pl_util.c   [plain text]


/* $Xorg: pl_util.c,v 1.4 2001/02/09 02:03:29 xorgcvs Exp $ */

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#include <math.h>
#include "PEXlib.h"
#include "PEXlibint.h"
#include "pl_util.h"
#include "pl_oc_util.h"


int
PEXRotate (axis, angle, matrix_return)

INPUT int		axis;
INPUT double		angle;
OUTPUT PEXMatrix	matrix_return;

{
    double	sine;
    double	cosine;

    sine = sin (angle);
    cosine = cos (angle);

    switch (axis)
    {
    case PEXXAxis:
        matrix_return[0][0] = 1.0;
        matrix_return[0][1] = 0.0;
        matrix_return[0][2] = 0.0;
        matrix_return[0][3] = 0.0;

        matrix_return[1][0] = 0.0;
        matrix_return[1][1] = cosine;
        matrix_return[1][2] = -sine;
        matrix_return[1][3] = 0.0;

        matrix_return[2][0] = 0.0;
        matrix_return[2][1] = sine;
        matrix_return[2][2] = cosine;
        matrix_return[2][3] = 0.0;

        matrix_return[3][0] = 0.0;
        matrix_return[3][1] = 0.0;
        matrix_return[3][2] = 0.0;
        matrix_return[3][3] = 1.0;
        break;

    case PEXYAxis:
        matrix_return[0][0] = cosine;
        matrix_return[0][1] = 0.0;
        matrix_return[0][2] = sine;
        matrix_return[0][3] = 0.0;

        matrix_return[1][0] = 0.0;
        matrix_return[1][1] = 1.0;
        matrix_return[1][2] = 0.0;
        matrix_return[1][3] = 0.0;

        matrix_return[2][0] = -sine;
        matrix_return[2][1] = 0.0;
        matrix_return[2][2] = cosine;
        matrix_return[2][3] = 0.0;

        matrix_return[3][0] = 0.0;
        matrix_return[3][1] = 0.0;
        matrix_return[3][2] = 0.0;
        matrix_return[3][3] = 1.0;
        break;

    case PEXZAxis:
        matrix_return[0][0] = cosine;
        matrix_return[0][1] = -sine;
        matrix_return[0][2] = 0.0;
        matrix_return[0][3] = 0.0;

        matrix_return[1][0] = sine;
        matrix_return[1][1] = cosine;
        matrix_return[1][2] = 0.0;
        matrix_return[1][3] = 0.0;

        matrix_return[2][0] = 0.0;
        matrix_return[2][1] = 0.0;
        matrix_return[2][2] = 1.0;
        matrix_return[2][3] = 0.0;

        matrix_return[3][0] = 0.0;
        matrix_return[3][1] = 0.0;
        matrix_return[3][2] = 0.0;
        matrix_return[3][3] = 1.0;
        break;

    default:
        return (PEXBadAxis); 	/* error - invalid axis specifier */
    }

    return (0);
}


void
PEXRotate2D (angle, matrix_return)

INPUT double		angle;
OUTPUT PEXMatrix3x3	matrix_return;

{
    double	sine;
    double	cosine;

    sine = sin (angle);
    cosine = cos (angle);

    matrix_return[0][0] = cosine;
    matrix_return[0][1] = -sine;
    matrix_return[0][2] = 0.0;

    matrix_return[1][0] = sine;
    matrix_return[1][1] = cosine;
    matrix_return[1][2] = 0.0;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0;
}


int
PEXRotateGeneral (point1, point2, angle, matrix_return)

INPUT PEXCoord		*point1;
INPUT PEXCoord		*point2;
INPUT double		angle;
OUTPUT PEXMatrix	matrix_return;

{
    PEXMatrix	preMatrix, calcMatrix, postMatrix, tempMatrix;
    PEXCoord	diff, rot;
    float	dist, temp, s;
    double	sine, cosine;
    int		i, j;

