/*****************************************************************************                matrices.c**  This module contains code to manipulate 4x4 matrices.**  from Persistence of Vision Raytracer*  Copyright 1993 Persistence of Vision Team*---------------------------------------------------------------------------*  NOTICE: This source code file is provided so that users may experiment*  with enhancements to POV-Ray and to port the software to platforms other *  than those supported by the POV-Ray Team.  There are strict rules under*  which you are permitted to use this file.  The rules are in the file*  named POVLEGAL.DOC which should be distributed with this file. If *  POVLEGAL.DOC is not available or for more info please contact the POV-Ray*  Team Coordinator by leaving a message in CompuServe's Graphics Developer's*  Forum.  The latest version of POV-Ray may be found there as well.** This program is based on the popular DKB raytracer version 2.12.* DKBTrace was originally written by David K. Buck.* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.******************************************************************************/#include "frame.h"#include "vector.h"#include "povproto.h"void MZero (result)MATRIX *result;  {  /* Initialize the matrix to the following values:   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0   0.0*/  register int i, j;  for (i = 0 ; i < 4 ; i++)    for (j = 0 ; j < 4 ; j++)    (*result)[i][j] = 0.0;  }void MIdentity (result)MATRIX *result;  {  /* Initialize the matrix to the following values:   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*/  register int i, j;  for (i = 0 ; i < 4 ; i++)    for (j = 0 ; j < 4 ; j++)    if (i == j)      (*result)[i][j] = 1.0;    else      (*result)[i][j] = 0.0;  }void MTimes (result, matrix1, matrix2)MATRIX *result, *matrix1, *matrix2;  {  register int i, j, k;  MATRIX temp_matrix;  for (i = 0 ; i < 4 ; i++)    for (j = 0 ; j < 4 ; j++)     {    temp_matrix[i][j] = 0.0;    for (k = 0 ; k < 4 ; k++)      temp_matrix[i][j] += (*matrix1)[i][k] * (*matrix2)[k][j];    }  for (i = 0 ; i < 4 ; i++)    for (j = 0 ; j < 4 ; j++)    (*result)[i][j] = temp_matrix[i][j];  }/*  AAC - These are not used, so they are commented out to save code space...void MAdd (result, matrix1, matrix2)   MATRIX *result, *matrix1, *matrix2;   {   register int i, j;   for (i = 0 ; i < 4 ; i++)      for (j = 0 ; j < 4 ; j++)         (*result)[i][j] = (*matrix1)[i][j] + (*matrix2)[i][j];   }void MSub (result, matrix1, matrix2)   MATRIX *result, *matrix1, *matrix2;   {   register int i, j;   for (i = 0 ; i < 4 ; i++)      for (j = 0 ; j < 4 ; j++)         (*result)[i][j] = (*matrix1)[i][j] - (*matrix2)[i][j];   }void MScale (result, matrix1, amount)MATRIX *result, *matrix1;DBL amount;{   register int i, j;   for (i = 0 ; i < 4 ; i++)      for (j = 0 ; j < 4 ; j++)	 if (amount == 1.0)	    (*result)[i][j] = (*matrix1)[i][j]; * just copy *	 else            (*result)[i][j] = (*matrix1)[i][j] * amount;   return;}... up to here! */void MTranspose (result, matrix1)MATRIX *result, *matrix1;  {  register int i, j;  MATRIX temp_matrix;  for (i = 0 ; i < 4 ; i++)    for (j = 0 ; j < 4 ; j++)    temp_matrix[i][j] = (*matrix1)[j][i];  for (i = 0 ; i < 4 ; i++)    for (j = 0 ; j < 4 ; j++)    (*result)[i][j] = temp_matrix[i][j];  }/* 16/10/1993 : V 1.32 : Marc Abramson d'apres PH. Lafargues	*/
void MTransPoint (result, vector, transform)VECTOR *result, *vector;TRANSFORM *transform;  {   MATRIX *matrix;	DBL	x,y,z;

	matrix = &(transform -> matrix);

	x  =	(vector -> x * (*matrix)[0][0])
		+	(vector -> y * (*matrix)[1][0])
		+	(vector -> z * (*matrix)[2][0])
		+				   (*matrix)[3][0];
	y  =	(vector -> x * (*matrix)[0][1])
		+	(vector -> y * (*matrix)[1][1])
		+	(vector -> z * (*matrix)[2][1])
		+				   (*matrix)[3][1];
	z  = 	(vector -> x * (*matrix)[0][2])
		+	(vector -> y * (*matrix)[1][2])
		+	(vector -> z * (*matrix)[2][2])
		+				   (*matrix)[3][2];
	result->x=x;
	result->y=y;
	result->z=z;
   }/* 16/10/1993 : V 1.32 : Marc Abramson d'apres PH. Lafargues	*/
void MInvTransPoint (result, vector, transform)VECTOR *result, *vector;TRANSFORM *transform;  {
  	MATRIX *matrix;	DBL	x,y,z;

