commit 36496ad126c96d19989ff13a65b9b2d4fc21d58a
parent 41b72f95c1a566ac7009cb037af9877f6f1d1502
Author: Daniel Barlow <dan@telent.net>
Date: Thu, 7 Jul 2022 11:58:40 +0100
pointer focus needs to account for view transform matrix
Diffstat:
2 files changed, 1362 insertions(+), 1 deletion(-)
diff --git a/kiwmi/include/vvector.h b/kiwmi/include/vvector.h
@@ -0,0 +1,1342 @@
+/* taken from
+ https://github.com/markkilgard/glut/blob/master/lib/gle/vvector.h
+*/
+
+/*
+ * vvector.h
+ *
+ * FUNCTION:
+ * This file contains a number of utilities useful for handling
+ * 3D vectors
+ *
+ * HISTORY:
+ * Written by Linas Vepstas, August 1991
+ * Added 2D code, March 1993
+ * Added Outer products, C++ proofed, Linas Vepstas October 1993
+ */
+
+#ifndef __GUTIL_VECTOR_H__
+#define __GUTIL_VECTOR_H__
+
+#if defined(__cplusplus) || defined(c_plusplus)
+extern "C" {
+#endif
+
+
+#include <math.h>
+ // #include "port.h"
+
+/* ========================================================== */
+/* Zero out a 2D vector */
+
+#define VEC_ZERO_2(a) \
+{ \
+ (a)[0] = (a)[1] = 0.0; \
+}
+
+/* ========================================================== */
+/* Zero out a 3D vector */
+
+#define VEC_ZERO(a) \
+{ \
+ (a)[0] = (a)[1] = (a)[2] = 0.0; \
+}
+
+/* ========================================================== */
+/* Zero out a 4D vector */
+
+#define VEC_ZERO_4(a) \
+{ \
+ (a)[0] = (a)[1] = (a)[2] = (a)[3] = 0.0; \
+}
+
+/* ========================================================== */
+/* Vector copy */
+
+#define VEC_COPY_2(b,a) \
+{ \
+ (b)[0] = (a)[0]; \
+ (b)[1] = (a)[1]; \
+}
+
+/* ========================================================== */
+/* Copy 3D vector */
+
+#define VEC_COPY(b,a) \
+{ \
+ (b)[0] = (a)[0]; \
+ (b)[1] = (a)[1]; \
+ (b)[2] = (a)[2]; \
+}
+
+/* ========================================================== */
+/* Copy 4D vector */
+
+#define VEC_COPY_4(b,a) \
+{ \
+ (b)[0] = (a)[0]; \
+ (b)[1] = (a)[1]; \
+ (b)[2] = (a)[2]; \
+ (b)[3] = (a)[3]; \
+}
+
+/* ========================================================== */
+/* Vector difference */
+
+#define VEC_DIFF_2(v21,v2,v1) \
+{ \
+ (v21)[0] = (v2)[0] - (v1)[0]; \
+ (v21)[1] = (v2)[1] - (v1)[1]; \
+}
+
+/* ========================================================== */
+/* Vector difference */
+
+#define VEC_DIFF(v21,v2,v1) \
+{ \
+ (v21)[0] = (v2)[0] - (v1)[0]; \
+ (v21)[1] = (v2)[1] - (v1)[1]; \
+ (v21)[2] = (v2)[2] - (v1)[2]; \
+}
+
+/* ========================================================== */
+/* Vector difference */
+
+#define VEC_DIFF_4(v21,v2,v1) \
+{ \
+ (v21)[0] = (v2)[0] - (v1)[0]; \
+ (v21)[1] = (v2)[1] - (v1)[1]; \
+ (v21)[2] = (v2)[2] - (v1)[2]; \
+ (v21)[3] = (v2)[3] - (v1)[3]; \
+}
+
+/* ========================================================== */
+/* Vector sum */
+
+#define VEC_SUM_2(v21,v2,v1) \
+{ \
+ (v21)[0] = (v2)[0] + (v1)[0]; \
+ (v21)[1] = (v2)[1] + (v1)[1]; \
+}
+
+/* ========================================================== */
+/* Vector sum */
+
+#define VEC_SUM(v21,v2,v1) \
+{ \
+ (v21)[0] = (v2)[0] + (v1)[0]; \
+ (v21)[1] = (v2)[1] + (v1)[1]; \
+ (v21)[2] = (v2)[2] + (v1)[2]; \
+}
+
+/* ========================================================== */
+/* Vector sum */
+
+#define VEC_SUM_4(v21,v2,v1) \
+{ \
+ (v21)[0] = (v2)[0] + (v1)[0]; \
+ (v21)[1] = (v2)[1] + (v1)[1]; \
+ (v21)[2] = (v2)[2] + (v1)[2]; \
+ (v21)[3] = (v2)[3] + (v1)[3]; \
+}
+
+/* ========================================================== */
+/* scalar times vector */
+
+#define VEC_SCALE_2(c,a,b) \
+{ \
+ (c)[0] = (a)*(b)[0]; \
+ (c)[1] = (a)*(b)[1]; \
+}
+
+/* ========================================================== */
+/* scalar times vector */
+
+#define VEC_SCALE(c,a,b) \
+{ \
+ (c)[0] = (a)*(b)[0]; \
+ (c)[1] = (a)*(b)[1]; \
+ (c)[2] = (a)*(b)[2]; \
+}
+
+/* ========================================================== */
+/* scalar times vector */
+
+#define VEC_SCALE_4(c,a,b) \
+{ \
+ (c)[0] = (a)*(b)[0]; \
+ (c)[1] = (a)*(b)[1]; \
+ (c)[2] = (a)*(b)[2]; \
+ (c)[3] = (a)*(b)[3]; \
+}
+
+/* ========================================================== */
+/* accumulate scaled vector */
+
+#define VEC_ACCUM_2(c,a,b) \
+{ \
+ (c)[0] += (a)*(b)[0]; \
+ (c)[1] += (a)*(b)[1]; \
+}
+
+/* ========================================================== */
+/* accumulate scaled vector */
+
+#define VEC_ACCUM(c,a,b) \