    /*
     * The matrix is calculated as preMatrix * calcMatrix * postMatrix
     * where postMatrix translates by point1 and preMatrix translates back
     * by point1 and calcMatrix does the real work.
     */

    preMatrix[0][0] = 1.0;
    preMatrix[0][1] = 0.0;
    preMatrix[0][2] = 0.0;
    preMatrix[0][3] = point1->x;

    preMatrix[1][0] = 0.0;
    preMatrix[1][1] = 1.0;
    preMatrix[1][2] = 0.0;
    preMatrix[1][3] = point1->y;

    preMatrix[2][0] = 0.0;
    preMatrix[2][1] = 0.0;
    preMatrix[2][2] = 1.0;
    preMatrix[2][3] = point1->z;

    preMatrix[3][0] = 0.0;
    preMatrix[3][1] = 0.0;
    preMatrix[3][2] = 0.0;
    preMatrix[3][3] = 1.0;


    postMatrix[0][0] = 1.0;
    postMatrix[0][1] = 0.0;
    postMatrix[0][2] = 0.0;
    postMatrix[0][3] = -(point1->x);

    postMatrix[1][0] = 0.0;
    postMatrix[1][1] = 1.0;
    postMatrix[1][2] = 0.0;
    postMatrix[1][3] = -(point1->y);

    postMatrix[2][0] = 0.0;
    postMatrix[2][1] = 0.0;
    postMatrix[2][2] = 1.0;
    postMatrix[2][3] = -(point1->z);

    postMatrix[3][0] = 0.0;
    postMatrix[3][1] = 0.0;
    postMatrix[3][2] = 0.0;
    postMatrix[3][3] = 1.0;


    /*
     * Compute calcMatrix
     */

    diff.x = point2->x - point1->x;
    diff.y = point2->y - point1->y;
    diff.z = point2->z - point1->z;

    dist = sqrt (diff.x * diff.x + diff.y * diff.y + diff.z * diff.z);

    if (NEAR_ZERO (dist))
	return (PEXBadAxis);

    rot.x = diff.x = diff.x / dist;	/* normalize rotation vector */
    rot.y = diff.y = diff.y / dist;
    rot.z = diff.z = diff.z / dist;

    rot.x = rot.x * rot.x;		/* square it */
    rot.y = rot.y * rot.y;
    rot.z = rot.z * rot.z;

    cosine = cos (angle);
    sine = sin (angle);

    calcMatrix[0][0] = rot.x + cosine * (1.0 - rot.x);
    calcMatrix[1][1] = rot.y + cosine * (1.0 - rot.y);
    calcMatrix[2][2] = rot.z + cosine * (1.0 - rot.z);

    temp = diff.x * diff.y * (1.0 - cosine);
    s = sine * diff.z;

    calcMatrix[1][0] = temp - s;
    calcMatrix[0][1] = temp + s;

    temp = diff.x * diff.z * (1.0 - cosine);
    s = sine * diff.y;

    calcMatrix[2][0] = temp + s;
    calcMatrix[0][2] = temp - s;

    temp = diff.y * diff.z * (1.0 - cosine);
    s = sine * diff.x;

    calcMatrix[2][1] = temp - s;
    calcMatrix[1][2] = temp + s;

    calcMatrix[0][3] = 0.0;
    calcMatrix[1][3] = 0.0;
    calcMatrix[2][3] = 0.0;
    calcMatrix[3][0] = 0.0;
    calcMatrix[3][1] = 0.0;
    calcMatrix[3][2] = 0.0;
    calcMatrix[3][3] = 1.0;


    /* Multiply preMatrix by calcMatrix */

    for (i = 0; i < 4; i++)
    {
        for (j = 0; j < 4; j++)
        {
            tempMatrix[i][j] = preMatrix[i][0] * calcMatrix[0][j] +
                               preMatrix[i][1] * calcMatrix[1][j] +
                               preMatrix[i][2] * calcMatrix[2][j] +
                               preMatrix[i][3] * calcMatrix[3][j];
        }
    }


    /* Multiply by postMatrix and return the new matrix */

    for (i = 0; i < 4; i++)
    {
        for (j = 0; j < 4; j++)
        {
            matrix_return[i][j] = tempMatrix[i][0] * postMatrix[0][j] +
                                  tempMatrix[i][1] * postMatrix[1][j] +
                                  tempMatrix[i][2] * postMatrix[2][j] +
                                  tempMatrix[i][3] * postMatrix[3][j];
        }
    }

    return (0);
}


void
PEXScale (scale_vector, matrix_return)

INPUT PEXVector		*scale_vector;
OUTPUT PEXMatrix	matrix_return;

