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#include <math.h> #include <stdio.h> #include "transform.h" #include "hpoint3.h" #include "vec4.h" make_tform(p1, p2, p3, m) HPoint3 *p1, *p2, *p3; Transform m; /* Generate a Euclidean isometry which moves (0,0,0) -> p1. Furthermore, the vector (1,0,0) will go a vector tx based at p1 and ending at p2. the vector (0,1,0) will go a vector ty based at p1, perpendicular to tx, and lying in the plane of p1-p2-p3, in the "direction" of p3. the vector (0,0,1) will go a vector tz based at p1, perpendicular to tx and ty. The rotational part is computed by make_rotation. See comments there */ { register int i; HPoint3 nv1, nv2; Transform trans; VSUB3(p2, p1, &nv1); VSUB3(p3, p2, &nv2); nv1.w = 1.0; nv2.w = 1.0; NORMALIZE3(&nv1); NORMALIZE3(&nv2); if ( !make_rotation(&nv1, &nv2, m)) /* if collinear, use most recent rotation */ { #ifdef DEBUG fprintf(stderr,"Non-independent vectors: make_rotation\n"); #endif return(-1); } /* compute translation to take p1->(0,0,0) */ TmTranslate(trans, p1->x, p1->y, p1->z); /* first do the rotation, then the translation */ TmConcat(m, trans, m); return(0); } /* make rotation that takes (1,0,0) to v1; and (0,1,0) to the orthog. proj of v2 onto the perpendicular subspace of v1. Return (0) if v1 and v2 are collinear. */ make_rotation(v1, v2, m) HPoint3 *v1, *v2; Transform m; { int i; double a; HPoint3 t1, t2; a = VDOT3(v1, v2); if (a > .9999 || a < -.9999) return(0); t1.x = v1->x * a; t1.y = v1->y * a; t1.z = v1->z * a; VSUB3(v2, &t1, &t2) /* now t2 is orthogonal to v1 */ NORMALIZE3(&t2); TmIdentity(m); m[0][0] = v1->x; m[0][1] = v1->y; m[0][2] = v1->z; m[1][0] = t2.x; m[1][1] = t2.y; m[1][2] = t2.z; /* last row is cross product of the first two rows */ m[2][0] = v1->y*t2.z - v1->z*t2.y; m[2][1] = v1->z*t2.x - v1->x*t2.z; m[2][2] = v1->x*t2.y - v1->y*t2.x; return(1); }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.