+{ \
+ (c)[0] += (a)*(b)[0]; \
+ (c)[1] += (a)*(b)[1]; \
+ (c)[2] += (a)*(b)[2]; \
+}
+
+/* ========================================================== */
+/* accumulate scaled vector */
+
+#define VEC_ACCUM_4(c,a,b) \
+{ \
+ (c)[0] += (a)*(b)[0]; \
+ (c)[1] += (a)*(b)[1]; \
+ (c)[2] += (a)*(b)[2]; \
+ (c)[3] += (a)*(b)[3]; \
+}
+
+/* ========================================================== */
+/* Vector dot product */
+
+#define VEC_DOT_PRODUCT_2(c,a,b) \
+{ \
+ c = (a)[0]*(b)[0] + (a)[1]*(b)[1]; \
+}
+
+/* ========================================================== */
+/* Vector dot product */
+
+#define VEC_DOT_PRODUCT(c,a,b) \
+{ \
+ c = (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2]; \
+}
+
+/* ========================================================== */
+/* Vector dot product */
+
+#define VEC_DOT_PRODUCT_4(c,a,b) \
+{ \
+ c = (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3] ; \
+}
+
+/* ========================================================== */
+/* vector impact parameter (squared) */
+
+#define VEC_IMPACT_SQ(bsq,direction,position) \
+{ \
+ gleDouble len, llel; \
+ VEC_DOT_PRODUCT (len, position, position); \
+ VEC_DOT_PRODUCT (llel, direction, position); \
+ bsq = len - llel*llel; \
+}
+
+/* ========================================================== */
+/* vector impact parameter */
+
+#define VEC_IMPACT(bsq,direction,position) \
+{ \
+ VEC_IMPACT_SQ(bsq,direction,position); \
+ bsq = sqrt (bsq); \
+}
+
+/* ========================================================== */
+/* Vector length */
+
+#define VEC_LENGTH_2(len,a) \
+{ \
+ len = a[0]*a[0] + a[1]*a[1]; \
+ len = sqrt (len); \
+}
+
+/* ========================================================== */
+/* Vector length */
+
+#define VEC_LENGTH(len,a) \
+{ \
+ len = (a)[0]*(a)[0] + (a)[1]*(a)[1]; \
+ len += (a)[2]*(a)[2]; \
+ len = sqrt (len); \
+}
+
+/* ========================================================== */
+/* Vector length */
+
+#define VEC_LENGTH_4(len,a) \
+{ \
+ len = (a)[0]*(a)[0] + (a)[1]*(a)[1]; \
+ len += (a)[2]*(a)[2]; \
+ len += (a)[3] * (a)[3]; \
+ len = sqrt (len); \
+}
+
+/* ========================================================== */
+/* distance between two points */
+
+#define VEC_DISTANCE(len,va,vb) \
+{ \
+ gleDouble tmp[4]; \
+ VEC_DIFF (tmp, vb, va); \
+ VEC_LENGTH (len, tmp); \
+}
+
+/* ========================================================== */
+/* Vector length */
+
+#define VEC_CONJUGATE_LENGTH(len,a) \
+{ \
+ len = 1.0 - a[0]*a[0] - a[1]*a[1] - a[2]*a[2];\
+ len = sqrt (len); \
+}
+
+/* ========================================================== */
+/* Vector length */
+
+#define VEC_NORMALIZE(a) \
+{ \
+ double len; \
+ VEC_LENGTH (len,a); \
+ if (len != 0.0) { \
+ len = 1.0 / len; \
+ a[0] *= len; \
+ a[1] *= len; \
+ a[2] *= len; \
+ } \
+}
+
+/* ========================================================== */
+/* Vector length */
+
+#define VEC_RENORMALIZE(a,newlen) \
+{ \
+ double len; \
+ VEC_LENGTH (len,a); \
+ if (len != 0.0) { \
+ len = newlen / len; \
+ a[0] *= len; \
+ a[1] *= len; \
+ a[2] *= len; \
+ } \
+}
+
+/* ========================================================== */
+/* 3D Vector cross product yeilding vector */
+
+#define VEC_CROSS_PRODUCT(c,a,b) \
+{ \
+ c[0] = (a)[1] * (b)[2] - (a)[2] * (b)[1]; \
+ c[1] = (a)[2] * (b)[0] - (a)[0] * (b)[2]; \
+ c[2] = (a)[0] * (b)[1] - (a)[1] * (b)[0]; \
+}
+
+/* ========================================================== */
+/* Vector perp -- assumes that n is of unit length
+ * accepts vector v, subtracts out any component parallel to n */
+
+#define VEC_PERP(vp,v,n) \
+{ \
+ double dot; \
+ \
+ VEC_DOT_PRODUCT (dot, v, n); \
+ vp[0] = (v)[0] - (dot) * (n)[0]; \
+ vp[1] = (v)[1] - (dot) * (n)[1]; \
+ vp[2] = (v)[2] - (dot) * (n)[2]; \
+}
+
+/* ========================================================== */
+/* Vector parallel -- assumes that n is of unit length
+ * accepts vector v, subtracts out any component perpendicular to n */
+
+#define VEC_PARALLEL(vp,v,n) \
+{ \
+ double dot; \
+ \
+ VEC_DOT_PRODUCT (dot, v, n); \
+ vp[0] = (dot) * (n)[0]; \
+ vp[1] = (dot) * (n)[1]; \
+ vp[2] = (dot) * (n)[2]; \
+}
+
+/* ========================================================== */
+/* Vector reflection -- assumes n is of unit length */
+/* Takes vector v, reflects it against reflector n, and returns vr */
