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sg.cc
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sg.cc
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/*
PLIB - A Suite of Portable Game Libraries
Copyright (C) 2001 Steve Baker
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
For further information visit http://plib.sourceforge.net
*/
#include "sg.h"
void sgVectorProductVec3 ( sgVec3 dst, const sgVec3 a, const sgVec3 b )
{
dst[0] = a[1] * b[2] - a[2] * b[1] ;
dst[1] = a[2] * b[0] - a[0] * b[2] ;
dst[2] = a[0] * b[1] - a[1] * b[0] ;
}
inline SGfloat _sgClampToUnity ( const SGfloat x )
{
if ( x > SG_ONE ) return SG_ONE ;
if ( x < -SG_ONE ) return -SG_ONE ;
return x ;
}
int sgCompare3DSqdDist( const sgVec3 v1, const sgVec3 v2, const SGfloat sqd_dist )
{
sgVec3 tmp ;
sgSubVec3 ( tmp, v2, v1 ) ;
SGfloat sqdist = tmp[0] * tmp[0] + tmp[1] * tmp[1] + tmp[2] * tmp[2] ;
if ( sqdist > sqd_dist ) return 1 ;
if ( sqdist < sqd_dist ) return -1 ;
return 0 ;
}
void sgMakeRotMat4( sgMat4 mat, const SGfloat angle, const sgVec3 axis )
{
sgVec3 ax ;
sgNormalizeVec3 ( ax, axis ) ;
SGfloat temp_angle = angle * SG_DEGREES_TO_RADIANS ;
SGfloat s = (SGfloat) sin ( temp_angle ) ;
SGfloat c = (SGfloat) cos ( temp_angle ) ;
SGfloat t = SG_ONE - c ;
mat[0][0] = t * ax[0] * ax[0] + c ;
mat[0][1] = t * ax[0] * ax[1] + s * ax[2] ;
mat[0][2] = t * ax[0] * ax[2] - s * ax[1] ;
mat[0][3] = SG_ZERO ;
mat[1][0] = t * ax[1] * ax[0] - s * ax[2] ;
mat[1][1] = t * ax[1] * ax[1] + c ;
mat[1][2] = t * ax[1] * ax[2] + s * ax[0] ;
mat[1][3] = SG_ZERO ;
mat[2][0] = t * ax[2] * ax[0] + s * ax[1] ;
mat[2][1] = t * ax[2] * ax[1] - s * ax[0] ;
mat[2][2] = t * ax[2] * ax[2] + c ;
mat[2][3] = SG_ZERO ;
mat[3][0] = SG_ZERO ;
mat[3][1] = SG_ZERO ;
mat[3][2] = SG_ZERO ;
mat[3][3] = SG_ONE ;
}
void sgMakePickMatrix( sgMat4 mat, sgFloat x, sgFloat y,
sgFloat width, sgFloat height, sgVec4 viewport )
{
sgFloat sx = viewport[2] / width ;
sgFloat sy = viewport[3] / height ;
sgFloat tx = ( viewport[2] + SG_TWO * (viewport[0] - x) ) / width ;
sgFloat ty = ( viewport[3] + SG_TWO * (viewport[1] - y) ) / height ;
mat[0][0] = sx ;
mat[0][1] = SG_ZERO ;
mat[0][2] = SG_ZERO ;
mat[0][3] = SG_ZERO ;
mat[1][0] = SG_ZERO ;
mat[1][1] = sy ;
mat[1][2] = SG_ZERO ;
mat[1][3] = SG_ZERO ;
mat[2][0] = SG_ZERO ;
mat[2][1] = SG_ZERO ;
mat[2][2] = SG_ONE ;
mat[2][3] = SG_ZERO ;
mat[3][0] = tx ;
mat[3][1] = ty ;
mat[3][2] = SG_ZERO ;
mat[3][3] = SG_ONE ;
}
void sgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye,
const sgVec3 center,
const sgVec3 up )
{
// Caveats:
// 1) In order to compute the line of sight, the eye point must not be equal
// to the center point.
// 2) The up vector must not be parallel to the line of sight from the eye
// to the center point.
