269 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			269 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/////////////////////////////////////////////////////////////////////////////
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// Name:        mathstuff.cpp
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// Purpose:     Some maths used for pyramid sample
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// Author:      Manuel Martin
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// Created:     2015/01/31
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// Copyright:   (c) 2015 Manuel Martin
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// Licence:     wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#include <cmath>
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#include "mathstuff.h"
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// Overload of "-" operator
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myVec3 operator- (const myVec3& v1, const myVec3& v2)
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{
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    return myVec3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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}
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// Vector normalization
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myVec3 MyNormalize(const myVec3& v)
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{
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    double mo = sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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    if ( mo > 1E-20 )
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        return myVec3(v.x / mo, v.y / mo, v.z / mo);
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    else
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        return myVec3();
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}
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// Dot product
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double MyDot(const myVec3& v1, const myVec3& v2)
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{
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    return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z ;
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}
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// Cross product
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myVec3 MyCross(const myVec3& v1, const myVec3& v2)
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{
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    return myVec3( v1.y * v2.z - v2.y * v1.z,
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                   v1.z * v2.x - v2.z * v1.x,
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                   v1.x * v2.y - v2.x * v1.y );
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}
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// Distance between two points
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double MyDistance(const myVec3& v1, const myVec3& v2)
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{
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    double rx = v1.x -v2.x;
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    double ry = v1.y -v2.y;
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    double rz = v1.z -v2.z;
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    return sqrt(rx*rx + ry*ry + rz*rz);
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}
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// Angle between two normalized vectors, in radians
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double AngleBetween(myVec3 v1, myVec3 v2)
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{
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    double angle = MyDot(v1, v2);
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    // Prevent issues due to numerical precision
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    if (angle > 1.0)
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        angle = 1.0;
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    if (angle < -1.0)
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        angle = -1.0;
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    return acos(angle);
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}
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// Matrix 4x4 by 4x1 multiplication
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// Attention: No bounds check!
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myVec4 MyMatMul4x1(const double *m1, const myVec4& v)
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{
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    myVec4 mmv;
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    mmv.x = m1[0] * v.x + m1[4] * v.y +  m1[8] * v.z + m1[12] * v.w ;
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    mmv.y = m1[1] * v.x + m1[5] * v.y +  m1[9] * v.z + m1[13] * v.w ;
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    mmv.z = m1[2] * v.x + m1[6] * v.y + m1[10] * v.z + m1[14] * v.w ;
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    mmv.w = m1[3] * v.x + m1[7] * v.y + m1[11] * v.z + m1[15] * v.w ;
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    return mmv;
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}
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// Matrix 4x4 multiplication
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// Attention: No bounds check!
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void MyMatMul4x4(const double *m1, const double *m2, double* mm)
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{
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     mm[0] = m1[0] *  m2[0] + m1[4] *  m2[1] +  m1[8] *  m2[2] + m1[12] *  m2[3] ;
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     mm[1] = m1[1] *  m2[0] + m1[5] *  m2[1] +  m1[9] *  m2[2] + m1[13] *  m2[3] ;
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     mm[2] = m1[2] *  m2[0] + m1[6] *  m2[1] + m1[10] *  m2[2] + m1[14] *  m2[3] ;
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     mm[3] = m1[3] *  m2[0] + m1[7] *  m2[1] + m1[11] *  m2[2] + m1[15] *  m2[3] ;
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     mm[4] = m1[0] *  m2[4] + m1[4] *  m2[5] +  m1[8] *  m2[6] + m1[12] *  m2[7] ;
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     mm[5] = m1[1] *  m2[4] + m1[5] *  m2[5] +  m1[9] *  m2[6] + m1[13] *  m2[7] ;
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     mm[6] = m1[2] *  m2[4] + m1[6] *  m2[5] + m1[10] *  m2[6] + m1[14] *  m2[7] ;
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     mm[7] = m1[3] *  m2[4] + m1[7] *  m2[5] + m1[11] *  m2[6] + m1[15] *  m2[7] ;
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     mm[8] = m1[0] *  m2[8] + m1[4] *  m2[9] +  m1[8] * m2[10] + m1[12] * m2[11] ;
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     mm[9] = m1[1] *  m2[8] + m1[5] *  m2[9] +  m1[9] * m2[10] + m1[13] * m2[11] ;
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    mm[10] = m1[2] *  m2[8] + m1[6] *  m2[9] + m1[10] * m2[10] + m1[14] * m2[11] ;
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    mm[11] = m1[3] *  m2[8] + m1[7] *  m2[9] + m1[11] * m2[10] + m1[15] * m2[11] ;
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    mm[12] = m1[0] * m2[12] + m1[4] * m2[13] +  m1[8] * m2[14] + m1[12] * m2[15] ;
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    mm[13] = m1[1] * m2[12] + m1[5] * m2[13] +  m1[9] * m2[14] + m1[13] * m2[15] ;
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    mm[14] = m1[2] * m2[12] + m1[6] * m2[13] + m1[10] * m2[14] + m1[14] * m2[15] ;
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    mm[15] = m1[3] * m2[12] + m1[7] * m2[13] + m1[11] * m2[14] + m1[15] * m2[15] ;
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}
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// Matrix 4x4 inverse. Returns the determinant.