+
+#define VEC_REFLECT(vr,v,n) \
+{ \
+ double dot; \
+ \
+ VEC_DOT_PRODUCT (dot, v, n); \
+ vr[0] = (v)[0] - 2.0 * (dot) * (n)[0]; \
+ vr[1] = (v)[1] - 2.0 * (dot) * (n)[1]; \
+ vr[2] = (v)[2] - 2.0 * (dot) * (n)[2]; \
+}
+
+/* ========================================================== */
+/* Vector blending */
+/* Takes two vectors a, b, blends them together */
+
+#define VEC_BLEND(vr,sa,a,sb,b) \
+{ \
+ \
+ vr[0] = (sa) * (a)[0] + (sb) * (b)[0]; \
+ vr[1] = (sa) * (a)[1] + (sb) * (b)[1]; \
+ vr[2] = (sa) * (a)[2] + (sb) * (b)[2]; \
+}
+
+/* ========================================================== */
+/* Vector print */
+
+#define VEC_PRINT_2(a) \
+{ \
+ double len; \
+ VEC_LENGTH_2 (len, a); \
+ printf (" a is %f %f length of a is %f \n", a[0], a[1], len); \
+}
+
+/* ========================================================== */
+/* Vector print */
+
+#define VEC_PRINT(a) \
+{ \
+ double len; \
+ VEC_LENGTH (len, (a)); \
+ printf (" a is %f %f %f length of a is %f \n", (a)[0], (a)[1], (a)[2], len); \
+}
+
+/* ========================================================== */
+/* Vector print */
+
+#define VEC_PRINT_4(a) \
+{ \
+ double len; \
+ VEC_LENGTH_4 (len, (a)); \
+ printf (" a is %f %f %f %f length of a is %f \n", \
+ (a)[0], (a)[1], (a)[2], (a)[3], len); \
+}
+
+/* ========================================================== */
+/* print matrix */
+
+#define MAT_PRINT_4X4(mmm) { \
+ int i,j; \
+ printf ("matrix mmm is \n"); \
+ if (mmm == NULL) { \
+ printf (" Null \n"); \
+ } else { \
+ for (i=0; i<4; i++) { \
+ for (j=0; j<4; j++) { \
+ printf ("%f ", mmm[i][j]); \
+ } \
+ printf (" \n"); \
+ } \
+ } \
+}
+
+/* ========================================================== */
+/* print matrix */
+
+#define MAT_PRINT_3X3(mmm) { \
+ int i,j; \
+ printf ("matrix mmm is \n"); \
+ if (mmm == NULL) { \
+ printf (" Null \n"); \
+ } else { \
+ for (i=0; i<3; i++) { \
+ for (j=0; j<3; j++) { \
+ printf ("%f ", mmm[i][j]); \
+ } \
+ printf (" \n"); \
+ } \
+ } \
+}
+
+/* ========================================================== */
+/* print matrix */
+
+#define MAT_PRINT_2X3(mmm) { \
+ int i,j; \
+ printf ("matrix mmm is \n"); \
+ if (mmm == NULL) { \
+ printf (" Null \n"); \
+ } else { \
+ for (i=0; i<2; i++) { \
+ for (j=0; j<3; j++) { \
+ printf ("%f ", mmm[i][j]); \
+ } \
+ printf (" \n"); \
+ } \
+ } \
+}
+
+/* ========================================================== */
+/* initialize matrix */
+
+#define IDENTIFY_MATRIX_3X3(m) \
+{ \
+ m[0][0] = 1.0; \
+ m[0][1] = 0.0; \
+ m[0][2] = 0.0; \
+ \
+ m[1][0] = 0.0; \
+ m[1][1] = 1.0; \
+ m[1][2] = 0.0; \
+ \
+ m[2][0] = 0.0; \
+ m[2][1] = 0.0; \
+ m[2][2] = 1.0; \
+}
+
+/* ========================================================== */
+/* initialize matrix */
+
+#define IDENTIFY_MATRIX_4X4(m) \
+{ \
+ m[0][0] = 1.0; \
+ m[0][1] = 0.0; \
+ m[0][2] = 0.0; \
+ m[0][3] = 0.0; \
+ \
+ m[1][0] = 0.0; \
+ m[1][1] = 1.0; \
+ m[1][2] = 0.0; \
+ m[1][3] = 0.0; \
+ \
+ m[2][0] = 0.0; \
+ m[2][1] = 0.0; \
+ m[2][2] = 1.0; \
+ m[2][3] = 0.0; \
+ \
+ m[3][0] = 0.0; \
+ m[3][1] = 0.0; \
+ m[3][2] = 0.0; \
+ m[3][3] = 1.0; \
+}
+
+/* ========================================================== */
+/* matrix copy */
+
+#define COPY_MATRIX_2X2(b,a) \
+{ \
+ b[0][0] = a[0][0]; \
+ b[0][1] = a[0][1]; \
+ \
+ b[1][0] = a[1][0]; \
+ b[1][1] = a[1][1]; \
+ \
+}
+
+/* ========================================================== */
+/* matrix copy */
+
+#define COPY_MATRIX_2X3(b,a) \
+{ \
+ b[0][0] = a[0][0]; \
+ b[0][1] = a[0][1]; \
+ b[0][2] = a[0][2]; \
+ \
+ b[1][0] = a[1][0]; \
+ b[1][1] = a[1][1]; \
+ b[1][2] = a[1][2]; \
+}
+
+/* ========================================================== */
+/* matrix copy */
+
+#define COPY_MATRIX_3X3(b,a) \
+{ \
+ b[0][0] = a[0][0]; \
+ b[0][1] = a[0][1]; \
+ b[0][2] = a[0][2]; \
+ \
+ b[1][0] = a[1][0]; \
+ b[1][1] = a[1][1]; \
+ b[1][2] = a[1][2]; \
+ \
+ b[2][0] = a[2][0]; \
+ b[2][1] = a[2][1]; \
+ b[2][2] = a[2][2]; \
+}
+
+/* ========================================================== */
+/* matrix copy */
+
+#define COPY_MATRIX_4X4(b,a) \
+{ \
+ b[0][0] = a[0][0]; \
+ b[0][1] = a[0][1]; \
+ b[0][2] = a[0][2]; \
+ b[0][3] = a[0][3]; \
+ \
+ b[1][0] = a[1][0]; \
+ b[1][1] = a[1][1]; \
+ b[1][2] = a[1][2]; \
+ b[1][3] = a[1][3]; \
+ \
+ b[2][0] = a[2][0]; \
