/*
 * (c) Copyright 1993, 1994, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED
 * Permission to use, copy, modify, and distribute this software for
 * any purpose and without fee is hereby granted, provided that the above
 * copyright notice appear in all copies and that both the copyright notice
 * and this permission notice appear in supporting documentation, and that
 * the name of Silicon Graphics, Inc. not be used in advertising
 * or publicity pertaining to distribution of the software without specific,
 * written prior permission.
 *
 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
 * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
 * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
 *
 * US Government Users Restricted Rights
 * Use, duplication, or disclosure by the Government is subject to
 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
 * clause at DFARS 252.227-7013 and/or in similar or successor
 * clauses in the FAR or the DOD or NASA FAR Supplement.
 * Unpublished-- rights reserved under the copyright laws of the
 * United States.  Contractor/manufacturer is Silicon Graphics,
 * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
 *
 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
 */
/*
 * trackball.h
 * A virtual trackball implementation
 * Written by Gavin Bell for Silicon Graphics, November 1988.
 */

#include <GL/glut.h>

typedef struct {
  GLfloat x;
  GLfloat y;
  GLfloat z;
} TB_Vector;

typedef struct {
  TB_Vector position;
  TB_Vector tangentSpaceLightVector;
  TB_Vector tangentSpaceHalfAngleVector;
  GLshort s, t;
} TB_Vertex;

/*
 * Pass the x and y coordinates of the last and current positions of
 * the mouse, scaled so they are from (-1.0 ... 1.0).
 *
 * The resulting rotation is returned as a quaternion rotation in the
 * first paramater.
 */
void
trackball(float q[4], float p1x, float p1y, float p2x, float p2y);

void
negate_quat(float *q, float *qn);

/*
 * Given two quaternions, add them together to get a third quaternion.
 * Adding quaternions to get a compound rotation is analagous to adding
 * translations to get a compound translation.  When incrementally
 * adding rotations, the first argument here should be the new
 * rotation, the second and third the total rotation (which will be
 * over-written with the resulting new total rotation).
 */
void
add_quats(float *q1, float *q2, float *dest);

/*
 * A useful function, builds a rotation matrix in Matrix based on
 * given quaternion.
 */
void build_rotmatrix(float m[4][4], float q[4]);

/*
 * This function computes a quaternion based on an axis (defined by
 * the given vector) and an angle about which to rotate.  The angle is
 * expressed in radians.  The result is put into the third argument.
 */
void axis_to_quat(float a[3], float phi, float q[4]);


void transformPosition(TB_Vector *out, TB_Vector *in, float m[4][4]);
void transposeMatrix(GLdouble dst[16], GLdouble src[16]);
void addMatrices(GLdouble dst[16], GLdouble a[16], GLdouble b[16]);
void buildLookAtMatrix(GLdouble eyex, GLdouble eyey, GLdouble eyez,
                  GLdouble centerx, GLdouble centery, GLdouble centerz,
                  GLdouble upx, GLdouble upy, GLdouble upz, GLdouble m[16]);
GLboolean invertMatrixf(GLfloat *out, const GLfloat *m);
void makeInverseSqrtLookupTable(void);
float invSqrt(float x);