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// Attention: No bounds check!
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// Method used is "adjugate matrix" with "cofactors".
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// A faster method, such as "LU decomposition", isn't much faster than this code.
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double MyMatInverse(const double *m, double *minv)
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{
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    double det;
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    double cof[16], sdt[19];
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    // The 2x2 determinants used for cofactors
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    sdt[0]  = m[10] * m[15] - m[14] * m[11] ;
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    sdt[1]  =  m[9] * m[15] - m[13] * m[11] ;
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    sdt[2]  =  m[9] * m[14] - m[13] * m[10] ;
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    sdt[3]  =  m[8] * m[15] - m[12] * m[11] ;
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    sdt[4]  =  m[8] * m[14] - m[12] * m[10] ;
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    sdt[5]  =  m[8] * m[13] - m[12] *  m[9] ;
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    sdt[6]  =  m[6] * m[15] - m[14] *  m[7] ;
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    sdt[7]  =  m[5] * m[15] - m[13] *  m[7] ;
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    sdt[8]  =  m[5] * m[14] - m[13] *  m[6] ;
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    sdt[9]  =  m[4] * m[15] - m[12] *  m[7] ;
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    sdt[10] =  m[4] * m[14] - m[12] *  m[6] ;
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    sdt[11] =  m[5] * m[15] - m[13] *  m[7] ;
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    sdt[12] =  m[4] * m[13] - m[12] *  m[5] ;
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    sdt[13] =  m[6] * m[11] - m[10] *  m[7] ;
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    sdt[14] =  m[5] * m[11] -  m[9] *  m[7] ;
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    sdt[15] =  m[5] * m[10] -  m[9] *  m[6] ;
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    sdt[16] =  m[4] * m[11] -  m[8] *  m[7] ;
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    sdt[17] =  m[4] * m[10] -  m[8] *  m[6] ;
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    sdt[18] =  m[4] *  m[9] -  m[8] *  m[5] ;
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    // The cofactors, transposed
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    cof[0]  =   m[5] *  sdt[0] - m[6] *  sdt[1] + m[7] *  sdt[2] ;
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    cof[1]  = - m[1] *  sdt[0] + m[2] *  sdt[1] - m[3] *  sdt[2] ;
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    cof[2]  =   m[1] *  sdt[6] - m[2] *  sdt[7] + m[3] *  sdt[8] ;
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    cof[3]  = - m[1] * sdt[13] + m[2] * sdt[14] - m[3] * sdt[15] ;
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    cof[4]  = - m[4] *  sdt[0] + m[6] *  sdt[3] - m[7] *  sdt[4] ;
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    cof[5]  =   m[0] *  sdt[0] - m[2] *  sdt[3] + m[3] *  sdt[4] ;
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    cof[6]  = - m[0] *  sdt[6] + m[2] *  sdt[9] - m[3] * sdt[10] ;
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    cof[7]  =   m[0] * sdt[13] - m[2] * sdt[16] + m[3] * sdt[17] ;
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    cof[8]  =   m[4] *  sdt[1] - m[5] *  sdt[3] + m[7] *  sdt[5] ;
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    cof[9]  = - m[0] *  sdt[1] + m[1] *  sdt[3] - m[3] *  sdt[5] ;
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    cof[10] =   m[0] * sdt[11] - m[1] *  sdt[9] + m[3] * sdt[12] ;
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    cof[11] = - m[0] * sdt[14] + m[1] * sdt[16] - m[3] * sdt[18] ;
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    cof[12] = - m[4] *  sdt[2] + m[5] *  sdt[4] - m[6] *  sdt[5] ;
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    cof[13] =   m[0] *  sdt[2] - m[1] *  sdt[4] + m[2] *  sdt[5] ;
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    cof[14] = - m[0] *  sdt[8] + m[1] * sdt[10] - m[2] * sdt[12] ;
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    cof[15] =   m[0] * sdt[15] - m[1] * sdt[17] + m[2] * sdt[18] ;
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    det = m[0] * cof[0] + m[1] * cof[4] + m[2] * cof[8] + m[3] * cof[12] ;
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    if ( fabs(det) > 10E-9 ) // Some precision value
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    {
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        double invdet = 1.0 / det;
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        for (int i = 0; i < 16; ++i)
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            minv[i] = cof[i] * invdet;
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    }
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    else
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    {
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        // Enable comparison with 0
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        det = 0.0;
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    }
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    return det;
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}
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// Matrix of rotation around an axis in the origin.