/* Compute the direction vectors */
sgVec3 x,y,z;
/* Y vector = center - eye */
sgSubVec3 ( y, center, eye ) ;
/* Z vector = up */
sgCopyVec3 ( z, up ) ;
/* X vector = Y cross Z */
sgVectorProductVec3 ( x, y, z ) ;
/* Recompute Z = X cross Y */
sgVectorProductVec3 ( z, x, y ) ;
/* Normalize everything */
sgNormaliseVec3 ( x ) ;
sgNormaliseVec3 ( y ) ;
sgNormaliseVec3 ( z ) ;
/* Build the matrix */
sgSetVec4 ( dst[0], x[0], x[1], x[2], SG_ZERO ) ;
sgSetVec4 ( dst[1], y[0], y[1], y[2], SG_ZERO ) ;
sgSetVec4 ( dst[2], z[0], z[1], z[2], SG_ZERO ) ;
sgSetVec4 ( dst[3], eye[0], eye[1], eye[2], SG_ONE ) ;
}
// -dw- inconsistent linkage!
float sgTriArea( sgVec3 p0, sgVec3 p1, sgVec3 p2 )
{
/*
From comp.graph.algorithms FAQ
2A(P) = abs(N.(sum_{i=0}^{n-1}(v_i x v_{i+1})))
This is an optimized version for a triangle
but easily extended for planar polygon's with more sides
by passing in the number of sides and the vv array
sgTriArea( int nsides, float **vv )
and changing the normal calculation and the for loop appropriately
sgMakeNormal( norm, vv[0], vv[1], vv[2] )
for( int i=0; i<n; i++ )
*/
sgVec3 sum;
sgZeroVec3( sum );
sgVec3 norm;
sgMakeNormal( norm, p0, p1, p2 );
float *vv[3];
vv[0] = p0;
vv[1] = p1;
vv[2] = p2;
for( int i=0; i<3; i++ ) {
int ii = (i+1) % 3;
sum[0] += (vv[i][1] * vv[ii][2] - vv[i][2] * vv[ii][1]) ;
sum[1] += (vv[i][2] * vv[ii][0] - vv[i][0] * vv[ii][2]) ;
sum[2] += (vv[i][0] * vv[ii][1] - vv[i][1] * vv[ii][0]) ;
}
float area = sgAbs(sgScalarProductVec3( norm, sum ));
return( area / 2.0f );
}
/***************************************************\
* functions to get the angle between two vectors *
\***************************************************/
SGfloat sgAngleBetweenVec3 ( sgVec3 v1, sgVec3 v2 )
{
sgVec3 nv1, nv2 ;
sgNormalizeVec3 ( nv1, v1 ) ;
sgNormalizeVec3 ( nv2, v2 ) ;
return sgAngleBetweenNormalizedVec3 ( nv1, nv2 ) ;
}
SGfloat sgAngleBetweenNormalizedVec3 (sgVec3 first, sgVec3 second, sgVec3 normal) {
// result is in the range 0..2*pi
// Attention: first and second have to be normalized
// the normal is needed to decide between for example 0.123 looking "from one side"
// and -0.123 looking fomr the other
SGfloat myCos, abs1, abs2, SProduct, deltaAngle, myNorm;
//#ifdef _DEBUG
//SGfloat tfA,tfB;
//tfA = sgScalarProductVec3 (first, first);
//tfB = sgScalarProductVec3 (second, second);
//assert(tfA>0.99);
//assert(tfA<1.01);
//assert(tfB>0.99);
//assert(tfB<1.01);
//#endif
if((normal[0]==0) && (normal[1]==0) && (normal[2]==0))
{
ulSetError ( UL_WARNING, "sgGetAngleBetweenVectors: Normal is zero.");
return 0.0;
}
sgVec3 temp;
sgVectorProductVec3( temp, first, second);
myNorm = sgLengthVec3 ( temp );
if ( (sgScalarProductVec3(temp, normal))<0 ) {
myNorm = -myNorm;
}
if ( myNorm < -0.99999 ) {
deltaAngle = -SG_PI*0.5;
}
else
{ if ( myNorm > 0.99999 ) {
deltaAngle = SG_PI*0.5;
}
else
{ deltaAngle = (SGfloat)asin((double)myNorm);
}
}
// deltaAngle is in the range -SG_PI*0.5 to +SG_PI*0.5 here
// However, the correct result could also be
// deltaAngleS := pi - deltaAngle
// Please note that:
// cos(deltaAngleS)=cos(pi-deltaAngle)=-cos(deltaAngle)
// So, the question is whether + or - cos(deltaAngle)
// is sgScalarProductVec3(first, second)
if ( deltaAngle < 0 )
deltaAngle = deltaAngle + 2*SG_PI; // unnessecary?
