/usr/include/geomview/point3.h is in libgeomview-dev 1.9.4-4.1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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* Copyright (C) 1998-2000 Stuart Levy, Tamara Munzner, Mark Phillips
*
* This file is part of Geomview.
*
* Geomview is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* Geomview is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with Geomview; see the file COPYING. If not, write
* to the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139,
* USA, or visit http://www.gnu.org.
*/
/* Authors: Charlie Gunn, Pat Hanrahan, Stuart Levy, Tamara Munzner, Mark Phillips, Celeste Fowler */
#ifndef _GV_POINT3_H_
#define _GV_POINT3_H_
/*
** point3.c - 3D vector arithmetic module.
**
** pat hanrahan
**
** cH: now as inline functions for efficiency
**
*/
#include <stdio.h>
#include <math.h>
#include "tolerance.h"
#include "geomtypes.h"
#define Pt3X(pt) (pt)->x
#define Pt3Y(pt) (pt)->y
#define Pt3Z(pt) (pt)->z
extern
Pt3Coord SgSgDistance(Point3 *a1, Point3 *a2,
Point3 *b1, Point3 *b2);
static const Point3 Pt3Origin = { 0., 0., 0. };
static inline void Pt3Print(const Point3 *v);
static inline void Pt3From(Point3 *v, double x, double y, double z);
static inline void Pt3Copy(const Point3 *v1, Point3 *v2);
static inline void Pt3Add(const Point3 *v1, const Point3 *v2, Point3 *v3);
static inline void Pt3Sub(const Point3 *v1, const Point3 *v2, Point3 *v3);
static inline void Pt3Mul(double s, const Point3 *v1, Point3 *v2);
static inline Pt3Coord Pt3Dot(const Point3 *v1, const Point3 *v2);
static inline void Pt3Cross(const Point3 *v1, const Point3 *v2, Point3 *v3);
static inline Pt3Coord Pt3TripleDot(const Point3 *v1, const Point3 *v2,
const Point3 *v3);
static inline void Pt3TripleCross(const Point3 *v1, const Point3 *v2,
const Point3 *v3, Point3 *v4);
static inline Pt3Coord Pt3Length(const Point3 *v);
static inline Pt3Coord Pt3Distance(const Point3 *v1, const Point3 *v2);
static inline Pt3Coord Pt3Angle(const Point3 *v1, const Point3 *v2);
static inline void Pt3Unit(Point3 *v);
static inline void Pt3Lerp(double t,
const Point3 *v1, const Point3 *v2, Point3 *v3);
static inline void Pt3Comb(double t1, const Point3 *v1,
double t2, const Point3 *v2, Point3 *v3);
static inline int Pt3Equal(const Point3 *v1, const Point3 *v2);
static inline int Pt3Parallel(const Point3 *v1, const Point3 *v2);
static inline int Pt3Perpendicular(const Point3 *v1, const Point3 *v2);
static inline void Pt3Transform(Transform3 T, Point3 *p1, Point3 *p2);
static inline void Pt3TransformN(Transform3 T, Point3 *p1, Point3 *p2, int n);
static inline void NormalTransform(Transform3 T, Point3 *a, Point3 *b);
static inline void NormalTransformN(Transform3 T, Point3 *a, Point3 *b, int n);
#include "transform3.h"
/* print vector */
static inline
void Pt3Print(const Point3 *v)
{
/* Only works if Pt3Coord is a float */
printf("[%g %g %g]\n", v->x, v->y, v->z);
}
static inline
void Pt3From(Point3 *v, double x, double y, double z)
{
v->x = x;
v->y = y;
v->z = z;
}
/* v2 = v1 */
static inline
void Pt3Copy( const Point3 *v1, Point3 *v2 )
{
v2->x = v1->x;
v2->y = v1->y;
v2->z = v1->z;
}
/* v3 = v1 + v2 */
static inline
void Pt3Add( const Point3 *v1, const Point3 *v2, Point3 *v3 )
{
v3->x = v1->x + v2->x;
v3->y = v1->y + v2->y;
v3->z = v1->z + v2->z;
}
/* v3 = v1 - v2 */
static inline
void Pt3Sub( const Point3 *v1, const Point3 *v2, Point3 *v3)
{
v3->x = v1->x - v2->x;
v3->y = v1->y - v2->y;
v3->z = v1->z - v2->z;
}
/* v2 = s * v1 */
static inline
void Pt3Mul( double s, const Point3 *v1, Point3 *v2 )
{
v2->x = s*v1->x;
v2->y = s*v1->y;
v2->z = s*v1->z;
}
/* v1 . v2 */
static inline
Pt3Coord Pt3Dot( const Point3 *v1, const Point3 *v2 )
{
