#ifndef _MATH3D_H_ #define _MATH3D_H_ #include #include #define M3D_PI (3.14159265358979323846) #define M3D_PI_DIV_180 (0.017453292519943296) #define M3D_INV_PI_DIV_180 (57.2957795130823229) #define m3dDegToRad(x) ((x)*M3D_PI_DIV_180) #define m3dRadToDeg(x) ((x)*M3D_INV_PI_DIV_180) typedef float M3DMatrix44f[16]; /* 4x4 matrix */ typedef float M3DVector3f[3]; /* vector of 3 floats */ typedef float M3DVector2f[2]; /* vector of 2 floats */ /* this is the targa header, pragmas are needed to do the voodoo magic */ /* http://gcc.gnu.org/onlinedocs/gcc-4.4.0/gcc/ */ #pragma pack(1) typedef struct { GLbyte identsize; /* Size of id field that follows header (0) */ GLbyte imageType; /* 0 = none, 1 = indexed, 2 = rgb, 3 = grey, +8 = rle */ GLbyte colorMapType; /* 0 = none, 1 = paletted */ unsigned short colorMapStart; /* first colour map entry */ unsigned short colorMapLength; /* number of colors */ unsigned char colorMapBits; /* bits per palette entry */ unsigned short xstart; /* image x origin */ unsigned short ystart; /* image y origin */ unsigned short width; /* width in pixels */ unsigned short height; /* height in pixels */ GLbyte bits; /* bits per pixel (8 16, 24, 32) */ GLbyte descriptor; /* image descriptor */ } TGAHEADER; #pragma pack(1) /* math function prototypes */ void m3dFindNormal(M3DVector3f, const M3DVector3f, const M3DVector3f, const M3DVector3f); void m3dLoadIdentity44(M3DMatrix44f); void m3dRotationMatrix44(M3DMatrix44f, float, float, float, float); void gltDrawTorus(GLfloat, GLfloat, GLint, GLint); void DrawJet(int); void gltDrawUnitAxes(void); void m3dMatrixMultiply44(M3DMatrix44f, const M3DMatrix44f, const M3DMatrix44f); /* other function prototypes */ GLint gltWriteTGA(const char *); GLbyte *gltLoadTGA(const char *, GLint *, GLint *, GLint *, GLenum *); static inline void m3dCrossProduct(M3DVector3f result, const M3DVector3f u, const M3DVector3f v) { result[0] = u[1] * v[2] - v[1] * u[2]; result[1] = -u[0] * v[2] + v[0] * u[2]; result[2] = u[0] * v[1] - v[0] * u[1]; } static inline void m3dTransformVector3(M3DVector3f vOut, const M3DVector3f v, const M3DMatrix44f m) { vOut[0] = m[0] * v[0] + m[4] * v[1] + m[8] * v[2] + m[12]; /* * v[3]; */ vOut[1] = m[1] * v[0] + m[5] * v[1] + m[9] * v[2] + m[13]; /* * v[3]; */ vOut[2] = m[2] * v[0] + m[6] * v[1] + m[10] * v[2] + m[14]; /* * v[3]; */ /* vOut[3] = m[3] * v[0] + m[7] * v[1] + m[11] * v[2] + m[15] * v[3]; */ } static inline void m3dScaleVector3(M3DVector3f v, float scale) { v[0] *= scale; v[1] *= scale; v[2] *= scale; } static inline float m3dGetVectorLengthSquared(const M3DVector3f u) { return (u[0] * u[0]) + (u[1] * u[1]) + (u[2] * u[2]); } static inline float m3dGetVectorLength(const M3DVector3f u) { return (float) (sqrt((double) (m3dGetVectorLengthSquared(u)))); } static inline void m3dNormalizeVector(M3DVector3f u) { m3dScaleVector3(u, 1.0f / m3dGetVectorLength(u)); } static inline void m3dTranslateMatrix44(M3DMatrix44f m, float x, float y, float z) { m[12] += x; m[13] += y; m[14] += z; } static inline void m3dScaleMatrix44(M3DMatrix44f m, float x, float y, float z) { m[0] *= x; m[5] *= y; m[10] *= z; } /* transpose / invert, only 4x4 matricies supported */ #define TRANSPOSE44(dst, src) \ { \ int i, j; \ for (j = 0; j < 4; j++) \ { \ for (i = 0; i < 4; i++) \ { \ dst[(j*4)+i] = src[(i*4)+j]; \ } \ } \ } static inline void m3dTransposeMatrix44(M3DMatrix44f dst, const M3DMatrix44f src) { TRANSPOSE44(dst, src); } #endif