GEOMETRY(2)                                           GEOMETRY(2)

     NAME
          Flerp, fclamp, Pt2, Vec2, addpt2, subpt2, mulpt2, divpt2,
          lerp2, dotvec2, vec2len, normvec2, edgeptcmp, ptinpoly, Pt3,
          Vec3, addpt3, subpt3, mulpt3, divpt3, lerp3, dotvec3,
          crossvec3, vec3len, normvec3, identity, addm, subm, mulm,
          smulm, transposem, detm, tracem, adjm, invm, xform,
          identity3, addm3, subm3, mulm3, smulm3, transposem3, detm3,
          tracem3, adjm3, invm3, xform3, Quat, Quatvec, addq, subq,
          mulq, smulq, sdivq, dotq, invq, qlen, normq, slerp, qrotate,
          rframexform, rframexform3, invrframexform, invrframexform3,
          centroid, barycoords, centroid3, vfmt, Vfmt, GEOMfmtinstall
          - computational geometry library

     SYNOPSIS
          #include <u.h>
          #include <libc.h>
          #include <geometry.h>

          #define DEG 0.01745329251994330    /* π/180 */

          typedef struct Point2 Point2;
          typedef struct Point3 Point3;
          typedef double Matrix[3][3];
          typedef double Matrix3[4][4];
          typedef struct Quaternion Quaternion;
          typedef struct RFrame RFrame;
          typedef struct RFrame3 RFrame3;
          typedef struct Triangle2 Triangle2;
          typedef struct Triangle3 Triangle3;

          struct Point2 {
               double x, y, w;
          };

          struct Point3 {
               double x, y, z, w;
          };

          struct Quaternion {
               double r, i, j, k;
          };

          struct RFrame {
               Point2 p;
               Point2 bx, by;
          };

          struct RFrame3 {
               Point3 p;
               Point3 bx, by, bz;

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     GEOMETRY(2)                                           GEOMETRY(2)

          };

          struct Triangle2
          {
               Point2 p0, p1, p2;
          };

          struct Triangle3 {
               Point3 p0, p1, p2;
          };

          /* utils */
          double flerp(double a, double b, double t);
          double fclamp(double n, double min, double max);

          /* Point2 */
          Point2 Pt2(double x, double y, double w);
          Point2 Vec2(double x, double y);
          Point2 addpt2(Point2 a, Point2 b);
          Point2 subpt2(Point2 a, Point2 b);
          Point2 mulpt2(Point2 p, double s);
          Point2 divpt2(Point2 p, double s);
          Point2 lerp2(Point2 a, Point2 b, double t);
          double dotvec2(Point2 a, Point2 b);
          double vec2len(Point2 v);
          Point2 normvec2(Point2 v);
          int edgeptcmp(Point2 e0, Point2 e1, Point2 p);
          int ptinpoly(Point2 p, Point2 *pts, ulong npts)

          /* Point3 */
          Point3 Pt3(double x, double y, double z, double w);
          Point3 Vec3(double x, double y, double z);
          Point3 addpt3(Point3 a, Point3 b);
          Point3 subpt3(Point3 a, Point3 b);
          Point3 mulpt3(Point3 p, double s);
          Point3 divpt3(Point3 p, double s);
          Point3 lerp3(Point3 a, Point3 b, double t);
          double dotvec3(Point3 a, Point3 b);
          Point3 crossvec3(Point3 a, Point3 b);
          double vec3len(Point3 v);
          Point3 normvec3(Point3 v);

          /* Matrix */
          void identity(Matrix m);
          void addm(Matrix a, Matrix b);
          void subm(Matrix a, Matrix b);
          void mulm(Matrix a, Matrix b);
          void smulm(Matrix m, double s);
          void transposem(Matrix m);
          double detm(Matrix m);
          double tracem(Matrix m);
          void adjm(Matrix m);

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     GEOMETRY(2)                                           GEOMETRY(2)

          void invm(Matrix m);
          Point2 xform(Point2 p, Matrix m);

          /* Matrix3 */
          void identity3(Matrix3 m);
          void addm3(Matrix3 a, Matrix3 b);
          void subm3(Matrix3 a, Matrix3 b);
          void mulm3(Matrix3 a, Matrix3 b);
          void smulm3(Matrix3 m, double s);
          void transposem3(Matrix3 m);
          double detm3(Matrix3 m);
          double tracem3(Matrix3 m);
          void adjm3(Matrix3 m);
          void invm3(Matrix3 m);
          Point3 xform3(Point3 p, Matrix3 m);

