moved code around a bit
[fishladder.git] / vg / vg_m.h
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2
3 // Util
4 // ==================================================================================================================
5
6 #define VG_PIf 3.14159265358979323846264338327950288f
7 #define VG_TAUf 6.28318530717958647692528676655900576f
8
9 // Simple min/max replacements
10 static inline float vg_minf( float a, float b )
11 {
12 return a < b? a: b;
13 }
14
15 static inline float vg_maxf( float a, float b )
16 {
17 return a > b? a: b;
18 }
19
20 static inline float vg_clampf( float a, float min, float max )
21 {
22 return vg_minf( max, vg_maxf( a, min ) );
23 }
24
25 #define VG_MIN( A, B ) ((A)<(B)?(A):(B))
26 #define VG_MAX( A, B ) ((A)>(B)?(A):(B))
27
28 // Hopefully deprecate this!!
29 static inline int vg_min( int a, int b )
30 {
31 return a < b? a: b;
32 }
33
34 static inline int vg_max( int a, int b )
35 {
36 return a > b? a: b;
37 }
38
39 // Convert degrees to radians
40 static inline float vg_rad( float deg )
41 {
42 return deg * VG_PIf / 180.0f;
43 }
44
45 // Vector 2
46 // ==================================================================================================================
47
48 static inline void v2_copy( v2f a, v2f b )
49 {
50 b[0] = a[0]; b[1] = a[1];
51 }
52
53 static inline void v2i_copy( v2i a, v2i b )
54 {
55 b[0] = a[0]; b[1] = a[1];
56 }
57
58 static inline int v2i_eq( v2i a, v2i b )
59 {
60 return ((a[0] == b[0]) && (a[1] == b[1]));
61 }
62
63 static inline void v2i_add( v2i a, v2i b, v2i d )
64 {
65 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
66 }
67
68 static inline void v2i_sub( v2i a, v2i b, v2i d )
69 {
70 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
71 }
72
73 static inline void v2_minv( v2f a, v2f b, v2f dest )
74 {
75 dest[0] = vg_minf(a[0], b[0]);
76 dest[1] = vg_minf(a[1], b[1]);
77 }
78
79 static inline void v2_maxv( v2f a, v2f b, v2f dest )
80 {
81 dest[0] = vg_maxf(a[0], b[0]);
82 dest[1] = vg_maxf(a[1], b[1]);
83 }
84
85 static inline void v2_sub( v2f a, v2f b, v2f d )
86 {
87 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
88 }
89
90 static inline float v2_cross( v2f a, v2f b )
91 {
92 return a[0] * b[1] - a[1] * b[0];
93 }
94
95 static inline void v2_add( v2f a, v2f b, v2f d )
96 {
97 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
98 }
99
100 static inline void v2_muls( v2f a, float s, v2f d )
101 {
102 d[0] = a[0]*s; d[1] = a[1]*s;
103 }
104
105 static inline void v2_divs( v2f a, float s, v2f d )
106 {
107 d[0] = a[0]/s; d[1] = a[1]/s;
108 }
109
110
111 static inline void v2_mul( v2f a, v2f b, v2f d )
112 {
113 d[0] = a[0]*b[0]; d[1] = a[1]*b[1];
114 }
115
116 static inline void v2_div( v2f a, v2f b, v2f d )
117 {
118 d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
119 }
120
121 static inline void v2_muladds( v2f a, v2f b, float s, v2f d )
122 {
123 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s;
124 }
125
126 static inline float v2_length2( v2f a )
127 {
128 return a[0]*a[0] + a[1]*a[1];
129 }
130
131 static inline float v2_length( v2f a )
132 {
133 return sqrtf( v2_length2( a ) );
134 }
135
136 static inline float v2_dist2( v2f a, v2f b )
137 {
138 v2f delta;
139 v2_sub( a, b, delta );
140 return v2_length2( delta );
141 }
142
143 static inline float v2_dist( v2f a, v2f b )
144 {
145 return sqrtf( v2_dist2( a, b ) );
146 }
147
148 // Vector 3
149 // ==================================================================================================================
150
151 static inline void v3_zero( v3f a )
152 {
153 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
154 }
155
156 static inline void v3_copy( v3f a, v3f b )
