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slviewer-1.21.6.0-add_glh_linear_header.patch
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File slviewer-1.21.6.0-add_glh_linear_header.patch of Package slviewer-beta
diff -Nur --exclude viewer-linux-x86_64 linden/indra/llrender/glh/glh_linear.h linden.patched/indra/llrender/glh/glh_linear.h --- linden/indra/llrender/glh/glh_linear.h 1970-01-01 01:00:00.000000000 +0100 +++ linden.patched/indra/llrender/glh/glh_linear.h 2008-02-29 16:08:58.000000000 +0100 @@ -0,0 +1,1621 @@ +/* + glh - is a platform-indepenedent C++ OpenGL helper library + + + Copyright (c) 2000 Cass Everitt + Copyright (c) 2000 NVIDIA Corporation + All rights reserved. + + Redistribution and use in source and binary forms, with or + without modification, are permitted provided that the following + conditions are met: + + * Redistributions of source code must retain the above + copyright notice, this list of conditions and the following + disclaimer. + + * Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials + provided with the distribution. + + * The names of contributors to this software may not be used + to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS + FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE + REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, + INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, + BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER + CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT + LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN + ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + + Cass Everitt - cass@r3.nu +*/ + +/* +glh_linear.h +*/ + +// Author: Cass W. Everitt + +#ifndef GLH_LINEAR_H +#define GLH_LINEAR_H + +#include <memory.h> +#include <math.h> +#include <assert.h> + +// only supports float for now... +#define GLH_REAL_IS_FLOAT + +#ifdef GLH_REAL_IS_FLOAT +# define GLH_REAL float +# define GLH_REAL_NAMESPACE ns_float +#endif + +#define GLH_QUATERNION_NORMALIZATION_THRESHOLD 64 + +#define GLH_RAD_TO_DEG GLH_REAL(57.2957795130823208767981548141052) +#define GLH_DEG_TO_RAD GLH_REAL(0.0174532925199432957692369076848861) +#define GLH_ZERO GLH_REAL(0.0) +#define GLH_ONE GLH_REAL(1.0) +#define GLH_TWO GLH_REAL(2.0) +#define GLH_EPSILON GLH_REAL(10e-6) +#define GLH_PI GLH_REAL(3.1415926535897932384626433832795) + +#define equivalent(a,b) (((a < b + GLH_EPSILON) && (a > b - GLH_EPSILON)) ? true : false) + +namespace glh +{ + + inline GLH_REAL to_degrees(GLH_REAL radians) { return radians*GLH_RAD_TO_DEG; } + inline GLH_REAL to_radians(GLH_REAL degrees) { return degrees*GLH_DEG_TO_RAD; } + + // forward declarations for friend template functions. + template <int N, class T> class vec; + + // forward declarations for friend template functions. + template <int N, class T> + bool operator == ( const vec<N,T> & v1, const vec<N,T> & v2 ); + + // forward declarations for friend template functions. + template <int N, class T> + bool operator != ( const vec<N,T> & v1, const vec<N,T> & v2 ); + + template <int N, class T> + class vec + { + public: + int size() const { return N; } + + vec(const T & t = T()) + { for(int i = 0; i < N; i++) v[i] = t; } + vec(const T * tp) + { for(int i = 0; i < N; i++) v[i] = tp[i]; } + + const T * get_value() const + { return v; } + + + T dot( const vec<N,T> & rhs ) const + { + T r = 0; + for(int i = 0; i < N; i++) r += v[i]*rhs.v[i]; + return r; + } + + T length() const + { + T r = 0; + for(int i = 0; i < N; i++) r += v[i]*v[i]; + return T(sqrt(r)); + } + + T square_norm() const + { + T r = 0; + for(int i = 0; i < N; i++) r += v[i]*v[i]; + return r; + } + + void negate() + { for(int i = 0; i < N; i++) v[i] = -v[i]; } + + + T normalize() + { + T sum(0); + for(int i = 0; i < N; i++) + sum += v[i]*v[i]; + sum = T(sqrt(sum)); + if (sum > GLH_EPSILON) + for(int i = 0; i < N; i++) + v[i] /= sum; + return sum; + } + + + vec<N,T> & set_value( const T * rhs ) + { for(int i = 0; i < N; i++) v[i] = rhs[i]; return *this; } + + T & operator [] ( int i ) + { return v[i]; } + + const T & operator [] ( int i ) const + { return v[i]; } + + vec<N,T> & operator *= ( T d ) + { for(int i = 0; i < N; i++) v[i] *= d; return *this;} + + vec<N,T> & operator *= ( const vec<N,T> & u ) + { for(int i = 0; i < N; i++) v[i] *= u[i]; return *this;} + + vec<N,T> & operator /= ( T d ) + { if(d == 0) return *this; for(int i = 0; i < N; i++) v[i] /= d; return *this;} + + vec<N,T> & operator += ( const vec<N,T> & u ) + { for(int i = 0; i < N; i++) v[i] += u.v[i]; return *this;} + + vec<N,T> & operator -= ( const vec<N,T> & u ) + { for(int i = 0; i < N; i++) v[i] -= u.v[i]; return *this;} + + + vec<N,T> operator - () const + { vec<N,T> rv = v; rv.negate(); return rv; } + + vec<N,T> operator + ( const vec<N,T> &v) const + { vec<N,T> rt(*this); return rt += v; } + + vec<N,T> operator - ( const vec<N,T> &v) const + { vec<N,T> rt(*this); return rt -= v; } + + vec<N,T> operator * ( T d) const + { vec<N,T> rt(*this); return rt *= d; } + + friend bool operator == <> ( const vec<N,T> &v1, const vec<N,T> &v2 ); + friend bool operator != <> ( const vec<N,T> &v1, const vec<N,T> &v2 ); + + + //protected: + T v[N]; + }; + + + + // vector friend operators + + template <int N, class T> inline + vec<N,T> operator * ( const vec<N,T> & b, T d ) + { + vec<N,T> rt(b); + return rt *= d; + } + + template <int N, class T> inline + vec<N,T> operator * ( T d, const vec<N,T> & b ) + { return b*d; } + + template <int N, class T> inline + vec<N,T> operator * ( const vec<N,T> & b, const vec<N,T> & d ) + { + vec<N,T> rt(b); + return rt *= d; + } + + template <int N, class T> inline + vec<N,T> operator / ( const vec<N,T> & b, T d ) + { vec<N,T> rt(b); return rt /= d; } + + template <int N, class T> inline + vec<N,T> operator + ( const vec<N,T> & v1, const vec<N,T> & v2 ) + { vec<N,T> rt(v1); return rt += v2; } + + template <int N, class T> inline + vec<N,T> operator - ( const vec<N,T> & v1, const vec<N,T> & v2 ) + { vec<N,T> rt(v1); return rt -= v2; } + + + template <int N, class T> inline + bool operator == ( const vec<N,T> & v1, const vec<N,T> & v2 ) + { + for(int i = 0; i < N; i++) + if(v1.v[i] != v2.v[i]) + return false; + return true; + } + + template <int N, class T> inline + bool operator != ( const vec<N,T> & v1, const vec<N,T> & v2 ) + { return !(v1 == v2); } + + + typedef vec<3,unsigned char> vec3ub; + typedef vec<4,unsigned char> vec4ub; + + + + + + namespace GLH_REAL_NAMESPACE + { + typedef GLH_REAL real; + + class line; + class plane; + class matrix4; + class quaternion; + typedef quaternion rotation; + + class vec2 : public vec<2,real> + { + public: + vec2(const real & t = real()) : vec<2,real>(t) + {} + vec2(const vec<2,real> & t) : vec<2,real>(t) + {} + vec2(const real * tp) : vec<2,real>(tp) + {} + + vec2(real x, real y ) + { v[0] = x; v[1] = y; } + + void get_value(real & x, real & y) const + { x = v[0]; y = v[1]; } + + vec2 & set_value( const real & x, const real & y) + { v[0] = x; v[1] = y; return *this; } + + }; + + + class vec3 : public vec<3,real> + { + public: + vec3(const real & t = real()) : vec<3,real>(t) + {} + vec3(const vec<3,real> & t) : vec<3,real>(t) + {} + vec3(const real * tp) : vec<3,real>(tp) + {} + + vec3(real x, real y, real z) + { v[0] = x; v[1] = y; v[2] = z; } + + void get_value(real & x, real & y, real & z) const + { x = v[0]; y = v[1]; z = v[2]; } + + vec3 cross( const vec3 &rhs ) const + { + vec3 rt; + rt.v[0] = v[1]*rhs.v[2]-v[2]*rhs.v[1]; + rt.v[1] = v[2]*rhs.v[0]-v[0]*rhs.v[2]; + rt.v[2] = v[0]*rhs.v[1]-v[1]*rhs.v[0]; + return rt; + } + + vec3 & set_value( const real & x, const real & y, const real & z) + { v[0] = x; v[1] = y; v[2] = z; return *this; } + + }; + + + class vec4 : public vec<4,real> + { + public: + vec4(const real & t = real()) : vec<4,real>(t) + {} + vec4(const vec<4,real> & t) : vec<4,real>(t) + {} + + vec4(const vec<3,real> & t, real fourth) + + { v[0] = t.v[0]; v[1] = t.v[1]; v[2] = t.v[2]; v[3] = fourth; } + vec4(const real * tp) : vec<4,real>(tp) + {} + vec4(real x, real y, real z, real w) + { v[0] = x; v[1] = y; v[2] = z; v[3] = w; } + + void get_value(real & x, real & y, real & z, real & w) const + { x = v[0]; y = v[1]; z = v[2]; w = v[3]; } + + vec4 & set_value( const real & x, const real & y, const real & z, const real & w) + { v[0] = x; v[1] = y; v[2] = z; v[3] = w; return *this; } + }; + + inline + vec3 homogenize(const vec4 & v) + { + vec3 rt; + assert(v.v[3] != GLH_ZERO); + rt.v[0] = v.v[0]/v.v[3]; + rt.v[1] = v.v[1]/v.v[3]; + rt.v[2] = v.v[2]/v.v[3]; + return rt; + } + + + + class line + { + public: + + line() + { set_value(vec3(0,0,0),vec3(0,0,1)); } + + line( const vec3 & p0, const vec3 &p1) + { set_value(p0,p1); } + + void set_value( const vec3 &p0, const vec3 &p1) + { + position = p0; + direction = p1-p0; + direction.normalize(); + } + + bool get_closest_points(const line &line2, + vec3 &pointOnThis, + vec3 &pointOnThat) + { + + // quick check to see if parallel -- if so, quit. + if(fabs(direction.dot(line2.direction)) == 1.0) + return 0; + line l2 = line2; + + // Algorithm: Brian Jean + // + register real u; + register real v; + vec3 Vr = direction; + vec3 Vs = l2.direction; + register real Vr_Dot_Vs = Vr.dot(Vs); + register real detA = real(1.0 - (Vr_Dot_Vs * Vr_Dot_Vs)); + vec3 C = l2.position - position; + register real C_Dot_Vr = C.dot(Vr); + register real C_Dot_Vs = C.dot(Vs); + + u = (C_Dot_Vr - Vr_Dot_Vs * C_Dot_Vs)/detA; + v = (C_Dot_Vr * Vr_Dot_Vs - C_Dot_Vs)/detA; + + pointOnThis = position; + pointOnThis += direction * u; + pointOnThat = l2.position; + pointOnThat += l2.direction * v; + + return 1; + } + + vec3 get_closest_point(const vec3 &point) + { + vec3 np = point - position; + vec3 rp = direction*direction.dot(np)+position; + return rp; + } + + const vec3 & get_position() const {return position;} + + const vec3 & get_direction() const {return direction;} + + //protected: + vec3 position; + vec3 direction; + }; + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + // matrix + + + class matrix4 + { + + public: + + matrix4() { make_identity(); } + + matrix4( real r ) + { set_value(r); } + + matrix4( real * m ) + { set_value(m); } + + matrix4( real a00, real a01, real a02, real a03, + real a10, real a11, real a12, real a13, + real a20, real a21, real a22, real a23, + real a30, real a31, real a32, real a33 ) + { + element(0,0) = a00; + element(0,1) = a01; + element(0,2) = a02; + element(0,3) = a03; + + element(1,0) = a10; + element(1,1) = a11; + element(1,2) = a12; + element(1,3) = a13; + + element(2,0) = a20; + element(2,1) = a21; + element(2,2) = a22; + element(2,3) = a23; + + element(3,0) = a30; + element(3,1) = a31; + element(3,2) = a32; + element(3,3) = a33; + } + + + void get_value( real * mp ) const + { + int c = 0; + for(int j=0; j < 4; j++) + for(int i=0; i < 4; i++) + mp[c++] = element(i,j); + } + + + const real * get_value() const + { return m; } + + void set_value( real * mp) + { + int c = 0; + for(int j=0; j < 4; j++) + for(int i=0; i < 4; i++) + element(i,j) = mp[c++]; + } + + void set_value( real r ) + { + for(int i=0; i < 4; i++) + for(int j=0; j < 4; j++) + element(i,j) = r; + } + + void make_identity() + { + element(0,0) = 1.0; + element(0,1) = 0.0; + element(0,2) = 0.0; + element(0,3) = 0.0; + + element(1,0) = 0.0; + element(1,1) = 1.0; + element(1,2) = 0.0; + element(1,3) = 0.0; + + element(2,0) = 0.0; + element(2,1) = 0.0; + element(2,2) = 1.0; + element(2,3) = 0.0; + + element(3,0) = 0.0; + element(3,1) = 0.0; + element(3,2) = 0.0; + element(3,3) = 1.0; + } + + + static matrix4 identity() + { + static matrix4 mident ( + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 ); + return mident; + } + + + void set_scale( real s ) + { + element(0,0) = s; + element(1,1) = s; + element(2,2) = s; + } + + void set_scale( const vec3 & s ) + { + element(0,0) = s.v[0]; + element(1,1) = s.v[1]; + element(2,2) = s.v[2]; + } + + + void set_translate( const vec3 & t ) + { + element(0,3) = t.v[0]; + element(1,3) = t.v[1]; + element(2,3) = t.v[2]; + } + + void set_row(int r, const vec4 & t) + { + element(r,0) = t.v[0]; + element(r,1) = t.v[1]; + element(r,2) = t.v[2]; + element(r,3) = t.v[3]; + } + + void set_column(int c, const vec4 & t) + { + element(0,c) = t.v[0]; + element(1,c) = t.v[1]; + element(2,c) = t.v[2]; + element(3,c) = t.v[3]; + } + + + void get_row(int r, vec4 & t) const + { + t.v[0] = element(r,0); + t.v[1] = element(r,1); + t.v[2] = element(r,2); + t.v[3] = element(r,3); + } + + vec4 get_row(int r) const + { + vec4 v; get_row(r, v); + return v; + } + + void get_column(int c, vec4 & t) const + { + t.v[0] = element(0,c); + t.v[1] = element(1,c); + t.v[2] = element(2,c); + t.v[3] = element(3,c); + } + + vec4 get_column(int c) const + { + vec4 v; get_column(c, v); + return v; + } + + matrix4 inverse() const + { + matrix4 minv; + + real r1[8], r2[8], r3[8], r4[8]; + real *s[4], *tmprow; + + s[0] = &r1[0]; + s[1] = &r2[0]; + s[2] = &r3[0]; + s[3] = &r4[0]; + + register int i,j,p,jj; + for(i=0;i<4;i++) + { + for(j=0;j<4;j++) + { + s[i][j] = element(i,j); + if(i==j) s[i][j+4] = 1.0; + else s[i][j+4] = 0.0; + } + } + real scp[4]; + for(i=0;i<4;i++) + { + scp[i] = real(fabs(s[i][0])); + for(j=1;j<4;j++) + if(real(fabs(s[i][j])) > scp[i]) scp[i] = real(fabs(s[i][j])); + if(scp[i] == 0.0) return minv; // singular matrix! + } + + int pivot_to; + real scp_max; + for(i=0;i<4;i++) + { + // select pivot row + pivot_to = i; + scp_max = real(fabs(s[i][i]/scp[i])); + // find out which row should be on top + for(p=i+1;p<4;p++) + if(real(fabs(s[p][i]/scp[p])) > scp_max) + { scp_max = real(fabs(s[p][i]/scp[p])); pivot_to = p; } + // Pivot if necessary + if(pivot_to != i) + { + tmprow = s[i]; + s[i] = s[pivot_to]; + s[pivot_to] = tmprow; + real tmpscp; + tmpscp = scp[i]; + scp[i] = scp[pivot_to]; + scp[pivot_to] = tmpscp; + } + + real mji; + // perform gaussian elimination + for(j=i+1;j<4;j++) + { + mji = s[j][i]/s[i][i]; + s[j][i] = 0.0; + for(jj=i+1;jj<8;jj++) + s[j][jj] -= mji*s[i][jj]; + } + } + if(s[3][3] == 0.0) return minv; // singular matrix! + + // + // Now we have an upper triangular matrix. + // + // x x x x | y y y y + // 0 x x x | y y y y + // 0 0 x x | y y y y + // 0 0 0 x | y y y y + // + // we'll back substitute to get the inverse + // + // 1 0 0 0 | z z z z + // 0 1 0 0 | z z z z + // 0 0 1 0 | z z z z + // 0 0 0 1 | z z z z + // + + real mij; + for(i=3;i>0;i--) + { + for(j=i-1;j > -1; j--) + { + mij = s[j][i]/s[i][i]; + for(jj=j+1;jj<8;jj++) + s[j][jj] -= mij*s[i][jj]; + } + } + + for(i=0;i<4;i++) + for(j=0;j<4;j++) + minv(i,j) = s[i][j+4] / s[i][i]; + + return minv; + } + + + matrix4 transpose() const + { + matrix4 mtrans; + + for(int i=0;i<4;i++) + for(int j=0;j<4;j++) + mtrans(i,j) = element(j,i); + return mtrans; + } + + matrix4 & mult_right( const matrix4 & b ) + { + matrix4 mt(*this); + set_value(real(0)); + + for(int i=0; i < 4; i++) + for(int j=0; j < 4; j++) + for(int c=0; c < 4; c++) + element(i,j) += mt(i,c) * b(c,j); + return *this; + } + + matrix4 & mult_left( const matrix4 & b ) + { + matrix4 mt(*this); + set_value(real(0)); + + for(int i=0; i < 4; i++) + for(int j=0; j < 4; j++) + for(int c=0; c < 4; c++) + element(i,j) += b(i,c) * mt(c,j); + return *this; + } + + // dst = M * src + void mult_matrix_vec( const vec3 &src, vec3 &dst ) const + { + real w = ( + src.v[0] * element(3,0) + + src.v[1] * element(3,1) + + src.v[2] * element(3,2) + + element(3,3) ); + + assert(w != GLH_ZERO); + + dst.v[0] = ( + src.v[0] * element(0,0) + + src.v[1] * element(0,1) + + src.v[2] * element(0,2) + + element(0,3) ) / w; + dst.v[1] = ( + src.v[0] * element(1,0) + + src.v[1] * element(1,1) + + src.v[2] * element(1,2) + + element(1,3) ) / w; + dst.v[2] = ( + src.v[0] * element(2,0) + + src.v[1] * element(2,1) + + src.v[2] * element(2,2) + + element(2,3) ) / w; + } + + void mult_matrix_vec( vec3 & src_and_dst) const + { mult_matrix_vec(vec3(src_and_dst), src_and_dst); } + + + // dst = src * M + void mult_vec_matrix( const vec3 &src, vec3 &dst ) const + { + real w = ( + src.v[0] * element(0,3) + + src.v[1] * element(1,3) + + src.v[2] * element(2,3) + + element(3,3) ); + + assert(w != GLH_ZERO); + + dst.v[0] = ( + src.v[0] * element(0,0) + + src.v[1] * element(1,0) + + src.v[2] * element(2,0) + + element(3,0) ) / w; + dst.v[1] = ( + src.v[0] * element(0,1) + + src.v[1] * element(1,1) + + src.v[2] * element(2,1) + + element(3,1) ) / w; + dst.v[2] = ( + src.v[0] * element(0,2) + + src.v[1] * element(1,2) + + src.v[2] * element(2,2) + + element(3,2) ) / w; + } + + + void mult_vec_matrix( vec3 & src_and_dst) const + { mult_vec_matrix(vec3(src_and_dst), src_and_dst); } + + // dst = M * src + void mult_matrix_vec( const vec4 &src, vec4 &dst ) const + { + dst.v[0] = ( + src.v[0] * element(0,0) + + src.v[1] * element(0,1) + + src.v[2] * element(0,2) + + src.v[3] * element(0,3)); + dst.v[1] = ( + src.v[0] * element(1,0) + + src.v[1] * element(1,1) + + src.v[2] * element(1,2) + + src.v[3] * element(1,3)); + dst.v[2] = ( + src.v[0] * element(2,0) + + src.v[1] * element(2,1) + + src.v[2] * element(2,2) + + src.v[3] * element(2,3)); + dst.v[3] = ( + src.v[0] * element(3,0) + + src.v[1] * element(3,1) + + src.v[2] * element(3,2) + + src.v[3] * element(3,3)); + } + + void mult_matrix_vec( vec4 & src_and_dst) const + { mult_matrix_vec(vec4(src_and_dst), src_and_dst); } + + + // dst = src * M + void mult_vec_matrix( const vec4 &src, vec4 &dst ) const + { + dst.v[0] = ( + src.v[0] * element(0,0) + + src.v[1] * element(1,0) + + src.v[2] * element(2,0) + + src.v[3] * element(3,0)); + dst.v[1] = ( + src.v[0] * element(0,1) + + src.v[1] * element(1,1) + + src.v[2] * element(2,1) + + src.v[3] * element(3,1)); + dst.v[2] = ( + src.v[0] * element(0,2) + + src.v[1] * element(1,2) + + src.v[2] * element(2,2) + + src.v[3] * element(3,2)); + dst.v[3] = ( + src.v[0] * element(0,3) + + src.v[1] * element(1,3) + + src.v[2] * element(2,3) + + src.v[3] * element(3,3)); + } + + + void mult_vec_matrix( vec4 & src_and_dst) const + { mult_vec_matrix(vec4(src_and_dst), src_and_dst); } + + + // dst = M * src + void mult_matrix_dir( const vec3 &src, vec3 &dst ) const + { + dst.v[0] = ( + src.v[0] * element(0,0) + + src.v[1] * element(0,1) + + src.v[2] * element(0,2) ) ; + dst.v[1] = ( + src.v[0] * element(1,0) + + src.v[1] * element(1,1) + + src.v[2] * element(1,2) ) ; + dst.v[2] = ( + src.v[0] * element(2,0) + + src.v[1] * element(2,1) + + src.v[2] * element(2,2) ) ; + } + + + void mult_matrix_dir( vec3 & src_and_dst) const + { mult_matrix_dir(vec3(src_and_dst), src_and_dst); } + + + // dst = src * M + void mult_dir_matrix( const vec3 &src, vec3 &dst ) const + { + dst.v[0] = ( + src.v[0] * element(0,0) + + src.v[1] * element(1,0) + + src.v[2] * element(2,0) ) ; + dst.v[1] = ( + src.v[0] * element(0,1) + + src.v[1] * element(1,1) + + src.v[2] * element(2,1) ) ; + dst.v[2] = ( + src.v[0] * element(0,2) + + src.v[1] * element(1,2) + + src.v[2] * element(2,2) ) ; + } + + + void mult_dir_matrix( vec3 & src_and_dst) const + { mult_dir_matrix(vec3(src_and_dst), src_and_dst); } + + + real & operator () (int row, int col) + { return element(row,col); } + + const real & operator () (int row, int col) const + { return element(row,col); } + + real & element (int row, int col) + { return m[row | (col<<2)]; } + + const real & element (int row, int col) const + { return m[row | (col<<2)]; } + + matrix4 & operator *= ( const matrix4 & mat ) + { + mult_right( mat ); + return *this; + } + + matrix4 & operator *= ( const real & r ) + { + for (int i = 0; i < 4; ++i) + { + element(0,i) *= r; + element(1,i) *= r; + element(2,i) *= r; + element(3,i) *= r; + } + return *this; + } + + matrix4 & operator += ( const matrix4 & mat ) + { + for (int i = 0; i < 4; ++i) + { + element(0,i) += mat.element(0,i); + element(1,i) += mat.element(1,i); + element(2,i) += mat.element(2,i); + element(3,i) += mat.element(3,i); + } + return *this; + } + + friend matrix4 operator * ( const matrix4 & m1, const matrix4 & m2 ); + friend bool operator == ( const matrix4 & m1, const matrix4 & m2 ); + friend bool operator != ( const matrix4 & m1, const matrix4 & m2 ); + + //protected: + real m[16]; + }; + + inline + matrix4 operator * ( const matrix4 & m1, const matrix4 & m2 ) + { + matrix4 product; + + product = m1; + product.mult_right(m2); + + return product; + } + + inline + bool operator ==( const matrix4 &m1, const matrix4 &m2 ) + { + return ( + m1(0,0) == m2(0,0) && + m1(0,1) == m2(0,1) && + m1(0,2) == m2(0,2) && + m1(0,3) == m2(0,3) && + m1(1,0) == m2(1,0) && + m1(1,1) == m2(1,1) && + m1(1,2) == m2(1,2) && + m1(1,3) == m2(1,3) && + m1(2,0) == m2(2,0) && + m1(2,1) == m2(2,1) && + m1(2,2) == m2(2,2) && + m1(2,3) == m2(2,3) && + m1(3,0) == m2(3,0) && + m1(3,1) == m2(3,1) && + m1(3,2) == m2(3,2) && + m1(3,3) == m2(3,3) ); + } + + inline + bool operator != ( const matrix4 & m1, const matrix4 & m2 ) + { return !