+ b[2][1] = a[2][1]; \
+ b[2][2] = a[2][2]; \
+ b[2][3] = a[2][3]; \
+ \
+ b[3][0] = a[3][0]; \
+ b[3][1] = a[3][1]; \
+ b[3][2] = a[3][2]; \
+ b[3][3] = a[3][3]; \
+}
+
+/* ========================================================== */
+/* matrix transpose */
+
+#define TRANSPOSE_MATRIX_2X2(b,a) \
+{ \
+ b[0][0] = a[0][0]; \
+ b[0][1] = a[1][0]; \
+ \
+ b[1][0] = a[0][1]; \
+ b[1][1] = a[1][1]; \
+}
+
+/* ========================================================== */
+/* matrix transpose */
+
+#define TRANSPOSE_MATRIX_3X3(b,a) \
+{ \
+ b[0][0] = a[0][0]; \
+ b[0][1] = a[1][0]; \
+ b[0][2] = a[2][0]; \
+ \
+ b[1][0] = a[0][1]; \
+ b[1][1] = a[1][1]; \
+ b[1][2] = a[2][1]; \
+ \
+ b[2][0] = a[0][2]; \
+ b[2][1] = a[1][2]; \
+ b[2][2] = a[2][2]; \
+}
+
+/* ========================================================== */
+/* matrix transpose */
+
+#define TRANSPOSE_MATRIX_4X4(b,a) \
+{ \
+ b[0][0] = a[0][0]; \
+ b[0][1] = a[1][0]; \
+ b[0][2] = a[2][0]; \
+ b[0][3] = a[3][0]; \
+ \
+ b[1][0] = a[0][1]; \
+ b[1][1] = a[1][1]; \
+ b[1][2] = a[2][1]; \
+ b[1][3] = a[3][1]; \
+ \
+ b[2][0] = a[0][2]; \
+ b[2][1] = a[1][2]; \
+ b[2][2] = a[2][2]; \
+ b[2][3] = a[3][2]; \
+ \
+ b[3][0] = a[0][3]; \
+ b[3][1] = a[1][3]; \
+ b[3][2] = a[2][3]; \
+ b[3][3] = a[3][3]; \
+}
+
+/* ========================================================== */
+/* multiply matrix by scalar */
+
+#define SCALE_MATRIX_2X2(b,s,a) \
+{ \
+ b[0][0] = (s) * a[0][0]; \
+ b[0][1] = (s) * a[0][1]; \
+ \
+ b[1][0] = (s) * a[1][0]; \
+ b[1][1] = (s) * a[1][1]; \
+}
+
+/* ========================================================== */
+/* multiply matrix by scalar */
+
+#define SCALE_MATRIX_3X3(b,s,a) \
+{ \
+ b[0][0] = (s) * a[0][0]; \
+ b[0][1] = (s) * a[0][1]; \
+ b[0][2] = (s) * a[0][2]; \
+ \
+ b[1][0] = (s) * a[1][0]; \
+ b[1][1] = (s) * a[1][1]; \
+ b[1][2] = (s) * a[1][2]; \
+ \
+ b[2][0] = (s) * a[2][0]; \
+ b[2][1] = (s) * a[2][1]; \
+ b[2][2] = (s) * a[2][2]; \
+}
+
+/* ========================================================== */
+/* multiply matrix by scalar */
+
+#define SCALE_MATRIX_4X4(b,s,a) \
+{ \
+ b[0][0] = (s) * a[0][0]; \
+ b[0][1] = (s) * a[0][1]; \
+ b[0][2] = (s) * a[0][2]; \
+ b[0][3] = (s) * a[0][3]; \
+ \
+ b[1][0] = (s) * a[1][0]; \
+ b[1][1] = (s) * a[1][1]; \
+ b[1][2] = (s) * a[1][2]; \
+ b[1][3] = (s) * a[1][3]; \
+ \
+ b[2][0] = (s) * a[2][0]; \
+ b[2][1] = (s) * a[2][1]; \
+ b[2][2] = (s) * a[2][2]; \
+ b[2][3] = (s) * a[2][3]; \
+ \
+ b[3][0] = s * a[3][0]; \
+ b[3][1] = s * a[3][1]; \
+ b[3][2] = s * a[3][2]; \
+ b[3][3] = s * a[3][3]; \
+}
+
+/* ========================================================== */
+/* multiply matrix by scalar */
+
+#define ACCUM_SCALE_MATRIX_2X2(b,s,a) \
+{ \
+ b[0][0] += (s) * a[0][0]; \
+ b[0][1] += (s) * a[0][1]; \
+ \
+ b[1][0] += (s) * a[1][0]; \
+ b[1][1] += (s) * a[1][1]; \
+}
+
+/* +========================================================== */
+/* multiply matrix by scalar */
+
+#define ACCUM_SCALE_MATRIX_3X3(b,s,a) \
+{ \
+ b[0][0] += (s) * a[0][0]; \
+ b[0][1] += (s) * a[0][1]; \
+ b[0][2] += (s) * a[0][2]; \
+ \
+ b[1][0] += (s) * a[1][0]; \
+ b[1][1] += (s) * a[1][1]; \
+ b[1][2] += (s) * a[1][2]; \
+ \
+ b[2][0] += (s) * a[2][0]; \
+ b[2][1] += (s) * a[2][1]; \
+ b[2][2] += (s) * a[2][2]; \
+}
+
+/* +========================================================== */
+/* multiply matrix by scalar */
+
+#define ACCUM_SCALE_MATRIX_4X4(b,s,a) \
+{ \
+ b[0][0] += (s) * a[0][0]; \
+ b[0][1] += (s) * a[0][1]; \
+ b[0][2] += (s) * a[0][2]; \
+ b[0][3] += (s) * a[0][3]; \
+ \
+ b[1][0] += (s) * a[1][0]; \
+ b[1][1] += (s) * a[1][1]; \
+ b[1][2] += (s) * a[1][2]; \
+ b[1][3] += (s) * a[1][3]; \
+ \
+ b[2][0] += (s) * a[2][0]; \
+ b[2][1] += (s) * a[2][1]; \
+ b[2][2] += (s) * a[2][2]; \
+ b[2][3] += (s) * a[2][3]; \
+ \
+ b[3][0] += (s) * a[3][0]; \
+ b[3][1] += (s) * a[3][1]; \
+ b[3][2] += (s) * a[3][2]; \
+ b[3][3] += (s) * a[3][3]; \
+}
+
+/* +========================================================== */
+/* matrix product */
+/* c[x][y] = a[x][0]*b[0][y]+a[x][1]*b[1][y]+a[x][2]*b[2][y]+a[x][3]*b[3][y];*/
+
+#define MATRIX_PRODUCT_2X2(c,a,b) \
+{ \
+ c[0][0] = a[0][0]*b[0][0]+a[0][1]*b[1][0]; \
+ c[0][1] = a[0][0]*b[0][1]+a[0][1]*b[1][1]; \
+ \
+ c[1][0] = a[1][0]*b[0][0]+a[1][1]*b[1][0]; \
+ c[1][1] = a[1][0]*b[0][1]+a[1][1]*b[1][1]; \