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// angle is positive if follows axis (right-hand rule)
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// Attention: No bounds check!
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void MyRotate(const myVec3& axis, double angle, double *mrot)
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{
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    double c = cos(angle);
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    double s = sin(angle);
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    double t = 1.0 - c;
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    // Normalize the axis vector
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    myVec3 uv = MyNormalize(axis);
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    // Store the matrix in column order
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    mrot[0]  = t * uv.x * uv.x + c ;
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    mrot[1]  = t * uv.x * uv.y + s * uv.z ;
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    mrot[2]  = t * uv.x * uv.z - s * uv.y ;
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    mrot[3]  = 0.0 ;
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    mrot[4]  = t * uv.y * uv.x - s * uv.z ;
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    mrot[5]  = t * uv.y * uv.y + c ;
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    mrot[6]  = t * uv.y * uv.z + s * uv.x ;
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    mrot[7]  = 0.0 ;
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    mrot[8]  = t * uv.z * uv.x + s * uv.y ;
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    mrot[9]  = t * uv.z * uv.y - s * uv.x ;
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    mrot[10] = t * uv.z * uv.z + c ;
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    mrot[11] = 0.0 ;
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    mrot[12] = mrot[13] = mrot[14] = 0.0 ;
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    mrot[15] = 1.0 ;
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}
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// Matrix for defining the viewing transformation
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// Attention: No bounds check!
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// Unchecked conditions:
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//   camPos != targ  && camUp != {0,0,0}
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//   camUo can't be parallel to camPos - targ
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void MyLookAt(const myVec3& camPos, const myVec3& camUp, const myVec3& targ, double *mt)
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{
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    myVec3 tc = MyNormalize(targ - camPos);
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    myVec3 up = MyNormalize(camUp);
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    // Normalize tc x up for the case where up is not perpendicular to tc
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    myVec3  s = MyNormalize(MyCross(tc, up));
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    myVec3  u = MyNormalize(MyCross(s, tc)); //Normalize to improve accuracy
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    // Store the matrix in column order
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    mt[0]  = s.x ;
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    mt[1]  = u.x ;
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    mt[2]  = - tc.x ;
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    mt[3]  = 0.0 ;
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    mt[4]  = s.y ;
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    mt[5]  = u.y ;
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    mt[6]  = - tc.y ;
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    mt[7]  = 0.0 ;
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    mt[8]  = s.z ;
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    mt[9]  = u.z ;
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    mt[10] = - tc.z ;
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    mt[11] = 0.0 ;
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    mt[12] = - MyDot(s, camPos) ;
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    mt[13] = - MyDot(u, camPos) ;
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    mt[14] =   MyDot(tc, camPos) ;
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    mt[15] = 1.0 ;
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}
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// Matrix for defining the perspective projection with symmetric frustum
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// From camera coordinates to canonical (2x2x2 cube) coordinates.
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// Attention: No bounds check!
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// Unchecked conditions: fov > 0 && zNear > 0 && zFar > zNear && aspect > 0
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void MyPerspective(double fov, double aspect, double zNear, double zFar, double *mp)
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{
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    double f = 1.0 / tan(fov / 2.0);
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    // Store the matrix in column order
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    mp[0]  = f / aspect ;
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    mp[1]  = mp[2] = mp[3]  = 0.0 ;
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    mp[4]  = 0.0 ;
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    mp[5]  = f ;
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    mp[6]  = mp[7] = 0.0 ;
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    mp[8]  = mp[9] = 0.0 ;
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    mp[10] = (zNear + zFar) / (zNear - zFar) ;
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    mp[11] = -1.0 ;
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    mp[12] = mp[13] = 0.0 ;
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    mp[14] = 2.0 * zNear * zFar / (zNear - zFar) ;
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    mp[15] = 0.0 ;
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}
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// Matrix for defining the orthogonal projection with symmetric frustum
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// From camera coordinates to canonical (2x2x2 cube) coordinates.
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// Attention: No bounds check!
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// Unchecked conditions: left != right && bottom != top && zNear != zFar
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void MyOrtho(double left, double right, double bottom, double top,
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             double zNear, double zFar, double *mo)
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{
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    // Store the matrix in column order
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    mo[0]  = 2.0 / (right - left) ;
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    mo[1]  = mo[2] = mo[3] = mo[4] = 0.0 ;
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    mo[5]  = 2.0 / (top - bottom) ;
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    mo[6]  = mo[7] = mo[8]  = mo[9] = 0.0 ;
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    mo[10] = 2.0 / (zNear - zFar) ;
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    mo[11] = 0.0 ;
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    mo[12] = -(right + left) / (right - left) ;
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    mo[13] = -(top + bottom) / (top - bottom) ;
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    mo[14] = (zNear + zFar) / (zNear - zFar) ;
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    mo[15] = 1.0 ;
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}
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