{
    matrix_return[0][0] = scale_vector->x;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = 0.0;
    matrix_return[0][3] = 0.0;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = scale_vector->y;
    matrix_return[1][2] = 0.0;
    matrix_return[1][3] = 0.0;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = scale_vector->z;
    matrix_return[2][3] = 0.0;

    matrix_return[3][0] = 0.0;
    matrix_return[3][1] = 0.0;
    matrix_return[3][2] = 0.0;
    matrix_return[3][3] = 1.0;
}


void
PEXScale2D (scale_vector, matrix_return)

INPUT PEXVector2D	*scale_vector;
OUTPUT PEXMatrix3x3	matrix_return;

{
    matrix_return[0][0] = scale_vector->x;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = 0.0;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = scale_vector->y;
    matrix_return[1][2] = 0.0;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0;
}


void
PEXTranslate (trans_vector, matrix_return)

INPUT PEXVector		*trans_vector;
OUTPUT PEXMatrix	matrix_return;

{
    matrix_return[0][0] = 1.0;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = 0.0;
    matrix_return[0][3] = trans_vector->x;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = 1.0;
    matrix_return[1][2] = 0.0;
    matrix_return[1][3] = trans_vector->y;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0;
    matrix_return[2][3] = trans_vector->z;

    matrix_return[3][0] = 0.0;
    matrix_return[3][1] = 0.0;
    matrix_return[3][2] = 0.0;
    matrix_return[3][3] = 1.0;
}


void
PEXTranslate2D (trans_vector, matrix_return)

INPUT PEXVector2D	*trans_vector;
OUTPUT PEXMatrix3x3	matrix_return;

{
    matrix_return[0][0] = 1.0;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = trans_vector->x;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = 1.0;
    matrix_return[1][2] = trans_vector->y;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0;
}


void
PEXMatrixMult (matrix1, matrix2, matrix_return)

INPUT PEXMatrix		matrix1;
INPUT PEXMatrix		matrix2;
OUTPUT PEXMatrix	matrix_return;

{
    register float	*r;
    register int	i;

    if ((matrix_return != matrix1) && (matrix_return != matrix2))
    {
	for (i = 0; i < 4; i++)
	{
	    r = matrix1[i];
	    matrix_return[i][0] = r[0] * matrix2[0][0] + r[1] * matrix2[1][0] +
				  r[2] * matrix2[2][0] + r[3] * matrix2[3][0];
	    matrix_return[i][1] = r[0] * matrix2[0][1] + r[1] * matrix2[1][1] +
				  r[2] * matrix2[2][1] + r[3] * matrix2[3][1];
	    matrix_return[i][2] = r[0] * matrix2[0][2] + r[1] * matrix2[1][2] +
				  r[2] * matrix2[2][2] + r[3] * matrix2[3][2];
	    matrix_return[i][3] = r[0] * matrix2[0][3] + r[1] * matrix2[1][3] +
				  r[2] * matrix2[2][3] + r[3] * matrix2[3][3];
	}
    }
    else
    {
	register float	*src, *dst;
	PEXMatrix	temp;
	
	for (i = 0; i < 4; i++)
	{
	    r = matrix1[i];
	    temp[i][0] = r[0] * matrix2[0][0] + r[1] * matrix2[1][0] +
		      	 r[2] * matrix2[2][0] + r[3] * matrix2[3][0];
	    temp[i][1] = r[0] * matrix2[0][1] + r[1] * matrix2[1][1] +
			 r[2] * matrix2[2][1] + r[3] * matrix2[3][1];
	    temp[i][2] = r[0] * matrix2[0][2] + r[1] * matrix2[1][2] +
			 r[2] * matrix2[2][2] + r[3] * matrix2[3][2];
	    temp[i][3] = r[0] * matrix2[0][3] + r[1] * matrix2[1][3] +
			 r[2] * matrix2[2][3] + r[3] * matrix2[3][3];
	}

	src = (float *) temp;
	dst = (float *) matrix_return;
	for (i = 0; i < 16; i++)
	    *dst++ = *src++;
    }
}


void
PEXMatrixMult2D (matrix1, matrix2, matrix_return)

INPUT PEXMatrix3x3	matrix1;
INPUT PEXMatrix3x3	matrix2;
OUTPUT PEXMatrix3x3	matrix_return;