157 {
158 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
159 }
160
161 static inline void v3_add( v3f a, v3f b, v3f d )
162 {
163 d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; d[2] = a[2]+b[2];
164 }
165
166 static inline void v3_sub( v3f a, v3f b, v3f d )
167 {
168 d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2];
169 }
170
171 static inline void v3_mul( v3f a, v3f b, v3f d )
172 {
173 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
174 }
175
176 static inline void v3_div( v3f a, v3f b, v3f d )
177 {
178 d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2];
179 }
180
181 static inline void v3_muls( v3f a, float s, v3f d )
182 {
183 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
184 }
185
186 static inline void v3_divs( v3f a, float s, v3f d )
187 {
188 d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
189 }
190
191 static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
192 {
193 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
194 }
195
196 static inline float v3_dot( v3f a, v3f b )
197 {
198 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
199 }
200
201 static inline void v3_cross( v3f a, v3f b, v3f d )
202 {
203 d[0] = a[1] * b[2] - a[2] * b[1];
204 d[1] = a[2] * b[0] - a[0] * b[2];
205 d[2] = a[0] * b[1] - a[1] * b[0];
206 }
207
208 static inline float v3_length2( v3f a )
209 {
210 return v3_dot( a, a );
211 }
212
213 static inline float v3_length( v3f a )
214 {
215 return sqrtf( v3_length2( a ) );
216 }
217
218 static inline float v3_dist2( v3f a, v3f b )
219 {
220 v3f delta;
221 v3_sub( a, b, delta );
222 return v3_length2( delta );
223 }
224
225 static inline float v3_dist( v3f a, v3f b )
226 {
227 return sqrtf( v3_dist2( a, b ) );
228 }
229
230 static inline void v3_normalize( v3f a )
231 {
232 v3_muls( a, 1.f / v3_length( a ), a );
233 }
234
235 static inline float vg_lerpf( float a, float b, float t )
236 {
237 return a + t*(b-a);
238 }
239
240 static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
241 {
242 d[0] = a[0] + t*(b[0]-a[0]);
243 d[1] = a[1] + t*(b[1]-a[1]);
244 d[2] = a[2] + t*(b[2]-a[2]);
245 }
246
247 static inline void v3_minv( v3f a, v3f b, v3f dest )
248 {
249 dest[0] = vg_minf(a[0], b[0]);
250 dest[1] = vg_minf(a[1], b[1]);
251 dest[2] = vg_minf(a[2], b[2]);
252 }
253
254 static inline void v3_maxv( v3f a, v3f b, v3f dest )
255 {
256 dest[0] = vg_maxf(a[0], b[0]);
257 dest[1] = vg_maxf(a[1], b[1]);
258 dest[2] = vg_maxf(a[2], b[2]);
259 }
260
261 static inline float v3_minf( v3f a )
262 {
263 return vg_minf( vg_minf( a[0], a[1] ), a[2] );
264 }
265
266 static inline float v3_maxf( v3f a )
267 {
268 return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
269 }
270
271 static inline void v3_fill( v3f a, float v )
272 {
273 a[0] = v;
274 a[1] = v;
275 a[2] = v;
276 }
277
278 // Vector 4
279 // ==================================================================================================================
280
281 static inline void v4_copy( v4f a, v4f b )
282 {
283 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
284 }
285
286 static inline void v4_zero( v4f a )
287 {
288 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
289 }
290
291 // Matrix 2x2
292 // ===========================================================================================================
293
294 #define M2X2_INDENTIY {{1.0f, 0.0f, }, \
295 { 0.0f, 1.0f, }}
296
297 #define M2X2_ZERO {{0.0f, 0.0f, }, \
298 { 0.0f, 0.0f, }}
299
300 static inline void m2x2_copy( m2x2f a, m2x2f b )
301 {
302 v2_copy( a[0], b[0] );
303 v2_copy( a[1], b[1] );
304 }
305
306 static inline void m2x2_identity( m2x2f a )
307 {
308 m2x2f id = M2X2_INDENTIY;
309 m2x2_copy( id, a );
310 }
