/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ /* * Copyright (c) 2004-2013 HUBzero Foundation, LLC * * Author: Insoo Woo */ #include #include using namespace vrmath; #if 0 Vector3f calcNormal(const Vector3f& v1, const Vector3f& v2, const Vector3f& v3) { Vector3f temp; float a[3], b[3]; a[0] = v2.x - v1.x; a[1] = v2.y - v1.y; a[2] = v2.z - v1.z; b[0] = v3.x - v1.x; b[1] = v3.y - v1.y; b[2] = v3.z - v1.z; temp.x = a[1] * b[2] - a[2] * b[1]; temp.y = a[2] * b[0] - a[0] * b[2]; temp.z = a[0] * b[1] - a[1] * b[0]; float leng = (float)sqrt(temp.x * temp.x + temp.y * temp.y + temp.z * temp.z); if (leng != 0.0f) { temp.x /= leng; temp.y /= leng; temp.z /= leng; } else temp.set(-1.0f, 0.0f, 0.0f); return temp; } #endif static void __gluMakeIdentityd(float m[16]) { m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0; m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0; m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0; m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1; } static int __gluInvertMatrixd(const float m[16], float invOut[16]) { float inv[16], det; int i; inv[0] = m[5]*m[10]*m[15] - m[5]*m[11]*m[14] - m[9]*m[6]*m[15] + m[9]*m[7]*m[14] + m[13]*m[6]*m[11] - m[13]*m[7]*m[10]; inv[4] = -m[4]*m[10]*m[15] + m[4]*m[11]*m[14] + m[8]*m[6]*m[15] - m[8]*m[7]*m[14] - m[12]*m[6]*m[11] + m[12]*m[7]*m[10]; inv[8] = m[4]*m[9]*m[15] - m[4]*m[11]*m[13] - m[8]*m[5]*m[15] + m[8]*m[7]*m[13] + m[12]*m[5]*m[11] - m[12]*m[7]*m[9]; inv[12] = -m[4]*m[9]*m[14] + m[4]*m[10]*m[13] + m[8]*m[5]*m[14] - m[8]*m[6]*m[13] - m[12]*m[5]*m[10] + m[12]*m[6]*m[9]; inv[1] = -m[1]*m[10]*m[15] + m[1]*m[11]*m[14] + m[9]*m[2]*m[15] - m[9]*m[3]*m[14] - m[13]*m[2]*m[11] + m[13]*m[3]*m[10]; inv[5] = m[0]*m[10]*m[15] - m[0]*m[11]*m[14] - m[8]*m[2]*m[15] + m[8]*m[3]*m[14] + m[12]*m[2]*m[11] - m[12]*m[3]*m[10]; inv[9] = -m[0]*m[9]*m[15] + m[0]*m[11]*m[13] + m[8]*m[1]*m[15] - m[8]*m[3]*m[13] - m[12]*m[1]*m[11] + m[12]*m[3]*m[9]; inv[13] = m[0]*m[9]*m[14] - m[0]*m[10]*m[13] - m[8]*m[1]*m[14] + m[8]*m[2]*m[13] + m[12]*m[1]*m[10] - m[12]*m[2]*m[9]; inv[2] = m[1]*m[6]*m[15] - m[1]*m[7]*m[14] - m[5]*m[2]*m[15] + m[5]*m[3]*m[14] + m[13]*m[2]*m[7] - m[13]*m[3]*m[6]; inv[6] = -m[0]*m[6]*m[15] + m[0]*m[7]*m[14] + m[4]*m[2]*m[15] - m[4]*m[3]*m[14] - m[12]*m[2]*m[7] + m[12]*m[3]*m[6]; inv[10] = m[0]*m[5]*m[15] - m[0]*m[7]*m[13] - m[4]*m[1]*m[15] + m[4]*m[3]*m[13] + m[12]*m[1]*m[7] - m[12]*m[3]*m[5]; inv[14] = -m[0]*m[5]*m[14] + m[0]*m[6]*m[13] + m[4]*m[1]*m[14] - m[4]*m[2]*m[13] - m[12]*m[1]*m[6] + m[12]*m[2]*m[5]; inv[3] = -m[1]*m[6]*m[11] + m[1]*m[7]*m[10] + m[5]*m[2]*m[11] - m[5]*m[3]*m[10] - m[9]*m[2]*m[7] + m[9]*m[3]*m[6]; inv[7] = m[0]*m[6]*m[11] - m[0]*m[7]*m[10] - m[4]*m[2]*m[11] + m[4]*m[3]*m[10] + m[8]*m[2]*m[7] - m[8]*m[3]*m[6]; inv[11] = -m[0]*m[5]*m[11] + m[0]*m[7]*m[9] + m[4]*m[1]*m[11] - m[4]*m[3]*m[9] - m[8]*m[1]*m[7] + m[8]*m[3]*m[5]; inv[15] = m[0]*m[5]*m[10] - m[0]*m[6]*m[9] - m[4]*m[1]*m[10] + m[4]*m[2]*m[9] + m[8]*m[1]*m[6] - m[8]*m[2]*m[5]; det = m[0]*inv[0] + m[1]*inv[4] + m[2]*inv[8] + m[3]*inv[12]; if (det == 0) return 0; det = 1.0f / det; for (i = 0; i < 16; i++) invOut[i] = inv[i] * det; return 1; } static void __gluMultMatrixVecd(const float matrix[16], const float in[4], float out[4]) { int i; for (i=0; i<4; i++) { out[i] = in[0] * matrix[0*4+i] + in[1] * matrix[1*4+i] + in[2] * matrix[2*4+i] + in[3] * matrix[3*4+i]; } } static void __gluMultMatricesd(const float a[16], const float b[16], float r[16]) { int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { r[i*4+j] = a[i*4+0]*b[0*4+j] + a[i*4+1]*b[1*4+j] + a[i*4+2]*b[2*4+j] + a[i*4+3]*b[3*4+j]; } } } int unproject(float winx, float winy, float winz, const float modelMatrix[16], const float projMatrix[16], const int viewport[4], float *objx, float *objy, float *objz) { float finalMatrix[16]; float in[4]; float out[4]; __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix); if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(0); in[0]=winx; in[1]=winy; in[2]=winz; in[3]=1.0; // Map x and y from window coordinates in[0] = (in[0] - viewport[0]) / viewport[2]; in[1] = (in[1] - viewport[1]) / viewport[3]; // Map to range -1 to 1 in[0] = in[0] * 2 - 1; in[1] = in[1] * 2 - 1; in[2] = in[2] * 2 - 1; __gluMultMatrixVecd(finalMatrix, in, out); if (out[3] == 0.0) return(0); out[0] /= out[3]; out[1] /= out[3]; out[2] /= out[3]; *objx = out[0]; *objy = out[1]; *objz = out[2]; return(1); } #define __glPi 3.14159265358979323846 void perspective(float fovy, float aspect, float zNear, float zFar, float* matrix) { float m[4][4]; float sine, cotangent, deltaZ; float radians = (float) (fovy / 2.0 * __glPi / 180.0); deltaZ = zFar - zNear; sine = sin(radians); if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) { return; } cotangent = cos(radians) / sine; __gluMakeIdentityd(&m[0][0]); m[0][0] = cotangent / aspect; m[1][1] = cotangent; m[2][2] = -(zFar + zNear) / deltaZ; m[2][3] = -1; m[3][2] = -2 * zNear * zFar / deltaZ; m[3][3] = 0; //glMultMatrixd(&m[0][0]); memcpy(matrix, &m[0][0], sizeof(float) * 16); }