+ \
+}
+
+/* ========================================================== */
+/* matrix product */
+/* c[x][y] = a[x][0]*b[0][y]+a[x][1]*b[1][y]+a[x][2]*b[2][y]+a[x][3]*b[3][y];*/
+
+#define MATRIX_PRODUCT_3X3(c,a,b) \
+{ \
+ c[0][0] = a[0][0]*b[0][0]+a[0][1]*b[1][0]+a[0][2]*b[2][0]; \
+ c[0][1] = a[0][0]*b[0][1]+a[0][1]*b[1][1]+a[0][2]*b[2][1]; \
+ c[0][2] = a[0][0]*b[0][2]+a[0][1]*b[1][2]+a[0][2]*b[2][2]; \
+ \
+ c[1][0] = a[1][0]*b[0][0]+a[1][1]*b[1][0]+a[1][2]*b[2][0]; \
+ c[1][1] = a[1][0]*b[0][1]+a[1][1]*b[1][1]+a[1][2]*b[2][1]; \
+ c[1][2] = a[1][0]*b[0][2]+a[1][1]*b[1][2]+a[1][2]*b[2][2]; \
+ \
+ c[2][0] = a[2][0]*b[0][0]+a[2][1]*b[1][0]+a[2][2]*b[2][0]; \
+ c[2][1] = a[2][0]*b[0][1]+a[2][1]*b[1][1]+a[2][2]*b[2][1]; \
+ c[2][2] = a[2][0]*b[0][2]+a[2][1]*b[1][2]+a[2][2]*b[2][2]; \
+}
+
+/* ========================================================== */
+/* matrix product */
+/* c[x][y] = a[x][0]*b[0][y]+a[x][1]*b[1][y]+a[x][2]*b[2][y]+a[x][3]*b[3][y];*/
+
+#define MATRIX_PRODUCT_4X4(c,a,b) \
+{ \
+ c[0][0] = a[0][0]*b[0][0]+a[0][1]*b[1][0]+a[0][2]*b[2][0]+a[0][3]*b[3][0];\
+ c[0][1] = a[0][0]*b[0][1]+a[0][1]*b[1][1]+a[0][2]*b[2][1]+a[0][3]*b[3][1];\
+ c[0][2] = a[0][0]*b[0][2]+a[0][1]*b[1][2]+a[0][2]*b[2][2]+a[0][3]*b[3][2];\
+ c[0][3] = a[0][0]*b[0][3]+a[0][1]*b[1][3]+a[0][2]*b[2][3]+a[0][3]*b[3][3];\
+ \
+ c[1][0] = a[1][0]*b[0][0]+a[1][1]*b[1][0]+a[1][2]*b[2][0]+a[1][3]*b[3][0];\
+ c[1][1] = a[1][0]*b[0][1]+a[1][1]*b[1][1]+a[1][2]*b[2][1]+a[1][3]*b[3][1];\
+ c[1][2] = a[1][0]*b[0][2]+a[1][1]*b[1][2]+a[1][2]*b[2][2]+a[1][3]*b[3][2];\
+ c[1][3] = a[1][0]*b[0][3]+a[1][1]*b[1][3]+a[1][2]*b[2][3]+a[1][3]*b[3][3];\
+ \
+ c[2][0] = a[2][0]*b[0][0]+a[2][1]*b[1][0]+a[2][2]*b[2][0]+a[2][3]*b[3][0];\
+ c[2][1] = a[2][0]*b[0][1]+a[2][1]*b[1][1]+a[2][2]*b[2][1]+a[2][3]*b[3][1];\
+ c[2][2] = a[2][0]*b[0][2]+a[2][1]*b[1][2]+a[2][2]*b[2][2]+a[2][3]*b[3][2];\
+ c[2][3] = a[2][0]*b[0][3]+a[2][1]*b[1][3]+a[2][2]*b[2][3]+a[2][3]*b[3][3];\
+ \
+ c[3][0] = a[3][0]*b[0][0]+a[3][1]*b[1][0]+a[3][2]*b[2][0]+a[3][3]*b[3][0];\
+ c[3][1] = a[3][0]*b[0][1]+a[3][1]*b[1][1]+a[3][2]*b[2][1]+a[3][3]*b[3][1];\
+ c[3][2] = a[3][0]*b[0][2]+a[3][1]*b[1][2]+a[3][2]*b[2][2]+a[3][3]*b[3][2];\
+ c[3][3] = a[3][0]*b[0][3]+a[3][1]*b[1][3]+a[3][2]*b[2][3]+a[3][3]*b[3][3];\
+}
+
+/* ========================================================== */
+/* matrix times vector */
+
+#define MAT_DOT_VEC_2X2(p,m,v) \
+{ \
+ p[0] = m[0][0]*v[0] + m[0][1]*v[1]; \
+ p[1] = m[1][0]*v[0] + m[1][1]*v[1]; \
+}
+
+/* ========================================================== */
+/* matrix times vector */
+
+#define MAT_DOT_VEC_3X3(p,m,v) \
+{ \
+ p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2]; \
+ p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2]; \
+ p[2] = m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2]; \
+}
+
+/* ========================================================== */
+/* matrix times vector */
+
+#define MAT_DOT_VEC_4X4(p,m,v) \
+{ \
+ p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2] + m[0][3]*v[3]; \
+ p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2] + m[1][3]*v[3]; \
+ p[2] = m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2] + m[2][3]*v[3]; \
+ p[3] = m[3][0]*v[0] + m[3][1]*v[1] + m[3][2]*v[2] + m[3][3]*v[3]; \
+}
+
+/* ========================================================== */
+/* vector transpose times matrix */
+/* p[j] = v[0]*m[0][j] + v[1]*m[1][j] + v[2]*m[2][j]; */
+
+#define VEC_DOT_MAT_3X3(p,v,m) \
+{ \
+ p[0] = v[0]*m[0][0] + v[1]*m[1][0] + v[2]*m[2][0]; \
+ p[1] = v[0]*m[0][1] + v[1]*m[1][1] + v[2]*m[2][1]; \
+ p[2] = v[0]*m[0][2] + v[1]*m[1][2] + v[2]*m[2][2]; \
+}
+
+/* ========================================================== */
+/* affine matrix times vector */
+/* The matrix is assumed to be an affine matrix, with last two
+ * entries representing a translation */
+
+#define MAT_DOT_VEC_2X3(p,m,v) \
+{ \
+ p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]; \
+ p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]; \
+}
+
+/* ========================================================== */
+/* inverse transpose of matrix times vector
+ *
+ * This macro computes inverse transpose of matrix m,
+ * and multiplies vector v into it, to yeild vector p
+ *
+ * DANGER !!! Do Not use this on normal vectors!!!