( m1 == m2 ); } + + + + + + + + + + + + + + class quaternion + { + public: + + quaternion() + { + *this = identity(); + } + + quaternion( const real v[4] ) + { + set_value( v ); + } + + + quaternion( real q0, real q1, real q2, real q3 ) + { + set_value( q0, q1, q2, q3 ); + } + + + quaternion( const matrix4 & m ) + { + set_value( m ); + } + + + quaternion( const vec3 &axis, real radians ) + { + set_value( axis, radians ); + } + + + quaternion( const vec3 &rotateFrom, const vec3 &rotateTo ) + { + set_value( rotateFrom, rotateTo ); + } + + quaternion( const vec3 & from_look, const vec3 & from_up, + const vec3 & to_look, const vec3& to_up) + { + set_value(from_look, from_up, to_look, to_up); + } + + const real * get_value() const + { + return &q[0]; + } + + void get_value( real &q0, real &q1, real &q2, real &q3 ) const + { + q0 = q[0]; + q1 = q[1]; + q2 = q[2]; + q3 = q[3]; + } + + quaternion & set_value( real q0, real q1, real q2, real q3 ) + { + q[0] = q0; + q[1] = q1; + q[2] = q2; + q[3] = q3; + counter = 0; + return *this; + } + + void get_value( vec3 &axis, real &radians ) const + { + radians = real(acos( q[3] ) * GLH_TWO); + if ( radians == GLH_ZERO ) + axis = vec3( 0.0, 0.0, 1.0 ); + else + { + axis.v[0] = q[0]; + axis.v[1] = q[1]; + axis.v[2] = q[2]; + axis.normalize(); + } + } + + void get_value( matrix4 & m ) const + { + real s, xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz; + + real norm = q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]; + + s = (equivalent(norm,GLH_ZERO)) ? GLH_ZERO : ( GLH_TWO / norm ); + + xs = q[0] * s; + ys = q[1] * s; + zs = q[2] * s; + + wx = q[3] * xs; + wy = q[3] * ys; + wz = q[3] * zs; + + xx = q[0] * xs; + xy = q[0] * ys; + xz = q[0] * zs; + + yy = q[1] * ys; + yz = q[1] * zs; + zz = q[2] * zs; + + m(0,0) = real( GLH_ONE - ( yy + zz )); + m(1,0) = real ( xy + wz ); + m(2,0) = real ( xz - wy ); + + m(0,1) = real ( xy - wz ); + m(1,1) = real ( GLH_ONE - ( xx + zz )); + m(2,1) = real ( yz + wx ); + + m(0,2) = real ( xz + wy ); + m(1,2) = real ( yz - wx ); + m(2,2) = real ( GLH_ONE - ( xx + yy )); + + m(3,0) = m(3,1) = m(3,2) = m(0,3) = m(1,3) = m(2,3) = GLH_ZERO; + m(3,3) = GLH_ONE; + } + + quaternion & set_value( const real * qp ) + { + memcpy(q,qp,sizeof(real) * 4); + + counter = 0; + return *this; + } + + quaternion & set_value( const matrix4 & m ) + { + real tr, s; + int i, j, k; + const int nxt[3] = { 1, 2, 0 }; + + tr = m(0,0) + m(1,1) + m(2,2); + + if ( tr > GLH_ZERO ) + { + s = real(sqrt( tr + m(3,3) )); + q[3] = real ( s * 0.5 ); + s = real(0.5) / s; + + q[0] = real ( ( m(1,2) - m(2,1) ) * s ); + q[1] = real ( ( m(2,0) - m(0,2) ) * s ); + q[2] = real ( ( m(0,1) - m(1,0) ) * s ); + } + else + { + i = 0; + if ( m(1,1) > m(0,0) ) + i = 1; + + if ( m(2,2) > m(i,i) ) + i = 2; + + j = nxt[i]; + k = nxt[j]; + + s = real(sqrt( ( m(i,j) - ( m(j,j) + m(k,k) )) + GLH_ONE )); + + q[i] = real ( s * 0.5 ); + s = real(0.5 / s); + + q[3] = real ( ( m(j,k) - m(k,j) ) * s ); + q[j] = real ( ( m(i,j) + m(j,i) ) * s ); + q[k] = real ( ( m(i,k) + m(k,i) ) * s ); + } + + counter = 0; + return *this; + } + + quaternion & set_value( const vec3 &axis, real theta ) + { + real sqnorm = axis.square_norm(); + + if (sqnorm <= GLH_EPSILON) + { + // axis too small. + x = y = z = 0.0; + w = 1.0; + } + else + { + theta *= real(0.5); + real sin_theta = real(sin(theta)); + + if (!equivalent(sqnorm,GLH_ONE)) + sin_theta /= real(sqrt(sqnorm)); + x = sin_theta * axis.v[0]; + y = sin_theta * axis.v[1]; + z = sin_theta * axis.v[2]; + w = real(cos(theta)); + } + return *this; + } + + quaternion & set_value( const vec3 & rotateFrom, const