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/*% cc -gpc %
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* These transformation routines maintain stacks of transformations
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* and their inverses.
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* t=pushmat(t) push matrix stack
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* t=popmat(t) pop matrix stack
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* rot(t, a, axis) multiply stack top by rotation
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* qrot(t, q) multiply stack top by rotation, q is unit quaternion
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* scale(t, x, y, z) multiply stack top by scale
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* move(t, x, y, z) multiply stack top by translation
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* xform(t, m) multiply stack top by m
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* ixform(t, m, inv) multiply stack top by m. inv is the inverse of m.
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* look(t, e, l, u) multiply stack top by viewing transformation
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* persp(t, fov, n, f) multiply stack top by perspective transformation
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* viewport(t, r, aspect)
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* multiply stack top by window->viewport transformation.
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*/
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#include <u.h>
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#include <libc.h>
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#include <draw.h>
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#include <geometry.h>
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Space *pushmat(Space *t){
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Space *v;
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v=malloc(sizeof(Space));
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if(t==0){
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ident(v->t);
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ident(v->tinv);
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}
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else
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*v=*t;
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v->next=t;
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return v;
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}
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Space *popmat(Space *t){
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Space *v;
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if(t==0) return 0;
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v=t->next;
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free(t);
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return v;
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}
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void rot(Space *t, double theta, int axis){
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double s=sin(radians(theta)), c=cos(radians(theta));
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Matrix m, inv;
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register i=(axis+1)%3, j=(axis+2)%3;
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ident(m);
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m[i][i] = c;
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m[i][j] = -s;
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m[j][i] = s;
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m[j][j] = c;
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ident(inv);
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inv[i][i] = c;
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inv[i][j] = s;
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inv[j][i] = -s;
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inv[j][j] = c;
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ixform(t, m, inv);
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}
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void qrot(Space *t, Quaternion q){
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Matrix m, inv;
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int i, j;
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qtom(m, q);
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for(i=0;i!=4;i++) for(j=0;j!=4;j++) inv[i][j]=m[j][i];
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ixform(t, m, inv);
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}
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void scale(Space *t, double x, double y, double z){
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Matrix m, inv;
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ident(m);
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m[0][0]=x;
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m[1][1]=y;
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m[2][2]=z;
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ident(inv);
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inv[0][0]=1/x;
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inv[1][1]=1/y;
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inv[2][2]=1/z;
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ixform(t, m, inv);
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}
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void move(Space *t, double x, double y, double z){
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Matrix m, inv;
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ident(m);
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m[0][3]=x;
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m[1][3]=y;
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m[2][3]=z;
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ident(inv);
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inv[0][3]=-x;
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inv[1][3]=-y;
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inv[2][3]=-z;
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ixform(t, m, inv);
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}
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void xform(Space *t, Matrix m){
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Matrix inv;
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if(invertmat(m, inv)==0) return;
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ixform(t, m, inv);
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}
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void ixform(Space *t, Matrix m, Matrix inv){
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matmul(t->t, m);
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matmulr(t->tinv, inv);
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}
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/*
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* multiply the top of the matrix stack by a view-pointing transformation
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* with the eyepoint at e, looking at point l, with u at the top of the screen.
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* The coordinate system is deemed to be right-handed.
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* The generated transformation transforms this view into a view from
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* the origin, looking in the positive y direction, with the z axis pointing up,
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* and x to the right.
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*/
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void look(Space *t, Point3 e, Point3 l, Point3 u){
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Matrix m, inv;
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Point3 r;
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l=unit3(sub3(l, e));
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u=unit3(vrem3(sub3(u, e), l));
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r=cross3(l, u);
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/* make the matrix to transform from (rlu) space to (xyz) space */
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ident(m);
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m[0][0]=r.x; m[0][1]=r.y; m[0][2]=r.z;
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m[1][0]=l.x; m[1][1]=l.y; m[1][2]=l.z;
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m[2][0]=u.x; m[2][1]=u.y; m[2][2]=u.z;
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ident(inv);
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inv[0][0]=r.x; inv[0][1]=l.x; inv[0][2]=u.x;
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inv[1][0]=r.y; inv[1][1]=l.y; inv[1][2]=u.y;
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inv[2][0]=r.z; inv[2][1]=l.z; inv[2][2]=u.z;
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ixform(t, m, inv);
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move(t, -e.x, -e.y, -e.z);
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}
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/*
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* generate a transformation that maps the frustum with apex at the origin,
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* apex angle=fov and clipping planes y=n and y=f into the double-unit cube.
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* plane y=n maps to y'=-1, y=f maps to y'=1
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*/
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int persp(Space *t, double fov, double n, double f){
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Matrix m;
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double z;
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if(n<=0 || f<=n || fov<=0 || 180<=fov) /* really need f!=n && sin(v)!=0 */
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return -1;
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z=1/tan(radians(fov)/2);
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m[0][0]=z; m[0][1]=0; m[0][2]=0; m[0][3]=0;
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m[1][0]=0; m[1][1]=(f+n)/(f-n); m[1][2]=0; m[1][3]=f*(1-m[1][1]);
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m[2][0]=0; m[2][1]=0; m[2][2]=z; m[2][3]=0;
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m[3][0]=0; m[3][1]=1; m[3][2]=0; m[3][3]=0;
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xform(t, m);
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return 0;
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}
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/*
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* Map the unit-cube window into the given screen viewport.
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* r has min at the top left, max just outside the lower right. Aspect is the
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* aspect ratio (dx/dy) of the viewport's pixels (not of the whole viewport!)
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* The whole window is transformed to fit centered inside the viewport with equal
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* slop on either top and bottom or left and right, depending on the viewport's
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* aspect ratio.
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* The window is viewed down the y axis, with x to the left and z up. The viewport
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* has x increasing to the right and y increasing down. The window's y coordinates
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* are mapped, unchanged, into the viewport's z coordinates.
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*/
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void viewport(Space *t, Rectangle r, double aspect){
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Matrix m;
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double xc, yc, wid, hgt, scale;
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xc=.5*(r.min.x+r.max.x);
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yc=.5*(r.min.y+r.max.y);
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wid=(r.max.x-r.min.x)*aspect;
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hgt=r.max.y-r.min.y;
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scale=.5*(wid<hgt?wid:hgt);
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ident(m);
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m[0][0]=scale;
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m[0][3]=xc;
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m[1][1]=0;
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m[1][2]=-scale;
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m[1][3]=yc;
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m[2][1]=1;
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m[2][2]=0;
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/* should get inverse by hand */
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xform(t, m);
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}
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