SProduct = sgScalarProductVec3(first, second);
myCos = (SGfloat) cos(deltaAngle);
abs1 = SProduct - myCos;
if ( abs1 < 0 )
abs1 = -abs1;
abs2 = SProduct + myCos;
if ( abs2 < 0 )
abs2 = -abs2;
//assert( (abs1 < 0.1) || (abs2 < 0.1) );
if ( abs2 < abs1 ) { // deltaAngleS is the correct result
if ( deltaAngle <= SG_PI ) {
deltaAngle = SG_PI - deltaAngle;
}else {
deltaAngle = 3*SG_PI - deltaAngle;
}
}
//assert(deltaAngle >= 0.0);
//assert(deltaAngle <= 2.0*SG_PI);
return deltaAngle;
}
SGfloat sgAngleBetweenVec3 ( sgVec3 v1, sgVec3 v2, sgVec3 normal )
// nornmal has to be normalized.
{
sgVec3 nv1, nv2 ;
sgNormalizeVec3 ( nv1, v1 ) ;
sgNormalizeVec3 ( nv2, v2 ) ;
return sgAngleBetweenNormalizedVec3 ( nv1, nv2, normal ) ;
}
/*********************\
* sgBox routines *
\*********************/
void sgBox::extend ( const sgVec3 v )
{
if ( isEmpty () )
{
sgCopyVec3 ( min, v ) ;
sgCopyVec3 ( max, v ) ;
}
else
{
if ( v[0] < min[0] ) min[0] = v[0] ;
if ( v[1] < min[1] ) min[1] = v[1] ;
if ( v[2] < min[2] ) min[2] = v[2] ;
if ( v[0] > max[0] ) max[0] = v[0] ;
if ( v[1] > max[1] ) max[1] = v[1] ;
if ( v[2] > max[2] ) max[2] = v[2] ;
}
}
void sgBox::extend ( const sgBox *b )
{
if ( b -> isEmpty () )
return ;
if ( isEmpty () )
{
sgCopyVec3 ( min, b->getMin() ) ;
sgCopyVec3 ( max, b->getMax() ) ;
}
else
{
extend ( b->getMin() ) ;
extend ( b->getMax() ) ;
}
}
void sgBox::extend ( const sgSphere *s )
{
if ( s -> isEmpty () )
return ;
/*
In essence, this extends around a box around the sphere - which
is still a perfect solution because both boxes are axially aligned.
*/
sgVec3 x ;
sgSetVec3 ( x, s->getCenter()[0]+s->getRadius(),
s->getCenter()[1]+s->getRadius(),
s->getCenter()[2]+s->getRadius() ) ;
extend ( x ) ;
sgSetVec3 ( x, s->getCenter()[0]-s->getRadius(),
s->getCenter()[1]-s->getRadius(),
s->getCenter()[2]-s->getRadius() ) ;
extend ( x ) ;
}
int sgBox::intersects ( const sgVec4 plane ) const
{
/*
Save multiplies by not redoing Ax+By+Cz+D for each point.
*/
SGfloat Ax_min = plane[0] * min[0] ;
SGfloat By_min = plane[1] * min[1] ;
SGfloat Cz_min_plus_D = plane[2] * min[2] + plane[3] ;
SGfloat Ax_max = plane[0] * max[0] ;
SGfloat By_max = plane[1] * max[1] ;
SGfloat Cz_max_plus_D = plane[2] * max[2] + plane[3] ;
/*
Count the number of vertices on the positive side of the plane.
*/
int count = ( Ax_min + By_min + Cz_min_plus_D > SG_ZERO ) +
( Ax_min + By_min + Cz_max_plus_D > SG_ZERO ) +
( Ax_min + By_max + Cz_min_plus_D > SG_ZERO ) +
( Ax_min + By_max + Cz_max_plus_D > SG_ZERO ) +
( Ax_max + By_min + Cz_min_plus_D > SG_ZERO ) +
( Ax_max + By_min + Cz_max_plus_D > SG_ZERO ) +
( Ax_max + By_max + Cz_min_plus_D > SG_ZERO ) +
( Ax_max + By_max + Cz_max_plus_D > SG_ZERO ) ;
/*
The plane intersects the box unless all 8 are positive
or none of them are positive.