+ * It will leave normals the wrong length !!!
+ * See macro below for use on normals.
+ */
+
+#define INV_TRANSP_MAT_DOT_VEC_2X2(p,m,v) \
+{ \
+ gleDouble det; \
+ \
+ det = m[0][0]*m[1][1] - m[0][1]*m[1][0]; \
+ p[0] = m[1][1]*v[0] - m[1][0]*v[1]; \
+ p[1] = - m[0][1]*v[0] + m[0][0]*v[1]; \
+ \
+ /* if matrix not singular, and not orthonormal, then renormalize */ \
+ if ((det!=1.0) && (det != 0.0)) { \
+ det = 1.0 / det; \
+ p[0] *= det; \
+ p[1] *= det; \
+ } \
+}
+
+/* ========================================================== */
+/* transform normal vector by inverse transpose of matrix
+ * and then renormalize the vector
+ *
+ * This macro computes inverse transpose of matrix m,
+ * and multiplies vector v into it, to yeild vector p
+ * Vector p is then normalized.
+ */
+
+
+#define NORM_XFORM_2X2(p,m,v) \
+{ \
+ double len; \
+ \
+ /* do nothing if off-diagonals are zero and diagonals are \
+ * equal */ \
+ if ((m[0][1] != 0.0) || (m[1][0] != 0.0) || (m[0][0] != m[1][1])) { \
+ p[0] = m[1][1]*v[0] - m[1][0]*v[1]; \
+ p[1] = - m[0][1]*v[0] + m[0][0]*v[1]; \
+ \
+ len = p[0]*p[0] + p[1]*p[1]; \
+ len = 1.0 / sqrt (len); \
+ p[0] *= len; \
+ p[1] *= len; \
+ } else { \
+ VEC_COPY_2 (p, v); \
+ } \
+}
+
+/* ========================================================== */
+/* outer product of vector times vector transpose
+ *
+ * The outer product of vector v and vector transpose t yeilds
+ * dyadic matrix m.
+ */
+
+#define OUTER_PRODUCT_2X2(m,v,t) \
+{ \
+ m[0][0] = v[0] * t[0]; \
+ m[0][1] = v[0] * t[1]; \
+ \
+ m[1][0] = v[1] * t[0]; \
+ m[1][1] = v[1] * t[1]; \
+}
+
+/* ========================================================== */
+/* outer product of vector times vector transpose
+ *
+ * The outer product of vector v and vector transpose t yeilds
+ * dyadic matrix m.
+ */
+
+#define OUTER_PRODUCT_3X3(m,v,t) \
+{ \
+ m[0][0] = v[0] * t[0]; \
+ m[0][1] = v[0] * t[1]; \
+ m[0][2] = v[0] * t[2]; \
+ \
+ m[1][0] = v[1] * t[0]; \
+ m[1][1] = v[1] * t[1]; \
+ m[1][2] = v[1] * t[2]; \
+ \
+ m[2][0] = v[2] * t[0]; \
+ m[2][1] = v[2] * t[1]; \
+ m[2][2] = v[2] * t[2]; \
+}
+
+/* ========================================================== */
+/* outer product of vector times vector transpose
+ *
+ * The outer product of vector v and vector transpose t yeilds
+ * dyadic matrix m.
+ */
+
+#define OUTER_PRODUCT_4X4(m,v,t) \
+{ \
+ m[0][0] = v[0] * t[0]; \
+ m[0][1] = v[0] * t[1]; \
+ m[0][2] = v[0] * t[2]; \
+ m[0][3] = v[0] * t[3]; \
+ \
+ m[1][0] = v[1] * t[0]; \
+ m[1][1] = v[1] * t[1]; \
+ m[1][2] = v[1] * t[2]; \
+ m[1][3] = v[1] * t[3]; \
+ \
+ m[2][0] = v[2] * t[0]; \
+ m[2][1] = v[2] * t[1]; \
+ m[2][2] = v[2] * t[2]; \
+ m[2][3] = v[2] * t[3]; \
+ \
+ m[3][0] = v[3] * t[0]; \
+ m[3][1] = v[3] * t[1]; \
+ m[3][2] = v[3] * t[2]; \
+ m[3][3] = v[3] * t[3]; \
+}
+
+/* +========================================================== */
+/* outer product of vector times vector transpose
+ *
+ * The outer product of vector v and vector transpose t yeilds
+ * dyadic matrix m.
+ */
+
+#define ACCUM_OUTER_PRODUCT_2X2(m,v,t) \
+{ \
+ m[0][0] += v[0] * t[0]; \
+ m[0][1] += v[0] * t[1]; \
+ \
+ m[1][0] += v[1] * t[0]; \
+ m[1][1] += v[1] * t[1]; \
+}
+
+/* +========================================================== */
+/* outer product of vector times vector transpose
+ *
+ * The outer product of vector v and vector transpose t yeilds
+ * dyadic matrix m.
+ */
+
+#define ACCUM_OUTER_PRODUCT_3X3(m,v,t) \
+{ \
+ m[0][0] += v[0] * t[0]; \
+ m[0][1] += v[0] * t[1]; \
+ m[0][2] += v[0] * t[2]; \
+ \
+ m[1][0] += v[1] * t[0]; \
+ m[1][1] += v[1] * t[1]; \
+ m[1][2] += v[1] * t[2]; \
+ \
+ m[2][0] += v[2] * t[0]; \
+ m[2][1] += v[2] * t[1]; \
+ m[2][2] += v[2] * t[2]; \
+}
+
+/* +========================================================== */
+/* outer product of vector times vector transpose
+ *
+ * The outer product of vector v and vector transpose t yeilds
+ * dyadic matrix m.