{
    register float	*r;
    register int	i;

    if ((matrix_return != matrix1) && (matrix_return != matrix2))
    {
	for (i = 0; i < 3; i++)
	{
	    r = matrix1[i];
	    matrix_return[i][0] = r[0] * matrix2[0][0] + r[1] * matrix2[1][0] +
				  r[2] * matrix2[2][0];
	    matrix_return[i][1] = r[0] * matrix2[0][1] + r[1] * matrix2[1][1] +
				  r[2] * matrix2[2][1];
	    matrix_return[i][2] = r[0] * matrix2[0][2] + r[1] * matrix2[1][2] +
				  r[2] * matrix2[2][2];
	}
    }
    else
    {
	register float	*src, *dst;
	PEXMatrix3x3 	temp;
	
	for (i = 0; i < 3; i++)
	{
	    r = matrix1[i];
	    temp[i][0] = r[0] * matrix2[0][0] + r[1] * matrix2[1][0] +
		      	 r[2] * matrix2[2][0];
	    temp[i][1] = r[0] * matrix2[0][1] + r[1] * matrix2[1][1] +
			 r[2] * matrix2[2][1];
	    temp[i][2] = r[0] * matrix2[0][2] + r[1] * matrix2[1][2] +
			 r[2] * matrix2[2][2];
	}

	src = (float *) temp;
	dst = (float *) matrix_return;
	for (i = 0; i < 9; i++)
	    *dst++ = *src++;
    }
}


void
PEXBuildTransform (fixed_point, trans_vector, angle_x, angle_y, angle_z,
    scale_vector, matrix_return)

INPUT PEXCoord		*fixed_point;
INPUT PEXVector		*trans_vector;
INPUT double		angle_x;
INPUT double		angle_y;
INPUT double		angle_z;
INPUT PEXVector		*scale_vector;
OUTPUT PEXMatrix	matrix_return;

{
    /*
     * Translate fixed_point to the origin, scale, rotate, translate back
     * to fixed_point, then apply trans_vector:
     *
     *			T * Tf~ * Rz * Ry * Rx * S * Tf.
     *
     *    where:	T is the "trans_vector" transform,
     *			Tf ia the translation of fixed_point to the origin and
     *			Tf~ is it's inverse,
     *			Ri is the rotation transform about the i'th axis,
     *			S is the scaling transform.
     */

    register float	cz, sz, cx, sx, cy, sy;
    register float	*r;

    cx = cos (angle_x); sx = sin (angle_x);
    cy = cos (angle_y); sy = sin (angle_y);
    cz = cos (angle_z); sz = sin (angle_z);

    r = matrix_return[0];
    r[0] = cz * cy * scale_vector->x;
    r[1] = (cz * sx * sy - sz * cx) * scale_vector->y;
    r[2] = (cz * sy * cx + sz * sx) * scale_vector->z;
    r[3] = trans_vector->x + fixed_point->x -
	(r[0] * fixed_point->x + r[1] * fixed_point->y +
        r[2] * fixed_point->z);

    r = matrix_return[1];
    r[0] = sz * cy * scale_vector->x;
    r[1] = (sz * sx * sy + cz * cx) * scale_vector->y;
    r[2] = (sz * sy * cx - cz * sx) * scale_vector->z;
    r[3] = trans_vector->y + fixed_point->y -
	(r[0] * fixed_point->x + r[1] * fixed_point->y +
        r[2] * fixed_point->z);

    r = matrix_return[2];
    r[0] = -sy * scale_vector->x;
    r[1] = cy * sx * scale_vector->y;
    r[2] = cy * cx * scale_vector->z;
    r[3] = trans_vector->z + fixed_point->z -
	(r[0] * fixed_point->x + r[1] * fixed_point->y +
        r[2] * fixed_point->z);

    r = matrix_return[3];
    r[0] = r[1] = r[2] = 0.0;
    r[3] = 1.0;
}


void
PEXBuildTransform2D (fixed_point, trans_vector, angle_z,
    scale_vector, matrix_return)

INPUT PEXCoord2D	*fixed_point;
INPUT PEXVector2D	*trans_vector;
INPUT double		angle_z;
INPUT PEXVector2D	*scale_vector;
OUTPUT PEXMatrix3x3	matrix_return;

