 ]
00100 + temp[6 ]*n[9 ]
00101 + temp[10]*n[10]
00102 + temp[14]*n[11];
00103
00104 m[11]= temp[3 ]*n[8 ]
00105 + temp[7 ]*n[9 ]
00106 + temp[11]*n[10]
00107 + temp[15]*n[11];
00108
00109 m[12]= temp[0 ]*n[12]
00110 + temp[4 ]*n[13]
00111 + temp[8 ]*n[14]
00112 + temp[12]*n[15];
00113
00114 m[13]= temp[1 ]*n[12]
00115 + temp[5 ]*n[13]
00116 + temp[9 ]*n[14]
00117 + temp[13]*n[15];
00118
00119 m[14]= temp[2 ]*n[12]
00120 + temp[6 ]*n[13]
00121 + temp[10]*n[14]
00122 + temp[14]*n[15];
00123
00124 m[15]= temp[3 ]*n[12]
00125 + temp[7 ]*n[13]
00126 + temp[11]*n[14]
00127 + temp[15]*n[15];
00128 }
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Definition at line 301 of file math.cpp. References CrossVector(), DotProduct(), NormaliseQuat(), QUAT::w, QUAT::x, VECTOR::x, QUAT::y, VECTOR::y, QUAT::z, and VECTOR::z.
00302 {
00303 /*
00304 Multiplication of two Quarternions.
00305
00306 qq´ = [ww´ - v · v´, v x v´ + wv´ +w´v]
00307 ( · is vector dot product and x is vector cross product )
00308 */
00309 QUAT q3;
00310 VECTOR vectorq1;
00311 VECTOR vectorq2;
00312 vectorq1.x = q1.x;
00313 vectorq1.y = q1.y;
00314 vectorq1.z = q1.z;
00315 vectorq2.x = q2.x;
00316 vectorq2.y = q2.y;
00317 vectorq2.z = q2.z;
00318
00319 VECTOR tempvec1;
00320 VECTOR tempvec2;
00321 VECTOR tempvec3;
00322 q3.w = (q1.w*q2.w) - DotProduct(vectorq1, vectorq2);
00323 tempvec1 = CrossVector(vectorq1, vectorq2);
00324 tempvec2.x = q1.w * q2.x;
00325 tempvec2.y = q1.w * q2.y;
00326 tempvec2.z = q1.w * q2.z;
00327 tempvec3.x = q2.w * q1.x;
00328 tempvec3.y = q2.w * q1.y;
00329 tempvec3.z = q2.w * q1.z;
00330 q3.x = tempvec1.x + tempvec2.x + tempvec3.x;
00331 q3.y = tempvec1.y + tempvec2.y + tempvec3.y;
00332 q3.z = tempvec1.z + tempvec2.z + tempvec3.z;
00333 return NormaliseQuat(q3);
00334 }
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Definition at line 255 of file math.cpp. References MagnitudeQuat(), QUAT::w, QUAT::x, QUAT::y, and QUAT::z. Referenced by MultQuat().
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Definition at line 267 of file math.cpp. References QUAT::w, QUAT::x, QUAT::y, and QUAT::z.
00268 {
00269 float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
00270 // calculate coefficients
00271 x2 = quat.x + quat.x;
00272 y2 = quat.y + quat.y;
00273 z2 = quat.z + quat.z;
00274 xx = quat.x * x2;
00275 xy = quat.x * y2;
00276 xz = quat.x * z2;
00277 yy = quat.y * y2;
00278 yz = quat.y * z2;
00279 zz = quat.z * z2;
00280 wx = quat.w * x2;
00281 wy = quat.w * y2;
00282 wz = quat.w * z2;
00283 m[0] = 1.0 - (yy + zz);
00284 m[1] = xy - wz;
00285 m[2] = xz + wy;
00286 m[3] = 0.0;
00287 m[4] = xy + wz;
00288 m[5] = 1.0 - (xx + zz);
00289 m[6] = yz - wx;
00290 m[7] = 0.0;
00291 m[8] = xz - wy;
00292 m[9] = yz + wx;
00293 m[10] = 1.0 - (xx + yy);
00294 m[11] = 0.0;
00295 m[12] = 0;
00296 m[13] = 0;
00297 m[14] = 0;
00298 m[15] = 1;
00299 }
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1.2.15