+ */
+
+#define ACCUM_OUTER_PRODUCT_4X4(m,v,t) \
+{ \
+ m[0][0] += v[0] * t[0]; \
+ m[0][1] += v[0] * t[1]; \
+ m[0][2] += v[0] * t[2]; \
+ m[0][3] += v[0] * t[3]; \
+ \
+ m[1][0] += v[1] * t[0]; \
+ m[1][1] += v[1] * t[1]; \
+ m[1][2] += v[1] * t[2]; \
+ m[1][3] += v[1] * t[3]; \
+ \
+ m[2][0] += v[2] * t[0]; \
+ m[2][1] += v[2] * t[1]; \
+ m[2][2] += v[2] * t[2]; \
+ m[2][3] += v[2] * t[3]; \
+ \
+ m[3][0] += v[3] * t[0]; \
+ m[3][1] += v[3] * t[1]; \
+ m[3][2] += v[3] * t[2]; \
+ m[3][3] += v[3] * t[3]; \
+}
+
+/* +========================================================== */
+/* determinant of matrix
+ *
+ * Computes determinant of matrix m, returning d
+ */
+
+#define DETERMINANT_2X2(d,m) \
+{ \
+ d = m[0][0] * m[1][1] - m[0][1] * m[1][0]; \
+}
+
+/* ========================================================== */
+/* determinant of matrix
+ *
+ * Computes determinant of matrix m, returning d
+ */
+
+#define DETERMINANT_3X3(d,m) \
+{ \
+ d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]); \
+ d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]); \
+ d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]); \
+}
+
+/* ========================================================== */
+/* i,j,th cofactor of a 4x4 matrix
+ *
+ */
+
+#define COFACTOR_4X4_IJ(fac,m,i,j) \
+{ \
+ int ii[4], jj[4], k; \
+ \
+ /* compute which row, columnt to skip */ \
+ for (k=0; k<i; k++) ii[k] = k; \
+ for (k=i; k<3; k++) ii[k] = k+1; \
+ for (k=0; k<j; k++) jj[k] = k; \
+ for (k=j; k<3; k++) jj[k] = k+1; \
+ \
+ (fac) = m[ii[0]][jj[0]] * (m[ii[1]][jj[1]]*m[ii[2]][jj[2]] \
+ - m[ii[1]][jj[2]]*m[ii[2]][jj[1]]); \
+ (fac) -= m[ii[0]][jj[1]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[2]] \
+ - m[ii[1]][jj[2]]*m[ii[2]][jj[0]]);\
+ (fac) += m[ii[0]][jj[2]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[1]] \
+ - m[ii[1]][jj[1]]*m[ii[2]][jj[0]]);\
+ \
+ /* compute sign */ \
+ k = i+j; \
+ if ( k != (k/2)*2) { \
+ (fac) = -(fac); \
+ } \
+}
+
+/* ========================================================== */
+/* determinant of matrix
+ *
+ * Computes determinant of matrix m, returning d
+ */
+
+#define DETERMINANT_4X4(d,m) \
+{ \
+ double cofac; \
+ COFACTOR_4X4_IJ (cofac, m, 0, 0); \
+ d = m[0][0] * cofac; \
+ COFACTOR_4X4_IJ (cofac, m, 0, 1); \
+ d += m[0][1] * cofac; \
+ COFACTOR_4X4_IJ (cofac, m, 0, 2); \
+ d += m[0][2] * cofac; \
+ COFACTOR_4X4_IJ (cofac, m, 0, 3); \
+ d += m[0][3] * cofac; \
+}
+
+/* ========================================================== */
+/* cofactor of matrix
+ *
+ * Computes cofactor of matrix m, returning a
+ */
+
+#define COFACTOR_2X2(a,m) \
+{ \
+ a[0][0] = (m)[1][1]; \
+ a[0][1] = - (m)[1][0]; \
+ a[1][0] = - (m)[0][1]; \
+ a[1][1] = (m)[0][0]; \
+}
+
+/* ========================================================== */
+/* cofactor of matrix
+ *
+ * Computes cofactor of matrix m, returning a
+ */
+
+#define COFACTOR_3X3(a,m) \
+{ \
+ a[0][0] = m[1][1]*m[2][2] - m[1][2]*m[2][1]; \
+ a[0][1] = - (m[1][0]*m[2][2] - m[2][0]*m[1][2]); \
+ a[0][2] = m[1][0]*m[2][1] - m[1][1]*m[2][0]; \
+ a[1][0] = - (m[0][1]*m[2][2] - m[0][2]*m[2][1]); \
+ a[1][1] = m[0][0]*m[2][2] - m[0][2]*m[2][0]; \
+ a[1][2] = - (m[0][0]*m[2][1] - m[0][1]*m[2][0]); \
+ a[2][0] = m[0][1]*m[1][2] - m[0][2]*m[1][1]; \
+ a[2][1] = - (m[0][0]*m[1][2] - m[0][2]*m[1][0]); \
+ a[2][2] = m[0][0]*m[1][1] - m[0][1]*m[1][0]); \
+}
+
+/* ========================================================== */
+/* cofactor of matrix
+ *
+ * Computes cofactor of matrix m, returning a
+ */
+
+#define COFACTOR_4X4(a,m) \
+{ \
+ int i,j; \
+ \
+ for (i=0; i<4; i++) { \
+ for (j=0; j<4; j++) { \
+ COFACTOR_4X4_IJ (a[i][j], m, i, j); \
+ } \
+ } \
+}
+
+/* ========================================================== */
+/* adjoint of matrix
+ *
+ * Computes adjoint of matrix m, returning a
+ * (Note that adjoint is just the transpose of the cofactor matrix)
+ */
+
+#define ADJOINT_2X2(a,m) \
+{ \
+ a[0][0] = (m)[1][1]; \
+ a[1][0] = - (m)[1][0]; \
+ a[0][1] = - (m)[0][1]; \
+ a[1][1] = (m)[0][0]; \
+}
+
+/* ========================================================== */
+/* adjoint of matrix
+ *
+ * Computes adjoint of matrix m, returning a
+ * (Note that adjoint is just the transpose of the cofactor matrix)
+ */
+
+
+#define ADJOINT_3X3(a,m) \
+{ \
+ a[0][0] = m[1][1]*m[2][2] - m[1][2]*m[2][1]; \
+ a[1][0] = - (m[1][0]*m[2][2] - m[2][0]*m[1][2]); \