{
    /*
     * Translate fixed_point to the origin, scale, rotate, translate back
     * to fixed_point, then apply trans_vector:
     *
     *			T * Tf~ * R * S * Tf.
     *
     *    where:	T is the "trans_vector" transform,
     *			Tf ia the translation of fixed_point to the origin and
     *			Tf~ is it's inverse,
     *			R is the rotation transform,
     *			S is the scaling transform.
     */

    register float	*r;
    register float	c, s;

    c = cos (angle_z);
    s = sin (angle_z);

    r = matrix_return[0];
    r[0] = c * scale_vector->x;
    r[1] = -s * scale_vector->y;
    r[2] = trans_vector->x + fixed_point->x -
	c * scale_vector->x * fixed_point->x +
        s * scale_vector->y * fixed_point->y;

    r = matrix_return[1];
    r[0] = s * scale_vector->x;
    r[1] = c * scale_vector->y;
    r[2] = trans_vector->y + fixed_point->y -
	(s * scale_vector->x * fixed_point->x +
        c * scale_vector->y * fixed_point->y);

    r = matrix_return[2];
    r[0] = r[1] = 0.0;
    r[2] = 1.0;
}


int
PEXViewOrientationMatrix (vrp, vpn, vup, matrix_return)

INPUT PEXCoord          *vrp;
INPUT PEXVector         *vpn;
INPUT PEXVector         *vup;
OUTPUT PEXMatrix        matrix_return;

{
    /*
     * Translate to VRP then change the basis.
     * The old basis is: e1 = < 1, 0, 0>,  e2 = < 0, 1, 0>, e3 = < 0, 0, 1>.
     * The new basis is: ("x" means cross product)
     *		e3' = VPN / |VPN|
     *		e1' = VUP x VPN / |VUP x VPN|
     *		e2' = e3' x e1'
     * Therefore the transform from old to new is x' = ATx, where:
     *
     *	     | e1' 0 |         | 1 0 0 -vrp.x |
     *   A = |       |,    T = | 0 1 0 -vrp.y |
     *       | e2' 0 |         | 0 0 1 -vrp.z |
     *	     |       |         | 0 0 0    1   |
     *	     | e3' 0 |
     *	     |       |
     *	     | -0-  1|
     */

    /* These ei's are really ei primes. */
    float	*e1 = matrix_return[0],
                *e2 = matrix_return[1],
                *e3 = matrix_return[2];
    double	s, mag_vpn;

    if (ZERO_MAG (mag_vpn = MAG_V3 (vpn)))
    {
	return (PEXBadVector);
    }
    else if (ZERO_MAG (MAG_V3 (vup)))
    {
	return (PEXBadVector);
    }
    else
    {
	/*
         * e1' = VUP x VPN / |VUP x VPN|, but do the division later.
	 */

	e1[0] = vup->y * vpn->z - vup->z * vpn->y;
	e1[1] = vup->z * vpn->x - vup->x * vpn->z;
	e1[2] = vup->x * vpn->y - vup->y * vpn->x;

	s = sqrt (e1[0] * e1[0] + e1[1] * e1[1] + e1[2] * e1[2]);


	/*
	 * Check for vup and vpn colinear (zero dot product).
	 */

	if (ZERO_MAG (s))
	    return (PEXBadVectors);
    }
    

    /*
     * Normalize e1
     */

    s = 1.0 / s;
    e1[0] *= s; e1[1] *= s; e1[2] *= s;


    /*
     * e3 = VPN / |VPN|
     */

    s = 1.0 / mag_vpn;
    e3[0] = s * vpn->x; e3[1] = s * vpn->y; e3[2] = s * vpn->z;


    /*
     * e2 = e3 x e1
     */

    e2[0] = e3[1] * e1[2] - e3[2] * e1[1];
    e2[1] = e3[2] * e1[0] - e3[0] * e1[2];
    e2[2] = e3[0] * e1[1] - e3[1] * e1[0];


    /*
     * Add the translation
     */

    e1[3] = -(e1[0] * vrp->x + e1[1] * vrp->y + e1[2] * vrp->z);
    e2[3] = -(e2[0] * vrp->x + e2[1] * vrp->y + e2[2] * vrp->z);
    e3[3] = -(e3[0] * vrp->x + e3[1] * vrp->y + e3[2] * vrp->z);


    /*
     * Homogeneous entries
     */

    matrix_return[3][0] = matrix_return[3][1] = matrix_return[3][2] = 0.0;
    matrix_return[3][3] = 1.0;

    return (0);
}


int
PEXViewOrientationMatrix2D (vrp, vup, matrix_return)

INPUT PEXCoord2D        *vrp;
INPUT PEXVector2D       *vup;
OUTPUT PEXMatrix3x3     matrix_return;

