- /**********************************************************************/
- /** \name Matrix generation */
- /*@{*/
- /**
- * Generate a 4x4 transformation matrix from glRotate parameters, and
- * post-multiply the input matrix by it.
- *
- * \author
- * This function was contributed by Erich Boleyn (erich@uruk.org).
- * Optimizations contributed by Rudolf Opalla (rudi@khm.de).
- */
- void
- _math_matrix_rotate( GLmatrix *mat,
- GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
- {
- GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c;
- GLfloat m[16];
- GLboolean optimized;
- s = (GLfloat) sin( angle * DEG2RAD );
- c = (GLfloat) cos( angle * DEG2RAD );
- MEMCPY(m, Identity, sizeof(GLfloat)*16);
- optimized = GL_FALSE;
- #define M(row,col) m[col*4+row]
- if (x == 0.0F) {
- if (y == 0.0F) {
- if (z != 0.0F) {
- optimized = GL_TRUE;
- /* rotate only around z-axis */
- M(0,0) = c;
- M(1,1) = c;
- if (z < 0.0F) {
- M(0,1) = s;
- M(1,0) = -s;
- }
- else {
- M(0,1) = -s;
- M(1,0) = s;
- }
- }
- }
- else if (z == 0.0F) {
- optimized = GL_TRUE;
- /* rotate only around y-axis */
- M(0,0) = c;
- M(2,2) = c;
- if (y < 0.0F) {
- M(0,2) = -s;
- M(2,0) = s;
- }
- else {
- M(0,2) = s;
- M(2,0) = -s;
- }
- }
- }
- else if (y == 0.0F) {
- if (z == 0.0F) {
- optimized = GL_TRUE;
- /* rotate only around x-axis */
- M(1,1) = c;
- M(2,2) = c;
- if (x < 0.0F) {
- M(1,2) = s;
- M(2,1) = -s;
- }
- else {
- M(1,2) = -s;
- M(2,1) = s;
- }
- }
- }
- if (!optimized) {
- const GLfloat mag = SQRTF(x * x + y * y + z * z);
- if (mag <= 1.0e-4) {
- /* no rotation, leave mat as-is */
- return;
- }
- x /= mag;
- y /= mag;
- z /= mag;
- /*
- * Arbitrary axis rotation matrix.
- *
- * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
- * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
- * (which is about the X-axis), and the two composite transforms
- * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
- * from the arbitrary axis to the X-axis then back. They are
- * all elementary rotations.
- *
- * Rz' is a rotation about the Z-axis, to bring the axis vector
- * into the x-z plane. Then Ry' is applied, rotating about the
- * Y-axis to bring the axis vector parallel with the X-axis. The
- * rotation about the X-axis is then performed. Ry and Rz are
- * simply the respective inverse transforms to bring the arbitrary
- * axis back to it's original orientation. The first transforms
- * Rz' and Ry' are considered inverses, since the data from the
- * arbitrary axis gives you info on how to get to it, not how
- * to get away from it, and an inverse must be applied.
- *
- * The basic calculation used is to recognize that the arbitrary
- * axis vector (x, y, z), since it is of unit length, actually
- * represents the sines and cosines of the angles to rotate the
- * X-axis to the same orientation, with theta being the angle about
- * Z and phi the angle about Y (in the order described above)
- * as follows:
- *
- * cos ( theta ) = x / sqrt ( 1 - z^2 )
- * sin ( theta ) = y / sqrt ( 1 - z^2 )
- *
- * cos ( phi ) = sqrt ( 1 - z^2 )
- * sin ( phi ) = z
- *
- * Note that cos ( phi ) can further be inserted to the above
- * formulas:
- *
- * cos ( theta ) = x / cos ( phi )
- * sin ( theta ) = y / sin ( phi )
- *
- * ...etc. Because of those relations and the standard trigonometric
- * relations, it is pssible to reduce the transforms down to what
- * is used below. It may be that any primary axis chosen will give the
- * same results (modulo a sign convention) using thie method.
- *
- * Particularly nice is to notice that all divisions that might
- * have caused trouble when parallel to certain planes or
- * axis go away with care paid to reducing the expressions.
- * After checking, it does perform correctly under all cases, since
- * in all the cases of division where the denominator would have
- * been zero, the numerator would have been zero as well, giving
- * the expected result.
- */
- xx = x * x;
- yy = y * y;
- zz = z * z;
- xy = x * y;
- yz = y * z;
- zx = z * x;
- xs = x * s;
- ys = y * s;
- zs = z * s;
- one_c = 1.0F - c;
- /* We already hold the identity-matrix so we can skip some statements */
- M(0,0) = (one_c * xx) + c;
- M(0,1) = (one_c * xy) - zs;
- M(0,2) = (one_c * zx) + ys;
- /* M(0,3) = 0.0F; */
- M(1,0) = (one_c * xy) + zs;
- M(1,1) = (one_c * yy) + c;
- M(1,2) = (one_c * yz) - xs;
- /* M(1,3) = 0.0F; */
- M(2,0) = (one_c * zx) - ys;
- M(2,1) = (one_c * yz) + xs;
- M(2,2) = (one_c * zz) + c;
- /* M(2,3) = 0.0F; */
- /*
- M(3,0) = 0.0F;
- M(3,1) = 0.0F;
- M(3,2) = 0.0F;
- M(3,3) = 1.0F;
- */
- }
- #undef M
- matrix_multf( mat, m, MAT_FLAG_ROTATION );
- }