+ a[2][0] = m[1][0]*m[2][1] - m[1][1]*m[2][0]; \
+ a[0][1] = - (m[0][1]*m[2][2] - m[0][2]*m[2][1]); \
+ a[1][1] = m[0][0]*m[2][2] - m[0][2]*m[2][0]; \
+ a[2][1] = - (m[0][0]*m[2][1] - m[0][1]*m[2][0]); \
+ a[0][2] = m[0][1]*m[1][2] - m[0][2]*m[1][1]; \
+ a[1][2] = - (m[0][0]*m[1][2] - m[0][2]*m[1][0]); \
+ a[2][2] = m[0][0]*m[1][1] - m[0][1]*m[1][0]); \
+}
+
+/* ========================================================== */
+/* adjoint of matrix
+ *
+ * Computes adjoint of matrix m, returning a
+ * (Note that adjoint is just the transpose of the cofactor matrix)
+ */
+
+#define ADJOINT_4X4(a,m) \
+{ \
+ int i,j; \
+ \
+ for (i=0; i<4; i++) { \
+ for (j=0; j<4; j++) { \
+ COFACTOR_4X4_IJ (a[j][i], m, i, j); \
+ } \
+ } \
+}
+
+/* ========================================================== */
+/* compute adjoint of matrix and scale
+ *
+ * Computes adjoint of matrix m, scales it by s, returning a
+ */
+
+#define SCALE_ADJOINT_2X2(a,s,m) \
+{ \
+ a[0][0] = (s) * m[1][1]; \
+ a[1][0] = - (s) * m[1][0]; \
+ a[0][1] = - (s) * m[0][1]; \
+ a[1][1] = (s) * m[0][0]; \
+}
+
+/* ========================================================== */
+/* compute adjoint of matrix and scale
+ *
+ * Computes adjoint of matrix m, scales it by s, returning a
+ */
+
+#define SCALE_ADJOINT_3X3(a,s,m) \
+{ \
+ a[0][0] = (s) * (m[1][1] * m[2][2] - m[1][2] * m[2][1]); \
+ a[1][0] = (s) * (m[1][2] * m[2][0] - m[1][0] * m[2][2]); \
+ a[2][0] = (s) * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); \
+ \
+ a[0][1] = (s) * (m[0][2] * m[2][1] - m[0][1] * m[2][2]); \
+ a[1][1] = (s) * (m[0][0] * m[2][2] - m[0][2] * m[2][0]); \
+ a[2][1] = (s) * (m[0][1] * m[2][0] - m[0][0] * m[2][1]); \
+ \
+ a[0][2] = (s) * (m[0][1] * m[1][2] - m[0][2] * m[1][1]); \
+ a[1][2] = (s) * (m[0][2] * m[1][0] - m[0][0] * m[1][2]); \
+ a[2][2] = (s) * (m[0][0] * m[1][1] - m[0][1] * m[1][0]); \
+}
+
+/* ========================================================== */
+/* compute adjoint of matrix and scale
+ *
+ * Computes adjoint of matrix m, scales it by s, returning a
+ */
+
+#define SCALE_ADJOINT_4X4(a,s,m) \
+{ \
+ int i,j; \
+ \
+ for (i=0; i<4; i++) { \
+ for (j=0; j<4; j++) { \
+ COFACTOR_4X4_IJ (a[j][i], m, i, j); \
+ a[j][i] *= s; \
+ } \
+ } \
+}
+
+/* ========================================================== */
+/* inverse of matrix
+ *
+ * Compute inverse of matrix a, returning determinant m and
+ * inverse b
+ */
+
+#define INVERT_2X2(b,det,a) \
+{ \
+ double tmp; \
+ DETERMINANT_2X2 (det, a); \
+ tmp = 1.0 / (det); \
+ SCALE_ADJOINT_2X2 (b, tmp, a); \
+}
+
+/* ========================================================== */
+/* inverse of matrix
+ *
+ * Compute inverse of matrix a, returning determinant m and
+ * inverse b
+ */
+
+#define INVERT_3X3(b,det,a) \
+{ \
+ double tmp; \
+ DETERMINANT_3X3 (det, a); \
+ tmp = 1.0 / (det); \
+ SCALE_ADJOINT_3X3 (b, tmp, a); \
+}
+
+/* ========================================================== */
+/* inverse of matrix
+ *
+ * Compute inverse of matrix a, returning determinant m and
+ * inverse b
+ */
+
+#define INVERT_4X4(b,det,a) \
+{ \
+ double tmp; \
+ DETERMINANT_4X4 (det, a); \
+ tmp = 1.0 / (det); \
+ SCALE_ADJOINT_4X4 (b, tmp, a); \
+}
+
+/* ========================================================== */
+#if defined(__cplusplus) || defined(c_plusplus)
+}
+#endif
+
+#endif /* __GUTIL_VECTOR_H__ */
+/* ===================== END OF FILE ======================== */
diff --git a/kiwmi/kiwmi/desktop/view.c b/kiwmi/kiwmi/desktop/view.c
@@ -15,6 +15,8 @@
#include "input/seat.h"
#include "server.h"
+#include "vvector.h"
+
void
view_close(struct kiwmi_view *view)
{
@@ -182,13 +184,30 @@ view_at(
double *sx,
double *sy)
{
+ float xy[2] = { lx, ly };
+ float xy_[2];
+ float transform[3][3];
+ float inv_transform[3][3];
+ float det;
+
struct kiwmi_view *view;
+
wl_list_for_each (view, &desktop->views, link) {
if (view->hidden || !view->mapped) {
continue;
}
- if (surface_at(view, surface, lx, ly, sx, sy)) {
+ /*
+ The view may have transformation matrix, so we need to map
+ lx, ly into the view co-ordinate space before calling
+ surface_at. Or possibly vice versa. This stuff makes my head
+ hurt.
+ */
+ memcpy(transform, view->matrix, sizeof transform);
+ INVERT_3X3(inv_transform, det, transform);
+ MAT_DOT_VEC_2X3(xy_, inv_transform, xy);
+
+ if (surface_at(view, surface, xy_[0], xy_[1], sx, sy)) {
return view;
}
}