windows-nt/Source/XPSP1/NT/multimedia/opengl/test/demos/viewer/math.c

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/******************************Module*Header*******************************\
* Module Name: math.c
*
* Useful math routines.
*
* Created: 14-Mar-1995 22:35:54
* Author: Gilman Wong [gilmanw]
*
* Copyright (c) 1995 Microsoft Corporation
*
\**************************************************************************/
#include <windows.h>
#include <math.h>
#include <gl/gl.h>
#include "global.h"
/******************************Public*Routine******************************\
* calcNorm
*
* Compute the normal vector for the given three vertices. Assume CCW
* ordering.
*
* History:
* 14-Mar-1995 -by- Gilman Wong [gilmanw]
* Taken from Otto's screen saver code.
\**************************************************************************/
void calcNorm(GLfloat *norm, GLfloat *p1, GLfloat *p2, GLfloat *p3)
{
GLfloat crossX, crossY, crossZ;
GLfloat abX, abY, abZ;
GLfloat acX, acY, acZ;
GLfloat sqrLength;
GLfloat invLength;
if (!norm || !p1 || !p2 || !p3)
{
LBprintf("calcNorm: bad array (0x%lx, 0x%lx, 0x%lx, 0x%lx)",
norm, p1, p2, p3);
return;
}
abX = p2[0] - p1[0]; // calculate p2 - p1
abY = p2[1] - p1[1];
abZ = p2[2] - p1[2];
acX = p3[0] - p1[0]; // calculate p3 - p1
acY = p3[1] - p1[1];
acZ = p3[2] - p1[2];
crossX = (abY * acZ) - (abZ * acY); // get cross product
crossY = (abZ * acX) - (abX * acZ); // (p2 - p1) X (p3 - p1)
crossZ = (abX * acY) - (abY * acX);
sqrLength = (crossX * crossX) + (crossY * crossY) +
(crossZ * crossZ);
if (sqrLength > ZERO_EPS)
invLength = (float) (1.0 / sqrt(sqrLength));
else
invLength = 1.0f;
norm[0] = crossX * invLength;
norm[1] = crossY * invLength;
norm[2] = crossZ * invLength;
}