	matrix = &(transform -> inverse);

	x	=	vector -> x * (*matrix)[0][0]
		+	vector -> y * (*matrix)[1][0]
		+	vector -> z * (*matrix)[2][0]
		+				  (*matrix)[3][0];
	y	=	vector -> x * (*matrix)[0][1]
		+	vector -> y * (*matrix)[1][1]
		+	vector -> z * (*matrix)[2][1]
		+				  (*matrix)[3][1];
	z	=	vector -> x * (*matrix)[0][2]
		+	vector -> y * (*matrix)[1][2]
		+	vector -> z * (*matrix)[2][2]
		+				  (*matrix)[3][2];
	result->x=x;
	result->y=y;
	result->z=z;
  }
/* 16/10/1993 : V 1.32 : Marc Abramson d'apres PH. Lafargues	*/
void MTransDirection (result, vector, transform)VECTOR *result, *vector;TRANSFORM *transform;  {   MATRIX *matrix;	DBL	x,y,z;

	matrix = &(transform -> matrix);

	x  =	(vector -> x * (*matrix)[0][0])
		+	(vector -> y * (*matrix)[1][0])
		+	(vector -> z * (*matrix)[2][0]);
	y  =	(vector -> x * (*matrix)[0][1])
		+	(vector -> y * (*matrix)[1][1])
		+	(vector -> z * (*matrix)[2][1]);
	z  = 	(vector -> x * (*matrix)[0][2])
		+	(vector -> y * (*matrix)[1][2])
		+	(vector -> z * (*matrix)[2][2]);
	result->x=x;
	result->y=y;
	result->z=z;
  }/* 16/10/1993 : V 1.32 : Marc Abramson d'apres PH. Lafargues	*/
void MInvTransDirection (result, vector, transform)VECTOR *result, *vector;TRANSFORM *transform;  { 	MATRIX *matrix;	DBL	x,y,z;

	matrix = &(transform -> inverse);

	x	=	vector -> x * (*matrix)[0][0]
		+	vector -> y * (*matrix)[1][0]
		+	vector -> z * (*matrix)[2][0];
	y	=	vector -> x * (*matrix)[0][1]
		+	vector -> y * (*matrix)[1][1]
		+	vector -> z * (*matrix)[2][1];
	z	=	vector -> x * (*matrix)[0][2]
		+	vector -> y * (*matrix)[1][2]
		+	vector -> z * (*matrix)[2][2];
	result->x=x;
	result->y=y;
	result->z=z;
  }
/* 16/10/1993 : V 1.32 : Marc Abramson d'apres PH. Lafargues	*/
void MTransNormal (result, vector, transformation)
VECTOR *result, *vector;
TRANSFORM *transformation;
{	register MATRIX *matrix;
	DBL	x,y,z;

   matrix = &(transformation -> inverse);

	x	=	vector -> x * (*matrix)[0][0]
		+	vector -> y * (*matrix)[0][1]
		+	vector -> z * (*matrix)[0][2];
	y	=	vector -> x * (*matrix)[1][0]
		+	vector -> y * (*matrix)[1][1]
		+	vector -> z * (*matrix)[1][2];
	z	=	vector -> x * (*matrix)[2][0]
		+	vector -> y * (*matrix)[2][1]
		+	vector -> z * (*matrix)[2][2];
	result->x=x;
	result->y=y;
	result->z=z;
}

/* 16/10/1993 : V 1.32 : Marc Abramson d'apres PH. Lafargues	*/
void MInvTransNormal (result, vector, transform)VECTOR *result, *vector;TRANSFORM *transform;  {   MATRIX *matrix;	DBL	x,y,z;

	matrix = &(transform -> matrix);