*/
return count != 0 && count != 8 ;
}
/**********************\
* sgSphere routines *
\**********************/
void sgSphere::extend ( const sgVec3 v )
{
if ( isEmpty () )
{
sgCopyVec3 ( center, v ) ;
radius = SG_ZERO ;
return ;
}
SGfloat d = sgDistanceVec3 ( center, v ) ;
if ( d <= radius ) /* Point is already inside sphere */
return ;
SGfloat new_radius = (radius + d) / SG_TWO ; /* Grow radius */
SGfloat ratio = (new_radius - radius) / d ;
center[0] += (v[0]-center[0]) * ratio ; /* Move center */
center[1] += (v[1]-center[1]) * ratio ;
center[2] += (v[2]-center[2]) * ratio ;
radius = new_radius ;
}
void sgSphere::extend ( const sgBox *b )
{
if ( b -> isEmpty () )
return ;
if ( isEmpty() )
{
sgAddVec3 ( center, b->getMin(), b->getMax() ) ;
sgScaleVec3 ( center, SG_HALF ) ;
radius = sgDistanceVec3 ( center, b->getMax() ) ;
return ;
}
/*
I can't think of a faster way to get an
utterly minimal sphere.
The tighter algorithm:- enclose each
of eight vertices of the box in turn - it
looks like being pretty costly.
[8 sqrt()'s]
The looser algorithm:- enclose the box
with an empty sphere and then do a
sphere-extend-sphere. This algorithm
does well for close-to-cube boxes, but
makes very poor spheres for long, thin
boxes.
[2 sqrt()'s]
*/
#ifdef DONT_REALLY_NEED_A_TIGHT_SPHERE_EXTEND_BOX
/* LOOSER/FASTER sphere-around-sphere-around-box */
sgSphere s ;
s.empty () ;
s.enclose ( b ) ; /* Fast because s is empty */
enclose ( s ) ;
#else
/* TIGHTER/EXPENSIVE sphere-around-eight-points */
sgVec3 x ;
extend ( b->getMin() ) ;
sgSetVec3 ( x, b->getMin()[0],b->getMin()[1],b->getMax()[2] ) ; extend ( x ) ;
sgSetVec3 ( x, b->getMin()[0],b->getMax()[1],b->getMin()[2] ) ; extend ( x ) ;
sgSetVec3 ( x, b->getMin()[0],b->getMax()[1],b->getMax()[2] ) ; extend ( x ) ;
sgSetVec3 ( x, b->getMax()[0],b->getMin()[1],b->getMin()[2] ) ; extend ( x ) ;
sgSetVec3 ( x, b->getMax()[0],b->getMin()[1],b->getMax()[2] ) ; extend ( x ) ;
sgSetVec3 ( x, b->getMax()[0],b->getMax()[1],b->getMin()[2] ) ; extend ( x ) ;
extend ( b->getMax() ) ;
#endif
}
void sgSphere::extend ( const sgSphere *s )
{
if ( s->isEmpty () )
return ;
if ( isEmpty () )
{
sgCopyVec3 ( center, s->getCenter() ) ;
radius = s->getRadius() ;
return ;
}
/*
d == The distance between the sphere centers
*/
SGfloat d = sgDistanceVec3 ( center, s->getCenter() ) ;
if ( d + s->getRadius() <= radius ) /* New sphere is already inside this one */
return ;
if ( d + radius <= s->getRadius() ) /* New sphere completely contains this one */
{
sgCopyVec3 ( center, s->getCenter() ) ;
radius = s->getRadius() ;
return ;
}
/*
Build a new sphere that completely contains the other two:
The center point lies halfway along the line between
the furthest points on the edges of the two spheres.