311
312 static inline void m2x2_create_rotation( m2x2f a, float theta )
313 {
314 float s, c;
315
316 s = sinf( theta );
317 c = cosf( theta );
318
319 a[0][0] = c;
320 a[0][1] = -s;
321 a[1][0] = s;
322 a[1][1] = c;
323 }
324
325 // Matrix 3x3
326 //======================================================================================================
327
328 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
329 { 0.0f, 1.0f, 0.0f, },\
330 { 0.0f, 0.0f, 1.0f, }}
331
332 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
333 { 0.0f, 0.0f, 0.0f, },\
334 { 0.0f, 0.0f, 0.0f, }}
335
336
337 static inline void m3x3_copy( m3x3f a, m3x3f b )
338 {
339 v3_copy( a[0], b[0] );
340 v3_copy( a[1], b[1] );
341 v3_copy( a[2], b[2] );
342 }
343
344 static inline void m3x3_identity( m3x3f a )
345 {
346 m3x3f id = M3X3_IDENTITY;
347 m3x3_copy( id, a );
348 }
349
350 static inline void m3x3_zero( m3x3f a )
351 {
352 m3x3f z = M3X3_ZERO;
353 m3x3_copy( z, a );
354 }
355
356 static inline void m3x3_inv( m3x3f src, m3x3f dest )
357 {
358 float a = src[0][0], b = src[0][1], c = src[0][2],
359 d = src[1][0], e = src[1][1], f = src[1][2],
360 g = src[2][0], h = src[2][1], i = src[2][2];
361
362 float det = 1.f /
363 (+a*(e*i-h*f)
364 -b*(d*i-f*g)
365 +c*(d*h-e*g));
366
367 dest[0][0] = (e*i-h*f)*det;
368 dest[0][1] = -(b*i-c*h)*det;
369 dest[0][2] = (b*f-c*e)*det;
370 dest[1][0] = -(d*i-f*g)*det;
371 dest[1][1] = (a*i-c*g)*det;
372 dest[1][2] = -(a*f-d*c)*det;
373 dest[2][0] = (d*h-g*e)*det;
374 dest[2][1] = -(a*h-g*b)*det;
375 dest[2][2] = (a*e-d*b)*det;
376 }
377
378 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
379 {
380 float a = src[0][0], b = src[0][1], c = src[0][2],
381 d = src[1][0], e = src[1][1], f = src[1][2],
382 g = src[2][0], h = src[2][1], i = src[2][2];
383
384 dest[0][0] = a;
385 dest[0][1] = d;
386 dest[0][2] = g;
387 dest[1][0] = b;
388 dest[1][1] = e;
389 dest[1][2] = h;
390 dest[2][0] = c;
391 dest[2][1] = f;
392 dest[2][2] = i;
393 }
394
395 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
396 {
397 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
398 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
399 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
400
401 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
402 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
403 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
404
405 d[0][0] = a00*b00 + a10*b01 + a20*b02;
406 d[0][1] = a01*b00 + a11*b01 + a21*b02;
407 d[0][2] = a02*b00 + a12*b01 + a22*b02;
408 d[1][0] = a00*b10 + a10*b11 + a20*b12;
409 d[1][1] = a01*b10 + a11*b11 + a21*b12;
410 d[1][2] = a02*b10 + a12*b11 + a22*b12;
411 d[2][0] = a00*b20 + a10*b21 + a20*b22;
412 d[2][1] = a01*b20 + a11*b21 + a21*b22;
413 d[2][2] = a02*b20 + a12*b21 + a22*b22;
414 }
415
416 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
417 {
418 v3f res;
419
420 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
421 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
422 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
423
424 v3_copy( res, d );
425 }
426
427 static inline void m3x3_projection( m3x3f dst, float const left, float const right, float const bottom, float const top )
428 {
429 float rl, tb;
430
431 m3x3_zero( dst );
432
433 rl = 1.0f / (right - left);
434 tb = 1.0f / (top - bottom);
435
436 dst[0][0] = 2.0f * rl;
437 dst[1][1] = 2.0f * tb;
438 dst[2][2] = 1.0f;
439 }
440
441 static inline void m3x3_translate( m3x3f m, v3f v )
442 {
443 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
444 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
445 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
446 }
447
448 static inline void m3x3_scale( m3x3f m, v3f v )