          /* Quaternion */
          Quaternion Quat(double r, double i, double j, double k);
          Quaternion Quatvec(double r, Point3 v);
          Quaternion addq(Quaternion a, Quaternion b);
          Quaternion subq(Quaternion a, Quaternion b);
          Quaternion mulq(Quaternion q, Quaternion r);
          Quaternion smulq(Quaternion q, double s);
          Quaternion sdivq(Quaternion q, double s);
          double dotq(Quaternion q, Quaternion r);
          Quaternion invq(Quaternion q);
          double qlen(Quaternion q);
          Quaternion normq(Quaternion q);
          Quaternion slerp(Quaternion q, Quaternion r, double t);
          Point3 qrotate(Point3 p, Point3 axis, double θ);

          /* RFrame */
          Point2 rframexform(Point2 p, RFrame rf);
          Point3 rframexform3(Point3 p, RFrame3 rf);
          Point2 invrframexform(Point2 p, RFrame rf);
          Point3 invrframexform3(Point3 p, RFrame3 rf);

          /* Triangle2 */
          Point2 centroid(Triangle2 t);
          Point3 barycoords(Triangle2 t, Point2 p);

          /* Triangle3 */
          Point3 centroid3(Triangle3 t);

          /* Fmt */
          #pragma varargck type "v" Point2
          #pragma varargck type "V" Point3
          int vfmt(Fmt*);
          int Vfmt(Fmt*);
          void GEOMfmtinstall(void);

     DESCRIPTION

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     GEOMETRY(2)                                           GEOMETRY(2)

          This library provides routines to operate with homogeneous
          coordinates in 2D and 3D projective spaces by means of
          points, matrices, quaternions and frames of reference.

          Besides their many mathematical properties and applications,
          the data structures and algorithms used here to represent
          these abstractions are specifically tailored to the world of
          computer graphics and simulators, and so it uses the
          conventions associated with these fields, such as the
          right-hand rule for coordinate systems and column vectors
          for matrix operations.

        UTILS
          These utility functions provide extra floating-point
          operations that are not available in the standard libc.

          Name Description

          flerp
               Performs a linear interpolation by a factor of t
               between a and b, and returns the result.

          fclamp
               Constrains n to a value between min and max, and
               returns the result.

        Points
          A point (x,y,w) in projective space results in the point
          (x/w,y/w) in Euclidean space. Vectors are represented by
          setting w to zero, since they don't belong to any projective
          plane themselves.

          Name Description

          Pt2  Constructor function for a Point2 point.

          Vec2 Constructor function for a Point2 vector.

          addpt2
               Creates a new 2D point out of the sum of a's and b's
               components.

          subpt2
               Creates a new 2D point out of the substraction of a's
               by b's components.

          mulpt2
               Creates a new 2D point from multiplying p's components
               by the scalar s.

          divpt2
               Creates a new 2D point from dividing p's components by

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     GEOMETRY(2)                                           GEOMETRY(2)

               the scalar s.

          lerp2
               Performs a linear interpolation between the 2D points a
               and b by a factor of t, and returns the result.

          dotvec2
               Computes the dot product of vectors a and b.

          vec2len
               Computes the length—magnitude—of vector v.

          normvec2
               Normalizes the vector v and returns a new 2D point.

          edgeptcmp
               Performs a comparison between an edge, defined by a
               directed line from e0 to e1, and the point p. If the
               point is to the right of the line, the result is >0; if
               it's to the left, the result is <0; otherwise—when the
               point is on the line—, it returns 0.

          ptinpoly
               Returns 1 if the 2D point p lies within the npts-vertex
               polygon defined by pts, 0 otherwise.

          Pt3  Constructor function for a Point3 point.

          Vec3 Constructor function for a Point3 vector.

          addpt3
               Creates a new 3D point out of the sum of a's and b's
               components.

          subpt3
               Creates a new 3D point out of the substraction of a's
               by b's components.

          mulpt3
               Creates a new 3D point from multiplying p's components
               by the scalar s.

          divpt3
               Creates a new 3D point from dividing p's components by
               the scalar s.

          lerp3
               Performs a linear interpolation between the 3D points a
               and b by a factor of t, and returns the result.

          dotvec3
               Computes the dot/inner product of vectors a and b.