Computing those two points is ugly - so we'll use similar
triangles
*/
SGfloat new_radius = (radius + d + s->getRadius() ) / SG_TWO ;
SGfloat ratio = ( new_radius - radius ) / d ;
center[0] += ( s->getCenter()[0] - center[0] ) * ratio ;
center[1] += ( s->getCenter()[1] - center[1] ) * ratio ;
center[2] += ( s->getCenter()[2] - center[2] ) * ratio ;
radius = new_radius ;
}
int sgSphere::intersects ( const sgBox *b ) const
{
sgVec3 closest ;
if ( b->getMin()[0] > center[0] ) closest[0] = b->getMin()[0] ; else
if ( b->getMax()[0] < center[0] ) closest[0] = b->getMax()[0] ; else
closest[0] = center[0] ;
if ( b->getMin()[1] > center[1] ) closest[1] = b->getMin()[1] ; else
if ( b->getMax()[1] < center[1] ) closest[1] = b->getMax()[1] ; else
closest[1] = center[1] ;
if ( b->getMin()[2] > center[2] ) closest[2] = b->getMin()[2] ; else
if ( b->getMax()[2] < center[2] ) closest[2] = b->getMax()[2] ; else
closest[2] = center[2] ;
return sgCompare3DSqdDist ( closest, center, sgSquare ( radius ) ) <= 0 ;
}
/************************\
* sgFrustum routines *
\************************/
void sgFrustum::update ()
{
if ( fabs ( ffar - nnear ) < 0.1 )
{
ulSetError ( UL_WARNING, "sgFrustum: Can't support depth of view <0.1 units.");
return ;
}
if ( hfov != SG_ZERO && vfov != SG_ZERO )
{
if ( fabs ( hfov ) < 0.1 || fabs ( vfov ) < 0.1 )
{
ulSetError ( UL_WARNING, "sgFrustum: Can't support fields of view narrower than 0.1 degrees.");
return ;
}
/* Corners of screen relative to eye... */
right = nnear * (SGfloat) tan ( hfov * SG_DEGREES_TO_RADIANS / SG_TWO ) ;
top = nnear * (SGfloat) tan ( vfov * SG_DEGREES_TO_RADIANS / SG_TWO ) ;
left = -right ;
bot = -top ;
}
/*
Compute plane equations for the four sloping faces of the frustum.
These are useful for FrustContains(sphere) tests.
Noting that those planes always go through the origin, their 'D'
components will always be zero - so the plane equation is really
just the normal - which is the cross-product of two edges of each face,
and since we can pick two edges that go through the origin, the
vectors for the edges are just the normalised corners of the near plane.
*/
sgVec3 v1, v2, v3, v4 ;
sgSetVec3 ( v1, left , top, -nnear ) ;
sgSetVec3 ( v2, right, top, -nnear ) ;
sgSetVec3 ( v3, left , bot, -nnear ) ;
sgSetVec3 ( v4, right, bot, -nnear ) ;
sgNormaliseVec3 ( v1 ) ;
sgNormaliseVec3 ( v2 ) ;
sgNormaliseVec3 ( v3 ) ;
sgNormaliseVec3 ( v4 ) ;
/*
Take care of the order of the parameters so that all the planes
are oriented facing inwards...
*/
sgVectorProductVec3 ( top_plane, v1, v2 ) ;
sgVectorProductVec3 ( right_plane, v2, v4 ) ;
sgVectorProductVec3 ( bot_plane, v4, v3 ) ;
sgVectorProductVec3 ( left_plane, v3, v1 ) ;
/*
At this point, you could call
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity () ;
glFrustum ( left, right, bot, top, nnear, ffar ) ;
Or...
pfMakePerspFrust ( frust, left, right, bot, top ) ;