{
    /*
     * The old basis is: e1 = < 1, 0>,  e2 = < 0, 1>
     * The new basis is: e1' = < vup.y, -vup.x> / |vup|,  e2' = vup / |vup|.
     * Therefore the transform for old to new is x' = ATx, where:
     *
     *	     | e1' 0 |         | 1 0 -vrp.x |
     *	 A = |       |,    T = | 0 1 -vrp.y |
     *	     | e2' 0 |         | 0 0    1   |
     *	     |       |
     *	     | -0-  1|
     */

    register double	s;

    if (ZERO_MAG (s = MAG_V2 (vup)))
    {
	return (PEXBadVector);
    }
    else
    {
	/*
	 * Compute the new basis, note that matrix_return[0] is e1'
	 * and matrix_return[1] is e2'.
	 */

	s = 1.0 / s;
	matrix_return[0][0] = s * vup->y;
	matrix_return[0][1] = s * -vup->x;
	matrix_return[1][0] = s * vup->x;
	matrix_return[1][1] = s * vup->y;


	/*
	 * Add the translation
	 */

	matrix_return[0][2] = -(matrix_return[0][0] * vrp->x +
				matrix_return[0][1] * vrp->y);
	matrix_return[1][2] = -(matrix_return[1][0] * vrp->x +
				matrix_return[1][1] * vrp->y);


	/*
	 * Homogeneous entries
	 */

	matrix_return[2][0] = matrix_return[2][1] = 0.0;
	matrix_return[2][2] = 1.0;

	return (0);
    }
}


int
PEXViewMappingMatrix (frame, viewport, perspective, prp, view_plane,
    back_plane, front_plane, matrix_return)

INPUT PEXCoord2D	*frame;
INPUT PEXNPCSubVolume	*viewport;
INPUT int		perspective;
INPUT PEXCoord		*prp;
INPUT double		view_plane;
INPUT double		back_plane;
INPUT double		front_plane;
OUTPUT PEXMatrix	matrix_return;

{
    /*
     * Procedure:
     *
     * (Perspective):
     *   - Translate to PRP,			Tc
     *	 - Convert to left handed coords,	Tlr
     *	 - Shear,				H
     *	 - Scale to canonical view volume,	S
     *	 - Normalize perspective view volume,	Ntp
     *	 - Scale to viewport,			Svp
     *	 - Convert to right handed coords,	Tlr
     *	 - Translate to viewport,		Tvp
     *
     * (Parallel):
     *	 - Translate to view plane,		Tc
     *	 - Shear about the view plane,		H
     *	 - Translate back,			Tc inverse
     *	 - Translate frame to origin,		Tl
     *	 - Scale to canonical view volume,	S
     *	 - Scale to viewport,			Svp
     *	 - Translate to viewport,		Tvp
     */

    double	dx = viewport->max.x - viewport->min.x;
    double	dy = viewport->max.y - viewport->min.y;
    double	dz = viewport->max.z - viewport->min.z;
    double	vvz = front_plane - back_plane;
    double	sz, sx, sy;
    double	hx, hy;
    double	d;
    double	zf;
    float	*r;

    if (!(frame[0].x < frame[1].x) || !(frame[0].y < frame[1].y))
    {
	return (PEXBadLimits);
    }
    else if (!(viewport->min.x < viewport->max.x) ||
             !(viewport->min.y < viewport->max.y) ||
             !(viewport->min.z <= viewport->max.z))
    {
	return (PEXBadViewport);
    }
    else if (NEAR_ZERO (vvz) && viewport->min.z != viewport->max.z)
    {
	return (PEXBadPlanes);
    }
    else if (perspective && prp->z < front_plane && prp->z > back_plane)
    {
	return (PEXBadPlanes);
    }
    else if (prp->z == view_plane)
    {
	return (PEXBadPRP);
    }
    else if (front_plane < back_plane)
    {
	return (PEXBadPlanes);
    }
    else if (!IN_RANGE (0.0, 1.0, viewport->min.x) ||
	     !IN_RANGE (0.0, 1.0, viewport->max.x) ||
	     !IN_RANGE (0.0, 1.0, viewport->min.y) ||
	     !IN_RANGE (0.0, 1.0, viewport->max.y) ||
	     !IN_RANGE (0.0, 1.0, viewport->min.z) ||
	     !IN_RANGE (0.0, 1.0, viewport->max.z))
    {
	return (PEXBadViewport);
    }
    