	x  =	(vector -> x * (*matrix)[0][0])
		+	(vector -> y * (*matrix)[0][1])
		+	(vector -> z * (*matrix)[0][2]);
	y  =	(vector -> x * (*matrix)[1][0])
		+	(vector -> y * (*matrix)[1][1])
		+	(vector -> z * (*matrix)[1][2]);
	z  = 	(vector -> x * (*matrix)[2][0])
		+	(vector -> y * (*matrix)[2][1])
		+	(vector -> z * (*matrix)[2][2]);
	result->x=x;
	result->y=y;
	result->z=z;
}void Compute_Scaling_Transform (result, vector)TRANSFORM *result;VECTOR *vector;  {  MIdentity ((MATRIX *)result -> matrix);  (result -> matrix)[0][0] = vector -> x;  (result -> matrix)[1][1] = vector -> y;  (result -> matrix)[2][2] = vector -> z;  MIdentity ((MATRIX *)result -> inverse);  (result -> inverse)[0][0] = 1.0 / vector -> x;  (result -> inverse)[1][1]= 1.0 / vector -> y;  (result -> inverse)[2][2] = 1.0 / vector -> z;  }/* AAC - This is not used, so it's commented out...void Compute_Inversion_Transform (result)   TRANSFORM *result;   {   MIdentity ((MATRIX *)result -> matrix);   (result -> matrix)[0][0] = -1.0;   (result -> matrix)[1][1] = -1.0;   (result -> matrix)[2][2] = -1.0;   (result -> matrix)[3][3] = -1.0;   (result -> inverse)[0][0] = -1.0;   (result -> inverse)[1][1] = -1.0;   (result -> inverse)[2][2] = -1.0;   (result -> inverse)[3][3] = -1.0;   }... up to here! */void Compute_Translation_Transform (transform, vector)TRANSFORM *transform;VECTOR *vector;  {  MIdentity ((MATRIX *)transform -> matrix);  (transform -> matrix)[3][0] = vector -> x;  (transform -> matrix)[3][1] = vector -> y;  (transform -> matrix)[3][2] = vector -> z;  MIdentity ((MATRIX *)transform -> inverse);  (transform -> inverse)[3][0] = 0.0 - vector -> x;  (transform -> inverse)[3][1] = 0.0 - vector -> y;  (transform -> inverse)[3][2] = 0.0 - vector -> z;  }void Compute_Rotation_Transform (transform, vector)TRANSFORM *transform;VECTOR *vector;  {  MATRIX Matrix;  VECTOR Radian_Vector;  register DBL cosx, cosy, cosz, sinx, siny, sinz;  VScale (Radian_Vector, *vector, M_PI/180.0);  MIdentity ((MATRIX *)transform -> matrix);  cosx = cos (Radian_Vector.x);  sinx = sin (Radian_Vector.x);  cosy = cos (Radian_Vector.y);  siny = sin (Radian_Vector.y);  cosz = cos (Radian_Vector.z);  sinz = sin (Radian_Vector.z);  (transform -> matrix) [1][1] = cosx;  (transform -> matrix) [2][2] = cosx;  (transform -> matrix) [1][2] = sinx;  (transform -> matrix) [2][1] = 0.0 - sinx;  MTranspose ((MATRIX *)transform -> inverse, (MATRIX *)transform -> matrix);  MIdentity ((MATRIX *)Matrix);  Matrix [0][0] = cosy;  Matrix [2][2] = cosy;  Matrix [0][2] = 0.0 - siny;  Matrix [2][0] = siny;  MTimes ((MATRIX *)transform -> matrix, (MATRIX *)transform -> matrix, (MATRIX *)Matrix);  MTranspose ((MATRIX *)Matrix, (MATRIX *)Matrix);  MTimes ((MATRIX *)transform -> inverse, (MATRIX *)Matrix, (MATRIX *)transform -> inverse);  MIdentity ((MATRIX *)Matrix);  Matrix [0][0] = cosz;  Matrix [1][1] = cosz;  Matrix [0][1] = sinz;  Matrix [1][0] = 0.0 - sinz;  MTimes ((MATRIX *)transform -> matrix, (MATRIX *)transform -> matrix, (MATRIX *)Matrix);  MTranspose ((MATRIX *)Matrix, (MATRIX *)Matrix);  MTimes ((MATRIX *)transform -> inverse, (MATRIX *)Matrix, (MATRIX *)transform -> inverse);  }/* AAC - This is not used so it's commented out...void Compute_Look_At_Transform (result, Look_At, Up, Right)   TRANSFORM *result;   VECTOR *Look_At, *Up, *Right;   {   MIdentity ((MATRIX *)result -> inverse);   (result -> matrix)[0][0] = Right->x;   (result -> matrix)[0][1] = Right->y;   (result -> matrix)[0][2] = Right->z;   (result -> matrix)[1][0] = Up->x;   (result -> matrix)[1][1] = Up->y;   (result -> matrix)[1][2] = Up->z;   (result -> matrix)[2][0] = Look_At->x;   (result -> matrix)[2][1] = Look_At->y;   (result -> matrix)[2][2] = Look_At->z;   MIdentity ((MATRIX *)result -> matrix);   MTranspose ((MATRIX *)result -> matrix, (MATRIX *)result -> inverse);      }... up to here! */void Compose_Transforms (Original_Transform, New_Transform)TRANSFORM *Original_Transform, *New_Transform;  {  MTimes ((MATRIX *)Original_Transform -> matrix,    (MATRIX *)Original_Transform -> matrix,    (MATRIX *)New_Transform -> matrix);  MTimes ((MATRIX *)Original_Transform -> inverse,    (MATRIX *)New_Transform -> inverse,    (MATRIX *)Original_Transform -> inverse);  }/* Rotation about an arbitrary axis - formula from:      "Computational Geometry for Design and Manufacture",      Faux & Pratt   Note that the angles for this transform are specified in radians.*/void Compute_Axis_Rotation_Transform (transform, V, angle)TRANSFORM *transform;VECTOR *V;DBL angle;  {  DBL l, cosx, sinx;  VLength(l, *V);  VInverseScaleEq(*V, l);  MIdentity(&transform->matrix);  cosx = cos(angle);  sinx = sin(angle);  transform->matrix[0][0] = V->x * V->x + cosx * (1.0 - V->x * V->x);  transform->matrix[0][1] = V->x * V->y * (1.0 - cosx) + V->z * sinx;  transform->matrix[0][2] = V->x * V->z * (1.0 - cosx) - V->y * sinx;  transform->matrix[1][0] = V->x * V->y * (1.0 - cosx) - V->z * sinx;  transform->matrix[1][1] = V->y * V->y + cosx * (1.0 - V->y * V->y);  transform->matrix[1][2] = V->y * V->z * (1.0 - cosx) + V->x * sinx;  transform->matrix[2][0] = V->x * V->z * (1.0 - cosx) + V->y * sinx;  transform->matrix[2][1] = V->y * V->z * (1.0 - cosx) - V->x * sinx;  transform->matrix[2][2] = V->z * V->z + cosx * (1.0 - V->z * V->z);  MTranspose(&transform->inverse, &transform->matrix);     }/* Given a point and a direction and a radius, find the transform   that brings these into a canonical coordinate system */voidCompute_Coordinate_Transform(trans, origin, up, radius, length)TRANSFORM *trans;VECTOR *origin;VECTOR *up;DBL radius;DBL length;  {  TRANSFORM trans2;  VECTOR tmpv;  Make_Vector(&tmpv, radius, radius, length);  Compute_Scaling_Transform(trans, &tmpv);  if (fabs(up->z) == 1.0)    Make_Vector(&tmpv, 1.0, 0.0, 0.0)else  Make_Vector(&tmpv, -up->y, up->x, 0.0)    Compute_Axis_Rotation_Transform(&trans2, &tmpv, acos(up->z));Compose_Transforms(trans, &trans2);Compute_Translation_Transform(&trans2, origin);Compose_Transforms(trans, &trans2);}TRANSFORM *Create_Transform(){TRANSFORM *New;if ((New = (TRANSFORM *) malloc (sizeof (TRANSFORM))) == NULL)MAError ("transform");MIdentity ((MATRIX *) &(New -> matrix[0][0]));MIdentity ((MATRIX *) &(New -> inverse[0][0]));return (New);}TRANSFORM *Copy_Transform (Old)TRANSFORM *Old;{TRANSFORM *New;if (Old != NULL)  {  New  = Create_Transform ();  *New = *Old;  }else New = NULL;return (New);}VECTOR *Create_Vector (){VECTOR *New;if ((New = (VECTOR *) malloc (sizeof (VECTOR))) == NULL)MAError ("vector");Make_Vector (New, 0.0, 0.0, 0.0);return (New);}VECTOR *Copy_Vector (Old)VECTOR *Old;{VECTOR *New;if (Old != NULL)  {  New  = Create_Vector ();  *New = *Old;  }else New = NULL;return (New);}DBL *Create_Float (){DBL *New_Float;if ((New_Float = (DBL *) malloc (sizeof (DBL))) == NULL)MAError ("float");*New_Float = 0.0;return (New_Float);}DBL *Copy_Float (Old)DBL *Old;{DBL *New;if (Old)  {  New  = Create_Float ();  *New = *Old;  }else New = NULL;return (New);}