449 {
450 m[0][0] = m[0][0] * v[0];
451 m[0][1] = m[0][1] * v[0];
452 m[0][2] = m[0][2] * v[0];
453
454 m[1][0] = m[1][0] * v[1];
455 m[1][1] = m[1][1] * v[1];
456 m[1][2] = m[1][2] * v[1];
457 }
458
459 static inline void m3x3_rotate( m3x3f m, float angle )
460 {
461 float m00 = m[0][0], m10 = m[1][0],
462 m01 = m[0][1], m11 = m[1][1],
463 m02 = m[0][2], m12 = m[1][2];
464 float c, s;
465
466 s = sinf( angle );
467 c = cosf( angle );
468
469 m[0][0] = m00 * c + m10 * s;
470 m[0][1] = m01 * c + m11 * s;
471 m[0][2] = m02 * c + m12 * s;
472
473 m[1][0] = m00 * -s + m10 * c;
474 m[1][1] = m01 * -s + m11 * c;
475 m[1][2] = m02 * -s + m12 * c;
476 }
477
478 // Matrix 4x3
479 // ==================================================================================================================
480
481 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
482 { 0.0f, 1.0f, 0.0f, },\
483 { 0.0f, 0.0f, 1.0f, },\
484 { 0.0f, 0.0f, 0.0f }}
485
486 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
487 {
488 v3_copy( a[0], b[0] );
489 v3_copy( a[1], b[1] );
490 v3_copy( a[2], b[2] );
491 }
492
493 static inline void m4x3_copy( m4x3f a, m4x3f b )
494 {
495 v3_copy( a[0], b[0] );
496 v3_copy( a[1], b[1] );
497 v3_copy( a[2], b[2] );
498 v3_copy( a[3], b[3] );
499 }
500
501 static inline void m4x3_identity( m4x3f a )
502 {
503 m4x3f id = M4X3_IDENTITY;
504 m4x3_copy( id, a );
505 }
506
507 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
508 {
509 float
510 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
511 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
512 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
513 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
514 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
515 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
516 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
517 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
518
519 d[0][0] = a00*b00 + a10*b01 + a20*b02;
520 d[0][1] = a01*b00 + a11*b01 + a21*b02;
521 d[0][2] = a02*b00 + a12*b01 + a22*b02;
522 d[1][0] = a00*b10 + a10*b11 + a20*b12;
523 d[1][1] = a01*b10 + a11*b11 + a21*b12;
524 d[1][2] = a02*b10 + a12*b11 + a22*b12;
525 d[2][0] = a00*b20 + a10*b21 + a20*b22;
526 d[2][1] = a01*b20 + a11*b21 + a21*b22;
527 d[2][2] = a02*b20 + a12*b21 + a22*b22;
528 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
529 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
530 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
531 }
532
533 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
534 {
535 v3f res;
536
537 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
538 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
539 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
540
541 v3_copy( res, d );
542 }
543
544 // Affine transforms
545 // ====================================================================================================================
546
547 static inline void m4x3_translate( m4x3f m, v3f v )
548 {
549 v3_muladds( m[3], m[0], v[0], m[3] );
550 v3_muladds( m[3], m[1], v[1], m[3] );
551 v3_muladds( m[3], m[2], v[2], m[3] );
552 }
553
554 static inline void m4x3_scale( m4x3f m, float s )
555 {
556 v3_muls( m[0], s, m[0] );
557 v3_muls( m[1], s, m[1] );
558 v3_muls( m[2], s, m[2] );
559 }
560
561 static inline void m4x3_rotate_x( m4x3f m, float angle )
562 {
563 m4x3f t = M4X3_IDENTITY;
564 float c, s;
565
566 c = cosf( angle );
567 s = sinf( angle );
568
569 t[1][1] = c;
570 t[1][2] = s;
571 t[2][1] = -s;
572 t[2][2] = c;
573
574 m4x3_mul( m, t, m );
575 }
576
577 static inline void m4x3_rotate_y( m4x3f m, float angle )
578 {
579 m4x3f t = M4X3_IDENTITY;