pfFrustNearFar ( frust, nnear, ffar ) ;
Or...
just use the matrix we generate below:
*/
/* Width, height, depth */
SGfloat w = right - left ;
SGfloat h = top - bot ;
SGfloat d = ffar - nnear ;
mat[0][0] = SG_TWO * nnear / w ;
mat[0][1] = SG_ZERO ;
mat[0][2] = SG_ZERO ;
mat[0][3] = SG_ZERO ;
mat[1][0] = SG_ZERO ;
mat[1][1] = SG_TWO * nnear / h ;
mat[1][2] = SG_ZERO ;
mat[1][3] = SG_ZERO ;
mat[2][0] = ( right + left ) / w ;
mat[2][1] = ( top + bot ) / h ;
mat[2][2] = -( ffar + nnear ) / d ;
mat[2][3] = -SG_ONE ;
mat[3][0] = SG_ZERO ;
mat[3][1] = SG_ZERO ;
mat[3][2] = -SG_TWO * nnear * ffar/ d ;
mat[3][3] = SG_ZERO ;
}
#define OC_LEFT_SHIFT 0
#define OC_RIGHT_SHIFT 1
#define OC_TOP_SHIFT 2
#define OC_BOT_SHIFT 3
#define OC_NEAR_SHIFT 4
#define OC_FAR_SHIFT 5
#define OC_ALL_ON_SCREEN 0x3F
#define OC_OFF_TRF ((1<<OC_TOP_SHIFT)|(1<<OC_RIGHT_SHIFT)|(1<<OC_FAR_SHIFT))
#define OC_OFF_BLN ((1<<OC_BOT_SHIFT)|(1<<OC_LEFT_SHIFT)|(1<<OC_NEAR_SHIFT))
int sgFrustum::getOutcode ( const sgVec3 pt ) const
{
/* Transform the point by the Frustum's transform. */
sgVec4 tmp ;
tmp [ 0 ] = pt [ 0 ] ;
tmp [ 1 ] = pt [ 1 ] ;
tmp [ 2 ] = pt [ 2 ] ;
tmp [ 3 ] = SG_ONE ;
sgXformPnt4 ( tmp, tmp, mat ) ;
/*
No need to divide by the 'w' component since we are only checking for
results in the range 0..1
*/
return (( tmp[0] <= tmp[3] ) << OC_RIGHT_SHIFT ) |
(( tmp[0] >= -tmp[3] ) << OC_LEFT_SHIFT ) |
(( tmp[1] <= tmp[3] ) << OC_TOP_SHIFT ) |
(( tmp[1] >= -tmp[3] ) << OC_BOT_SHIFT ) |
(( tmp[2] <= tmp[3] ) << OC_FAR_SHIFT ) |
(( tmp[2] >= -tmp[3] ) << OC_NEAR_SHIFT ) ;
}
int sgFrustum::contains ( const sgVec3 pt ) const
{
return getOutcode ( pt ) == OC_ALL_ON_SCREEN ;
}
int sgFrustum::contains ( const sgSphere *s ) const
{
/*
Lop off half the database (roughly) with a quick near-plane test - and
lop off a lot more with a quick far-plane test
*/
if ( -s->getCenter() [ 2 ] + s->getRadius() < nnear ||
-s->getCenter() [ 2 ] - s->getRadius() > ffar )
return SG_OUTSIDE ;
/*
OK, so the sphere lies between near and far.
Measure the distance of the center point from the four sides of the frustum,
if it's outside by more than the radius then it's history.
It's tempting to do a quick test to see if the center point is
onscreen using sgFrustumContainsPt - but that takes a matrix transform
which is 16 multiplies and 12 adds - versus this test which does the
whole task using only 12 multiplies and 8 adds.
*/
SGfloat sp1 = sgScalarProductVec3 ( left_plane, s->getCenter() ) ;
SGfloat sp2 = sgScalarProductVec3 ( right_plane, s->getCenter() ) ;
SGfloat sp3 = sgScalarProductVec3 ( bot_plane, s->getCenter() ) ;
SGfloat sp4 = sgScalarProductVec3 ( top_plane, s->getCenter() ) ;
if ( -sp1 >= s->getRadius() || -sp2 >= s->getRadius() ||
-sp3 >= s->getRadius() || -sp4 >= s->getRadius() )
return SG_OUTSIDE ;
/*
If it's inside by more than the radius then it's *completely* inside
and we can save time elsewhere if we know that for sure.