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     GEOMETRY(2)                                           GEOMETRY(2)

          crossvec3
               Computes the cross/outer product of vectors a and b.

          vec3len
               Computes the length—magnitude—of vector v.

          normvec3
               Normalizes the vector v and returns a new 3D point.

        Matrices
          Name Description

          identity
               Initializes m into an identity, 3x3 matrix.

          addm Sums the matrices a and b and stores the result back in
               a.

          subm Substracts the matrix a by b and stores the result back
               in a.

          mulm Multiplies the matrices a and b and stores the result
               back in a.

          smulm
               Multiplies every element of m by the scalar s, storing
               the result in m.

          transposem
               Transforms the matrix m into its transpose.

          detm Computes the determinant of m and returns the result.

          tracem
               Computes the trace of m and returns the result.

          adjm Transforms the matrix m into its adjoint.

          invm Transforms the matrix m into its inverse.

          xform
               Transforms the point p by the matrix m and returns the
               new 2D point.

          identity3
               Initializes m into an identity, 4x4 matrix.

          addm3
               Sums the matrices a and b and stores the result back in
               a.

          subm3

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     GEOMETRY(2)                                           GEOMETRY(2)

               Substracts the matrix a by b and stores the result back
               in a.

          mulm3
               Multiplies the matrices a and b and stores the result
               back in a.

          smulm3
               Multiplies every element of m by the scalar s, storing
               the result in m.

          transposem3
               Transforms the matrix m into its transpose.

          detm3
               Computes the determinant of m and returns the result.

          tracem3
               Computes the trace of m and returns the result.

          adjm3
               Transforms the matrix m into its adjoint.

          invm3
               Transforms the matrix m into its inverse.

          xform3
               Transforms the point p by the matrix m and returns the
               new 3D point.

        Quaternions
          Quaternions are an extension of the complex numbers con-
          ceived as a tool to analyze 3-dimensional points.  They are
          most commonly used to orient and rotate objects in 3D space.

          Name Description

          Quat Constructor function for a Quaternion.

          Quatvec
               Constructor function for a Quaternion that takes the
               imaginary part in the form of a vector v.

          addq Creates a new quaternion out of the sum of a's and b's
               components.

          subq Creates a new quaternion from the substraction of a's
               by b's components.

          mulq Multiplies a and b and returns a new quaternion.

          smulq

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     GEOMETRY(2)                                           GEOMETRY(2)

               Multiplies each of the components of q by the scalar s,
               returning a new quaternion.

          sdivq
               Divides each of the components of q by the scalar s,
               returning a new quaternion.

          dotq Computes the dot-product of q and r, and returns the
               result.

          invq Computes the inverse of q and returns a new quaternion
               out of it.

          qlen Computes q's length—magnitude—and returns the result.

          normq
               Normalizes q and returns a new quaternion out of it.

          slerp
               Performs a spherical linear interpolation between the
               quaternions q and r by a factor of t, and returns the
               result.

          qrotate
               Returns the result of rotating the point p around the
               vector axis by θ radians.

        Frames of reference
          A frame of reference in a n-dimensional space is made out of
          n+1 points, one being the origin p, relative to some other
          frame of reference, and the remaining being the basis vec-
          tors b1,⋯,bn that define the metric within that frame.

          Every one of these routines assumes the origin reference
          frame O has an orthonormal basis when performing an inverse
          transformation; it's up to the user to apply a forward
          transformation to the resulting point with the proper refer-
          ence frame if that's not the case.

          Name Description

          rframexform
               Transforms the point p, relative to origin O, into the
               frame of reference rf with origin in rf.p, which is
               itself also relative to O. It then returns the new 2D
               point.

          rframexform3
               Transforms the point p, relative to origin O, into the
               frame of reference rf with origin in rf.p, which is
               itself also relative to O. It then returns the new 3D
               point.

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     GEOMETRY(2)                                           GEOMETRY(2)

          invrframexform
               Transforms the point p, relative to rf.p, into the
               frame of reference O, assumed to have an orthonormal
               basis.

          invrframexform3
               Transforms the point p, relative to rf.p, into the
               frame of reference O, assumed to have an orthonormal
               basis.

        Triangles
          Name Description

          centroid
               Returns the geometric center of Triangle2 t.

          barycoords
               Returns a 3D point that represents the barycentric
               coordinates of the 2D point p relative to the triangle
               t.

          centroid3
               Returns the geometric center of Triangle3 t.