580 float c, s;
581
582 c = cosf( angle );
583 s = sinf( angle );
584
585 t[0][0] = c;
586 t[0][2] = -s;
587 t[2][0] = s;
588 t[2][2] = c;
589
590 m4x3_mul( m, t, m );
591 }
592
593 static inline void m4x3_rotate_z( m4x3f m, float angle )
594 {
595 m4x3f t = M4X3_IDENTITY;
596 float c, s;
597
598 c = cosf( angle );
599 s = sinf( angle );
600
601 t[0][0] = c;
602 t[0][1] = s;
603 t[1][0] = -s;
604 t[1][1] = c;
605
606 m4x3_mul( m, t, m );
607 }
608
609 // Warning: These functions are unoptimized..
610 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
611 {
612 v3f v;
613 m4x3_mulv( m, point, v );
614
615 v3_minv( box[0], v, box[0] );
616 v3_maxv( box[1], v, box[1] );
617 }
618
619 static inline void box_concat( boxf a, boxf b )
620 {
621 v3_minv( a[0], b[0], a[0] );
622 v3_maxv( a[1], b[1], a[1] );
623 }
624
625 static inline void box_copy( boxf a, boxf b )
626 {
627 v3_copy( a[0], b[0] );
628 v3_copy( a[1], b[1] );
629 }
630
631 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
632 {
633 v3f a; v3f b;
634
635 v3_copy( box[0], a );
636 v3_copy( box[1], b );
637 v3_fill( box[0], INFINITY );
638 v3_fill( box[1], -INFINITY );
639
640 m4x3_expand_aabb_point( m, box, a );
641 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
642 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
643 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
644 m4x3_expand_aabb_point( m, box, b );
645 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
646 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
647 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
648 }
649
650 // Planes (double precision)
651 // ==================================================================================================================
652
653 static inline void tri_to_plane( double a[3], double b[3], double c[3], double p[4] )
654 {
655 double edge0[3];
656 double edge1[3];
657 double l;
658
659 edge0[0] = b[0] - a[0];
660 edge0[1] = b[1] - a[1];
661 edge0[2] = b[2] - a[2];
662
663 edge1[0] = c[0] - a[0];
664 edge1[1] = c[1] - a[1];
665 edge1[2] = c[2] - a[2];
666
667 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
668 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
669 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
670
671 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
672 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
673
674 p[0] = p[0] / l;
675 p[1] = p[1] / l;
676 p[2] = p[2] / l;
677 }
678
679 static inline int plane_intersect( double a[4], double b[4], double c[4], double p[4] )
680 {
681 double const epsilon = 1e-8f;
682
683 double x[3];
684 double d;
685
686 x[0] = a[1] * b[2] - a[2] * b[1];
687 x[1] = a[2] * b[0] - a[0] * b[2];
688 x[2] = a[0] * b[1] - a[1] * b[0];
689
690 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
691
692 if( d < epsilon && d > -epsilon ) return 0;
693
694 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
695 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
696 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
697
698 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
699 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
700 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
701
702 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
703 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
704 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
705
706 p[0] = -p[0] / d;
707 p[1] = -p[1] / d;
708 p[2] = -p[2] / d;
709
710 return 1;
711 }
712
713 static inline double plane_polarity( double p[4], double a[3] )
714 {
715 return
716 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
717 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
718 ;
719 }