*/
if ( -s->getCenter() [ 2 ] - s->getRadius() > nnear &&
-s->getCenter() [ 2 ] + s->getRadius() < ffar &&
sp1 >= s->getRadius() && sp2 >= s->getRadius() &&
sp3 >= s->getRadius() && sp4 >= s->getRadius() )
return SG_INSIDE ;
return SG_STRADDLE ;
}
SGfloat sgDistSquaredToLineVec3 ( const sgLine3 line, const sgVec3 pnt )
{
sgVec3 r ; sgSubVec3 ( r, pnt, line.point_on_line ) ;
return sgScalarProductVec3 ( r, r ) -
sgScalarProductVec3 ( r, line.direction_vector ) ;
}
SGfloat sgDistSquaredToLineSegmentVec3 ( const sgLineSegment3 line,
const sgVec3 pnt )
{
sgLine3 l ; sgLineSegment3ToLine3 ( & l, line ) ;
sgVec3 v ; sgSubVec3 ( v, line.b, line.a ) ;
sgVec3 r1 ; sgSubVec3 ( r1, pnt, line.a ) ;
SGfloat r1_dot_v = sgScalarProductVec3 ( r1, v /*l.direction_vector*/ ) ;
if ( r1_dot_v <= 0 ) /* Off the "A" end */
return sgScalarProductVec3 ( r1, r1 ) ;
sgVec3 r2 ; sgSubVec3 ( r2, pnt, line.b ) ;
SGfloat r2_dot_v = sgScalarProductVec3 ( r2, v /*l.direction_vector*/ ) ;
if ( r2_dot_v >= 0 ) /* Off the "B" end */
return sgScalarProductVec3 ( r2, r2 ) ;
/* Closest point on line is on the line segment */
return sgScalarProductVec3 ( r1, r1 ) - r1_dot_v ;
}
void sgMakeCoordMat4 ( sgMat4 m, const SGfloat x, const SGfloat y, const SGfloat z, const SGfloat h, const SGfloat p, const SGfloat r )
{
SGfloat ch, sh, cp, sp, cr, sr, srsp, crsp, srcp ;
if ( h == SG_ZERO )
{
ch = SGD_ONE ;
sh = SGD_ZERO ;
}
else
{
sh = (SGfloat) sin( h * SG_DEGREES_TO_RADIANS ) ;
ch = (SGfloat) cos( h * SG_DEGREES_TO_RADIANS ) ;
}
if ( p == SG_ZERO )
{
cp = SGD_ONE ;
sp = SGD_ZERO ;
}
else
{
sp = (SGfloat) sin( p * SG_DEGREES_TO_RADIANS ) ;
cp = (SGfloat) cos( p * SG_DEGREES_TO_RADIANS ) ;
}
if ( r == SG_ZERO )
{
cr = SGD_ONE ;
sr = SGD_ZERO ;
srsp = SGD_ZERO ;
srcp = SGD_ZERO ;
crsp = sp ;
}
else
{
sr = (SGfloat) sin( r * SG_DEGREES_TO_RADIANS ) ;
cr = (SGfloat) cos( r * SG_DEGREES_TO_RADIANS ) ;
srsp = sr * sp ;
crsp = cr * sp ;
srcp = sr * cp ;
}
m[0][0] = (SGfloat)( ch * cr - sh * srsp ) ;
m[1][0] = (SGfloat)( -sh * cp ) ;
m[2][0] = (SGfloat)( sr * ch + sh * crsp ) ;
m[3][0] = x ;
m[0][1] = (SGfloat)( cr * sh + srsp * ch ) ;
m[1][1] = (SGfloat)( ch * cp ) ;
m[2][1] = (SGfloat)( sr * sh - crsp * ch ) ;
m[3][1] = y ;
m[0][2] = (SGfloat)( -srcp ) ;
m[1][2] = (SGfloat)( sp ) ;
m[2][2] = (SGfloat)( cr * cp ) ;
m[3][2] = z ;
m[0][3] = SG_ZERO ;
m[1][3] = SG_ZERO ;
m[2][3] = SG_ZERO ;
m[3][3] = SG_ONE ;
}
void sgMakeTransMat4 ( sgMat4 m, const sgVec3 xyz )
{
m[0][1] = m[0][2] = m[0][3] =
m[1][0] = m[1][2] = m[1][3] =
m[2][0] = m[2][1] = m[2][3] = SG_ZERO ;
m[0][0] = m[1][1] = m[2][2] = m[3][3] = SG_ONE ;
sgCopyVec3 ( m[3], xyz ) ;
}
void sgMakeTransMat4 ( sgMat4 m, const SGfloat x, const SGfloat y, const SGfloat z )
{
m[0][1] = m[0][2] = m[0][3] =
m[1][0] = m[1][2] = m[1][3] =
m[2][0] = m[2][1] = m[2][3] = SG_ZERO ;
m[0][0] = m[1][1] = m[2][2] = m[3][3] = SG_ONE ;