    if (perspective)
    {
	d = prp->z - view_plane;
	sz = 1.0 / (prp->z - back_plane);
	sx = sz * d * 2.0 / (frame[1].x - frame[0].x);
	sy = sz * d * 2.0 / (frame[1].y - frame[0].y);
	hx = (prp->x - 0.5 * (frame[0].x + frame[1].x)) / d;
	hy = (prp->y - 0.5 * (frame[0].y + frame[1].y)) / d;

	r = matrix_return[0];
	r[0] = 0.5 * dx * sx;
	r[1] = 0.0;
	r[2] = -(0.5 * dx * (sx * hx + sz) + sz * viewport->min.x);
	r[3] = -(0.5 * dx * sx * (prp->x - hx * prp->z) -
	    sz * prp->z * (0.5 * dx + viewport->min.x));

	r = matrix_return[1];
	r[0] = 0.0;
	r[1] = 0.5 * dy * sy;
	r[2] = -(0.5 * dy * (sy * hy + sz) + sz * viewport->min.y);
	r[3] = -(0.5 * dy * sy * (prp->y - hy * prp->z) -
	    sz * prp->z * (0.5 * dy + viewport->min.y));

	r = matrix_return[2];
	r[0] = r[1] = 0.0;
	zf = (prp->z - front_plane) / (prp->z - back_plane);
	if (NEAR_ZERO (1.0 - zf))
	{
	    r[2] = 0.0;
	    r[3] = sz * prp->z * viewport->max.z;
	}
	else
	{
	    r[2] = sz * ((dz / (1.0 - zf)) - viewport->max.z);
	    r[3] = sz * prp->z * viewport->max.z -
		(dz / (1.0 - zf)) * (sz * prp->z - zf);
	}

	r = matrix_return[3];
	r[0] = r[1] = 0.0;
	r[2] = -sz;
	r[3] = sz * prp->z;
    }
    else
    {	/* parallel */
	sx = dx / (frame[1].x - frame[0].x);
	sy = dy / (frame[1].y - frame[0].y);
	hx = (prp->x - 0.5 * (frame[0].x + frame[1].x)) /
	    (view_plane - prp->z);
	hy = (prp->y - 0.5 * (frame[0].y + frame[1].y)) /
	    (view_plane - prp->z);

	r = matrix_return[0];
	r[0] = sx;
	r[1] = 0.0;
	r[2] = sx * hx;
	r[3] = viewport->min.x - sx * (hx * view_plane + frame[0].x);

	r = matrix_return[1];
	r[0] = 0.0;
	r[1] = sy;
	r[2] = sy * hy;
	r[3] = viewport->min.y - sy * (hy * view_plane + frame[0].y);

	r  = matrix_return[2];
	r[0] = r[1] = 0.0;
	if (NEAR_ZERO (vvz))
	    r[2] = 0.0;
	else
	    r[2] = dz / vvz;
	r[3] = viewport->min.z - r[2] * back_plane;

	r = matrix_return[3];
	r[0] = r[1] = r[2] = 0.0;
	r[3] = 1.0;
    }
    
    return (0);
}


int
PEXViewMappingMatrix2D (frame, viewport, matrix_return)

INPUT PEXCoord2D	*frame;
INPUT PEXCoord2D	*viewport;
OUTPUT PEXMatrix3x3	matrix_return;

{
    /*
     * 1. Translate frame's lower-left-corner to 0,0.
     * 2. Scale size of frame to size of viewport.
     * 3. Translate 0,0 to viewport's lower-left-corner.
     *
     * Matrices are:
     *
     * 1:  1 0 -frame[0].x    2:  scale.x   0    0   3:  1 0  viewport[0].x
     * 	   0 1 -frame[0].y	   0     scale.y 0       0 1  viewport[0].y
     * 	   0 0   1		   0	   0	 1       0 0   1
     */

    /* scale factors: len (viewport) / len (frame) */
    register float	sx, sy;


    if (!(frame[0].x < frame[1].x) || !(frame[0].y < frame[1].y))
    {
	return (PEXBadLimits);
    }
    else if (!(viewport[0].x < viewport[1].x) ||
	     !(viewport[0].y < viewport[1].y))
    {
	return (PEXBadViewport);
    }
    else if (!IN_RANGE (0.0, 1.0, viewport[0].x) ||
	     !IN_RANGE (0.0, 1.0, viewport[1].x) ||
	     !IN_RANGE (0.0, 1.0, viewport[0].y) ||
	     !IN_RANGE (0.0, 1.0, viewport[1].y))
    {
	return (PEXBadViewport);
    }

    sx = (viewport[1].x - viewport[0].x) / (frame[1].x - frame[0].x);
    sy = (viewport[1].y - viewport[0].y) / (frame[1].y - frame[0].y);

    matrix_return[0][0] = sx;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = sx * (-frame[0].x + viewport[0].x);