vec3 & rotateTo ) + { + vec3 p1, p2; + real alpha; + + p1 = rotateFrom; + p1.normalize(); + p2 = rotateTo; + p2.normalize(); + + alpha = p1.dot(p2); + + if(equivalent(alpha,GLH_ONE)) + { + *this = identity(); + return *this; + } + + // ensures that the anti-parallel case leads to a positive dot + if(equivalent(alpha,-GLH_ONE)) + { + vec3 v; + + if(p1.v[0] != p1.v[1] || p1.v[0] != p1.v[2]) + v = vec3(p1.v[1], p1.v[2], p1.v[0]); + else + v = vec3(-p1.v[0], p1.v[1], p1.v[2]); + + v -= p1 * p1.dot(v); + v.normalize(); + + set_value(v, GLH_PI); + return *this; + } + + p1 = p1.cross(p2); + p1.normalize(); + set_value(p1,real(acos(alpha))); + + counter = 0; + return *this; + } + + quaternion & set_value( const vec3 & from_look, const vec3 & from_up, + const vec3 & to_look, const vec3 & to_up) + { + quaternion r_look = quaternion(from_look, to_look); + + vec3 rotated_from_up(from_up); + r_look.mult_vec(rotated_from_up); + + quaternion r_twist = quaternion(rotated_from_up, to_up); + + *this = r_twist; + *this *= r_look; + return *this; + } + + quaternion & operator *= ( const quaternion & qr ) + { + quaternion ql(*this); + + w = ql.w * qr.w - ql.x * qr.x - ql.y * qr.y - ql.z * qr.z; + x = ql.w * qr.x + ql.x * qr.w + ql.y * qr.z - ql.z * qr.y; + y = ql.w * qr.y + ql.y * qr.w + ql.z * qr.x - ql.x * qr.z; + z = ql.w * qr.z + ql.z * qr.w + ql.x * qr.y - ql.y * qr.x; + + counter += qr.counter; + counter++; + counter_normalize(); + return *this; + } + + void normalize() + { + real rnorm = GLH_ONE / real(sqrt(w * w + x * x + y * y + z * z)); + if (equivalent(rnorm, GLH_ZERO)) + return; + x *= rnorm; + y *= rnorm; + z *= rnorm; + w *= rnorm; + counter = 0; + } + + friend bool operator == ( const quaternion & q1, const quaternion & q2 ); + + friend bool operator != ( const quaternion & q1, const quaternion & q2 ); + + friend quaternion operator * ( const quaternion & q1, const quaternion & q2 ); + + bool equals( const quaternion & r, real tolerance ) const + { + real t; + + t = ( + (q[0]-r.q[0])*(q[0]-r.q[0]) + + (q[1]-r.q[1])*(q[1]-r.q[1]) + + (q[2]-r.q[2])*(q[2]-r.q[2]) + + (q[3]-r.q[3])*(q[3]-r.q[3]) ); + if(t > GLH_EPSILON) + return false; + return 1; + } + + quaternion & conjugate() + { + q[0] *= -GLH_ONE; + q[1] *= -GLH_ONE; + q[2] *= -GLH_ONE; + return *this; + } + + quaternion & invert() + { + return conjugate(); + } + + quaternion inverse() const + { + quaternion r = *this; + return r.invert(); + } + + // + // Quaternion multiplication with cartesian vector + // v' = q*v*q(star) + // + void mult_vec( const vec3 &src, vec3 &dst ) const + { + real v_coef = w * w - x * x - y * y - z * z; + real u_coef = GLH_TWO * (src.v[0] * x + src.v[1] * y + src.v[2] * z); + real c_coef = GLH_TWO * w; + + dst.v[0] = v_coef * src.v[0] + u_coef * x + c_coef * (y * src.v[2] - z * src.v[1]); + dst.v[1] = v_coef * src.v[1] + u_coef * y + c_coef * (z * src.v[0] - x * src.v[2]); + dst.v[2] = v_coef * src.v[2] + u_coef * z + c_coef * (x * src.v[1] - y * src.v[0]); + } + + void mult_vec( vec3 & src_and_dst) const + { + mult_vec(vec3(src_and_dst), src_and_dst); + } + + void scale_angle( real scaleFactor ) + { + vec3 axis; + real radians; + + get_value(axis, radians); + radians *= scaleFactor; + set_value(axis, radians); + } + + static quaternion slerp( const quaternion & p, const quaternion & q, real alpha ) + { + quaternion r; + + real cos_omega = p.x * q.x + p.y * q.y + p.z * q.z + p.w * q.w; + // if B is on opposite hemisphere from A, use -B instead + + int bflip; + if ( ( bflip = (cos_omega < GLH_ZERO)) ) + cos_omega = -cos_omega; + + // complementary interpolation parameter + real beta = GLH_ONE - alpha; + + if(cos_omega <= GLH_ONE - GLH_EPSILON) + return p; + + real omega = real(acos(cos_omega)); + real one_over_sin_omega = GLH_ONE / real(sin(omega)); + + beta = real(sin(omega*beta) * one_over_sin_omega); + alpha = real(sin(omega*alpha) * one_over_sin_omega); + + if (bflip) + alpha = -alpha; + + r.x = beta * p.q[0]+ alpha * q.q[0]; + r.y = beta * p.q[1]+ alpha * q.q[1]; + r.z = beta * p.q[2]+ alpha * q.q[2]; + r.w = beta * p.q[3]+ alpha * q.q[3]; + return r; + } + + static quaternion identity() + { + static quaternion ident( vec3( 0.0, 0.0, 0.0 ), GLH_ONE ); + return ident; + } + + real & operator []( int i ) + { + assert(i < 4); + return q[i]; + } + + const real & operator []( int i ) const + { + assert(i < 4); + return q[i]; + } + + protected: + + void counter_normalize() + { + if (counter > GLH_QUATERNION_NORMALIZATION_THRESHOLD) + normalize(); + } + + union + { + struct + { + real q[4]; + }; + struct + { + real x; + real y; + real z; + real w; + }; + }; + + // renormalization counter + unsigned char counter; + }; + + inline + bool operator == ( const quaternion & q1, const quaternion & q2 ) + { + return (equivalent(q1.x, q2.x) && + equivalent(q1.y, q2.y) && + equivalent(q1.z, q2.z) && + equivalent(q1.w, q2.w) ); + } + + inline + bool operator != ( const quaternion & q1, const quaternion & q2 ) + { + return ! ( q1 == q2 ); + } + + inline + quaternion operator * ( const quaternion & q1, const quaternion & q2 ) + { + quaternion r(q1); + r *= q2; + return r; + } + + + + + + + + + + + class plane + { + public: + + plane() + { + planedistance = 0.0; + planenormal.set_value( 0.0, 0.0, 1.0 ); + } + + + plane( const vec3 &p0, const vec3 &p1, const vec3 &p2 ) + { + vec3 v0 = p1 - p0; + vec3 v1 = p2 - p0; + planenormal = v0.cross(v1); + planenormal.normalize(); + planedistance = p0.dot(planenormal); + } + + plane( const vec3 &normal, real distance ) + { + planedistance = distance; + planenormal = normal; + planenormal.normalize(); + } + + plane( const vec3 &normal, const vec3 &point ) + { + planenormal = normal; + planenormal.normalize(); + planedistance = point.dot(planenormal); + } + + void offset( real d ) + { + planedistance += d; + } + + bool intersect( const line &l, vec3 &intersection ) const + { + vec3 pos, dir; + vec3 pn = planenormal; + real pd = planedistance; + + pos = l.get_position(); + dir = l.get_direction(); + + if(dir.dot(pn) == 0.0) return 0; + pos -= pn*pd; + // now we're talking about a plane passing through the origin + if(pos.dot(pn) < 0.0) pn.negate(); + if(dir.dot(pn) > 0.0) dir.negate(); + vec3 ppos = pn * pos.dot(pn); + pos = (ppos.length()/dir.dot(-pn))*dir; + intersection = l.get_position(); + intersection += pos; + return 1; + } + void transform( const matrix4 &matrix ) + { + matrix4 invtr = matrix.inverse(); + invtr = invtr.transpose(); + + vec3 pntOnplane = planenormal * planedistance; + vec3 newPntOnplane; + vec3 newnormal; + + invtr.mult_dir_matrix(planenormal, newnormal); + matrix.mult_vec_matrix(pntOnplane, newPntOnplane); + + newnormal.normalize(); + planenormal = newnormal; + planedistance = newPntOnplane.dot(planenormal); + } + + bool is_in_half_space( const vec3 &point ) const + { + + if(( point.dot(planenormal) - planedistance) < 0.0) + return 0; + return 1; + } + + + real distance( const vec3 & point ) const + { + return planenormal.dot(point - planenormal*planedistance); + } + + const vec3 &get_normal() const + { + return planenormal; + } + + + real get_distance_from_origin() const + { + return planedistance; + } + + + friend bool operator == ( const plane & p1, const plane & p2 ); + + + friend bool operator != ( const plane & p1, const plane & p2 ); + + //protected: + vec3 planenormal; + real planedistance; + }; + + inline + bool operator == (const plane & p1, const plane & p2 ) + { + return ( p1.planedistance == p2.planedistance && p1.planenormal == p2.planenormal); + } + + inline + bool operator != ( const plane & p1, const plane & p2 ) + { return ! (p1 == p2); } + + + + } // "ns_##GLH_REAL" + + // make common typedefs... +#ifdef GLH_REAL_IS_FLOAT + typedef GLH_REAL_NAMESPACE::vec2 vec2f; + typedef GLH_REAL_NAMESPACE::vec3 vec3f; + typedef GLH_REAL_NAMESPACE::vec4 vec4f; + typedef GLH_REAL_NAMESPACE::quaternion quaternionf; + typedef GLH_REAL_NAMESPACE::quaternion rotationf; + typedef GLH_REAL_NAMESPACE::line linef; + typedef GLH_REAL_NAMESPACE::plane planef; + typedef GLH_REAL_NAMESPACE::matrix4 matrix4f; +#endif + + + + +} // namespace glh + + + +#endif +
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