return v1->x*v2->x+v1->y*v2->y+v1->z*v2->z;
}
/* v3 = v1 x v2 */
static inline
void Pt3Cross( const Point3 *v1, const Point3 *v2, Point3 *v3 )
{
v3->x = v1->y*v2->z-v1->z*v2->y;
v3->y = v1->z*v2->x-v1->x*v2->z;
v3->z = v1->x*v2->y-v1->y*v2->x;
}
/* v1 . (v2 x v3) */
static inline
Pt3Coord Pt3TripleDot( const Point3 *v1, const Point3 *v2, const Point3 *v3 )
{
return v1->x*(v2->y*v3->z-v2->z*v3->y)
+ v1->y*(v2->z*v3->x-v2->x*v3->z)
+ v1->z*(v2->x*v3->y-v2->y*v3->x);
}
/* v4 = (v1 x v2) x v3 */
static inline
void Pt3TripleCross( const Point3 *v1, const Point3 *v2, const Point3 *v3, Point3 *v4 )
{
Point3 v;
Pt3Cross( v1, v2, &v );
Pt3Cross( &v, v3, v4 );
}
static inline
Pt3Coord Pt3Length( const Point3 *v )
{
return sqrt( v->x*v->x + v->y*v->y + v->z*v->z );
}
static inline
Pt3Coord Pt3Distance( const Point3 *v1, const Point3 *v2 )
{
Point3 v12;
Pt3Sub(v1,v2,&v12);
return Pt3Length(&v12);
}
static inline
Pt3Coord Pt3Angle( const Point3 *v1, const Point3 *v2 )
{
return(acos(Pt3Dot(v1, v2) / (Pt3Length(v1) * Pt3Length(v2))));
}
static inline
void Pt3Unit( Point3 *v )
{
Pt3Coord len;
len = Pt3Length(v);
if( len != 0. && len != 1. )
Pt3Mul( 1./len, v, v );
}
/*
* lerp - linear interpolation
*
* v3 = (1-t)*v1 + t*v2
*/
static inline
void Pt3Lerp( double t, const Point3 *v1, const Point3 *v2, Point3 *v3 )
{
v3->x = (1.-t)*v1->x + t*v2->x;
v3->y = (1.-t)*v1->y + t*v2->y;
v3->z = (1.-t)*v1->z + t*v2->z;
}
static inline
void Pt3Comb( double t1, const Point3 *v1, double t2, const Point3 *v2, Point3 *v3 )
{
v3->x = t1*v1->x + t2*v2->x;
v3->y = t1*v1->y + t2*v2->y;
v3->z = t1*v1->z + t2*v2->z;
}
/* vectors equal */
static inline
int Pt3Equal( const Point3 *v1, const Point3 *v2 )
{
Pt3Coord v;
v = Pt3Distance(v1, v2);
return fz(v);
}
/* parallel vectors */
static inline
int Pt3Parallel( const Point3 *v1, const Point3 *v2 )
{
Point3 v3;
Pt3Coord v;
Pt3Cross(v1,v2,&v3);
v=Pt3Length(&v3);
return fz(v);
}
/* perpendicular vectors */
static inline
int Pt3Perpendicular( const Point3 *v1, const Point3 *v2 )
{
Pt3Coord v;
v=Pt3Dot(v1,v2);
return fz(v);
}
static inline
void Pt3Transform( Transform3 T, Point3 *p1, Point3 *p2 )
{
Pt3Coord x, y, z, w;
x = p1->x;
y = p1->y;
z = p1->z;
w = (T[TMX][TMW]*x + T[TMY][TMW]*y + T[TMZ][TMW]*z + T[TMW][TMW]);
if(w != 1.0) {
w = 1.0 / w;
p2->x = w * (x*T[TMX][TMX] + y*T[TMY][TMX] + z*T[TMZ][TMX] + T[TMW][TMX]);
p2->y = w * (x*T[TMX][TMY] + y*T[TMY][TMY] + z*T[TMZ][TMY] + T[TMW][TMY]);
p2->z = w * (x*T[TMX][TMZ] + y*T[TMY][TMZ] + z*T[TMZ][TMZ] + T[TMW][TMZ]);
} else {
p2->x = x*T[TMX][TMX] + y*T[TMY][TMX] + z*T[TMZ][TMX] + T[TMW][TMX];
p2->y = x*T[TMX][TMY] + y*T[TMY][TMY] + z*T[TMZ][TMY] + T[TMW][TMY];
p2->z = x*T[TMX][TMZ] + y*T[TMY][TMZ] + z*T[TMZ][TMZ] + T[TMW][TMZ];
}
}
static inline
void Pt3TransformN( Transform3 T, Point3 *p1, Point3 *p2, int n )
{
while( n-- )
Pt3Transform( T, p1++, p2++ );
}
/* Behold: if T is not orthogonal, then this function has to be called
* with T^{-tr}, or the adj(T)^{tr}, otherwise the result will be
* wrong.
*/
static inline
void NormalTransform(Transform3 Tdual, Point3 *a, Point3 *b)
{
#if 0
Pt3Transform(T, a, b);
b->x -= T[TMW][TMX];
b->y -= T[TMW][TMY];
b->z -= T[TMW][TMZ];
#else
Pt3Coord x, y, z;
x = a->x;
y = a->y;
z = a->z;
b->x = x*Tdual[TMX][TMX] + y*Tdual[TMY][TMX] + z*Tdual[TMZ][TMX];
b->y = x*Tdual[TMX][TMY] + y*Tdual[TMY][TMY] + z*Tdual[TMZ][TMY];
b->z = x*Tdual[TMX][TMZ] + y*Tdual[TMY][TMZ] + z*Tdual[TMZ][TMZ];
#endif
Pt3Unit(b);
}
static inline
void NormalTransformN( Transform3 T, Point3 *a, Point3 *b, int n )
{
while ( n-- )
NormalTransform( T, a++, b++ );
}
#endif /* _GV_POINT3_H_ */
/*
* Local Variables: ***
* c-basic-offset: 2 ***
* End: ***
*/
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