     EXAMPLE
          The following is a common example of an RFrame being used to
          define the coordinate system of a rio(3) window.  It places
          the origin at the center of the window and sets up an
          orthonormal basis with the y-axis pointing upwards, to con-
          trast with the window system where y-values grow downwards
          (see graphics(2)).

          #include <u.h>
          #include <libc.h>
          #include <draw.h>
          #include <geometry.h>

          RFrame screenrf;

          Point
          toscreen(Point2 p)
          {
               p = invrframexform(p, screenrf);
               return Pt(p.x,p.y);
          }

          Point2
          fromscreen(Point p)
          {
               return rframexform(Pt2(p.x,p.y,1), screenrf);
          }

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     GEOMETRY(2)                                           GEOMETRY(2)

          void
          main(void)
               ⋯
               screenrf.p = Pt2(screen->r.min.x+Dx(screen->r)/2,screen->r.max.y-Dy(screen->r)/2,1);
               screenrf.bx = Vec2(1, 0);
               screenrf.by = Vec2(0,-1);
               ⋯

          The following snippet shows how to use the RFrame declared
          earlier to locate and draw a ship based on its orientation,
          for which we use matrix translation T and rotation R trans-
          formations.

          ⋯
          typedef struct Ship Ship;
          typedef struct Shipmdl Shipmdl;

          struct Ship
          {
               RFrame;
               double θ; /* orientation (yaw) */
               Shipmdl mdl;
          };

          struct Shipmdl
          {
               Point2 pts[3]; /* a free-form triangle */
          };

          Ship *ship;

          void
          redraw(void)
          {
               int i;
               Point pts[3+1];
               Point2 *p;
               Matrix T = {
                    1, 0, ship->p.x,
                    0, 1, ship->p.y,
                    0, 0, 1,
               }, R = {
                    cos(ship->θ), -sin(ship->θ), 0,
                    sin(ship->θ),  cos(ship->θ), 0,
                    0, 0, 1,
               };

               mulm(T, R); /* rotate, then translate */
               p = ship->mdl.pts;
               for(i = 0; i < nelem(pts)-1; i++)
                    pts[i] = toscreen(xform(p[i], T));
               pts[i] = pts[0];

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     GEOMETRY(2)                                           GEOMETRY(2)

               draw(screen, screen->r, display->white, nil, ZP);
               poly(screen, pts, nelem(pts), 0, 0, 0, display->black, ZP);
          }
          ⋯
          main(void)
               ⋯
               ship = malloc(sizeof(Ship));
               ship->p = Pt2(0,0,1); /* place it at the origin */
               ship->θ = 45*DEG; /* counter-clockwise */
               ship->mdl.pts[0] = Pt2( 10, 0,1);
               ship->mdl.pts[1] = Pt2(-10, 5,1);
               ship->mdl.pts[2] = Pt2(-10,-5,1);
               ⋯
               redraw();
          ⋯

          Notice how we could've used the RFrame embedded in the ship
          to transform the Shipmdl into the window.  Instead of apply-
          ing the matrices to every point, the ship's local frame of
          reference can be rotated, effectively changing the model
          coordinates after an invrframexform. We are also getting rid
          of the θ variable, since it's no longer needed.

          ⋯
          struct Ship
          {
               RFrame;
               Shipmdl mdl;
          };
          ⋯
          redraw(void)
               ⋯
                    pts[i] = toscreen(invrframexform(p[i], *ship));
          ⋯
          main(void)
               ⋯
               Matrix R = {
                    cos(45*DEG), -sin(45*DEG), 0,
                    sin(45*DEG),  cos(45*DEG), 0,
                    0, 0, 1,
               };
               ⋯
               //ship->θ = 45*DEG; /* counter-clockwise */
               ship->bx = xform(ship->bx, R);
               ship->by = xform(ship->by, R);
          ⋯

     SOURCE
          /sys/src/libgeometry

     SEE ALSO
          sin(2), floor(2), graphics(2)

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     GEOMETRY(2)                                           GEOMETRY(2)

          Philip J. Schneider, David H. Eberly, “Geometric Tools for
          Computer Graphics”, Morgan Kaufmann Publishers, 2003.
          Jonathan Blow, “Understanding Slerp, Then Not Using it”, The
          Inner Product, April 2004.
          https://www.3dgep.com/understanding-quaternions/

     BUGS
          No care is taken to avoid numeric overflows.

     HISTORY
          Libgeometry first appeared in Plan 9 from Bell Labs.  It was
          revamped for 9front in January of 2023.

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