sgSetVec3 ( m[3], x, y, z ) ;
}
void sgSetCoord ( sgCoord *dst, const sgMat4 src )
{
sgCopyVec3 ( dst->xyz, src[3] ) ;
sgMat4 mat ;
SGfloat s = sgLengthVec3 ( src[0] ) ;
if ( s <= 0.00001 )
{
ulSetError ( UL_WARNING, "sgMat4ToCoord: ERROR - Bad Matrix." ) ;
sgSetVec3 ( dst -> hpr, SG_ZERO, SG_ZERO, SG_ZERO ) ;
return ;
}
sgScaleMat4 ( mat, src, SG_ONE / s ) ;
dst->hpr[1] = (SGfloat) asin ( _sgClampToUnity ( mat[1][2] ) ) ;
SGfloat cp = (SGfloat) cos ( dst->hpr[1] ) ;
/* If pointing nearly vertically up - then heading is ill-defined */
if ( cp > -0.00001 && cp < 0.00001 )
{
SGfloat cr = _sgClampToUnity ( mat[0][1] ) ;
SGfloat sr = _sgClampToUnity (-mat[2][1] ) ;
dst->hpr[0] = SG_ZERO ;
dst->hpr[2] = (SGfloat) atan2 ( sr, cr ) ;
}
else
{
SGfloat sr = _sgClampToUnity ( -mat[0][2] / cp ) ;
SGfloat cr = _sgClampToUnity ( mat[2][2] / cp ) ;
SGfloat sh = _sgClampToUnity ( -mat[1][0] / cp ) ;
SGfloat ch = _sgClampToUnity ( mat[1][1] / cp ) ;
if ( (sh == SG_ZERO && ch == SG_ZERO) || (sr == SG_ZERO && cr == SG_ZERO) )
{
cr = _sgClampToUnity ( mat[0][1] ) ;
sr = _sgClampToUnity (-mat[2][1] ) ;
dst->hpr[0] = SG_ZERO ;
}
else
dst->hpr[0] = (SGfloat) atan2 ( sh, ch ) ;
dst->hpr[2] = (SGfloat) atan2 ( sr, cr ) ;
}
sgScaleVec3 ( dst->hpr, SG_RADIANS_TO_DEGREES ) ;
}
void sgMakeNormal(sgVec3 dst, const sgVec3 a, const sgVec3 b, const sgVec3 c )
{
sgVec3 ab ; sgSubVec3 ( ab, b, a ) ;
sgVec3 ac ; sgSubVec3 ( ac, c, a ) ;
sgVectorProductVec3 ( dst, ab,ac ) ; sgNormaliseVec3 ( dst ) ;
}
void sgPreMultMat4( sgMat4 dst, const sgMat4 src )
{
sgMat4 mat ;
sgMultMat4 ( mat, dst, src ) ;
sgCopyMat4 ( dst, mat ) ;
}
void sgPostMultMat4( sgMat4 dst, const sgMat4 src )
{
sgMat4 mat ;
sgMultMat4 ( mat, src, dst ) ;
sgCopyMat4 ( dst, mat ) ;
}
void sgMultMat4( sgMat4 dst, const sgMat4 m1, const sgMat4 m2 )
{
for ( int j = 0 ; j < 4 ; j++ )
{
dst[0][j] = m2[0][0] * m1[0][j] +
m2[0][1] * m1[1][j] +
m2[0][2] * m1[2][j] +
m2[0][3] * m1[3][j] ;
dst[1][j] = m2[1][0] * m1[0][j] +
m2[1][1] * m1[1][j] +
m2[1][2] * m1[2][j] +
m2[1][3] * m1[3][j] ;
dst[2][j] = m2[2][0] * m1[0][j] +
m2[2][1] * m1[1][j] +
m2[2][2] * m1[2][j] +
m2[2][3] * m1[3][j] ;
dst[3][j] = m2[3][0] * m1[0][j] +
m2[3][1] * m1[1][j] +
m2[3][2] * m1[2][j] +
m2[3][3] * m1[3][j] ;
}
}
void sgTransposeNegateMat4 ( sgMat4 dst, const sgMat4 src )
{
/* Poor man's invert - can be used when matrix is a simple rotate-translate */
dst[0][0] = src[0][0] ;
dst[1][0] = src[0][1] ;
dst[2][0] = src[0][2] ;
dst[3][0] = - sgScalarProductVec3 ( src[3], src[0] ) ;
dst[0][1] = src[1][0] ;
dst[1][1] = src[1][1] ;
dst[2][1] = src[1][2] ;
dst[3][1] = - sgScalarProductVec3 ( src[3], src[1] ) ;
dst[0][2] = src[2][0] ;
dst[1][2] = src[2][1] ;
dst[2][2] = src[2][2] ;
dst[3][2] = - sgScalarProductVec3 ( src[3], src[2] ) ;
dst[0][3] = SG_ZERO ;
dst[1][3] = SG_ZERO ;
dst[2][3] = SG_ZERO ;
dst[3][3] = SG_ONE ;
}
void sgTransposeNegateMat4 ( sgMat4 dst )
{
sgMat4 src ;