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = sy;
    matrix_return[1][2] = sy * (-frame[0].y + viewport[0].y);

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0;

    return (0);
}


int
PEXLookAtViewMatrix (from, to, up, matrix_return)

INPUT PEXCoord		*from;
INPUT PEXCoord		*to;
INPUT PEXVector		*up;
OUTPUT PEXMatrix	matrix_return;

{
    PEXCoord		a, b, c, d, e, f, t;
    float		magnitude;
    float		dot_product;

    /*
     * This matrix can be thought of as having 2 parts.  The first part (next
     * to the coordinate point when it is being transformed) moves the to
     * point to the origin.  The second part performs the rotation of the data.
     *
     * The three basis vectors of the rotation are obtained as follows.
     * The Z basis vector is determined by subtracting from from to and
     * dividing by its length (b).  The Y basis vector is determined by
     * calculating the vector perpendicular to b and in the plane defined by
     * the to and from points and the up vector and then normalizing it (e).
     * The X basis vector (f) is calculated by e CROSS b.
     *
     * The resulting matrix looks like this:
     *
     *  | fx fy fz 0 | | 1 0 0 -tox | | fx fy fz tz |
     *  | ex ey ez 0 |*| 0 1 0 -toy |=| ex ey ez ty |
     *  | bx by bz 0 | | 0 0 1 -toz | | bx by bz tz |
     *  |  0  0  0 1 | | 0 0 0   1  | |  0  0  0  1 |
     *
     * where tx = -to DOT f, ty = -to DOT e, and tz = -to DOT b.
     */

    /*
     * Calculate the rotations
     */

    a.x = from->x - to->x;	    /* difference between to and from */
    a.y = from->y - to->y;
    a.z = from->z - to->z;

    magnitude = sqrt (a.x * a.x + a.y * a.y + a.z * a.z);

    if (ZERO_MAG (magnitude))
    {
	return (PEXBadVectors);    /* from and to are the same */
    }


    /*
     * normalize the from-to vector
     */

    b.x = a.x / magnitude;
    b.y = a.y / magnitude;
    b.z = a.z / magnitude;


    /*
     * up is second basis vector
     */

    c.x = up->x;
    c.y = up->y;
    c.z = up->z;


    /*
     * compute the dot product of the previous two vectors
     */

    dot_product = (c.x * b.x) + (c.y * b.y) + (c.z * b.z);


    /*
     * calculate the vector perpendicular to the up vector and in the
     * plane defined by the to and from points and the up vector.
     */

    d.x = c.x - (dot_product * b.x);
    d.y = c.y - (dot_product * b.y);
    d.z = c.z - (dot_product * b.z);

    magnitude = sqrt (d.x * d.x + d.y * d.y + d.z * d.z);

    if (ZERO_MAG (magnitude))   /* use the defaults */
    {
        c.x = 0.0;
        c.y = 1.0;
        c.z = 0.0;

        dot_product = b.y;

        d.x = -(dot_product * b.x);
        d.y = 1.0 - (dot_product * b.y);
        d.z = -(dot_product * b.z);

        magnitude = sqrt (d.x * d.x + d.y * d.y + d.z * d.z);

        if (ZERO_MAG (magnitude))
        {
            c.x = 0.0;
            c.y = 0.0;
            c.z = 1.0;

            dot_product = b.z;

            d.x = -(dot_product * b.x);
            d.y = -(dot_product * b.y);
            d.z = 1.0 -(dot_product * b.z);

            magnitude = sqrt (d.x * d.x + d.y * d.y + d.z * d.z);
        }
    }

    /*
     * calculate the unit vector in the from, to, and at plane and
     * perpendicular to the up vector
     */

    e.x = d.x / magnitude;
    e.y = d.y / magnitude;
    e.z = d.z / magnitude;


    /*
     * calculate the unit vector perpendicular to the other two
     * by crossing them
     */

    f.x = (e.y * b.z) - (b.y * e.z);
    f.y = (e.z * b.x) - (b.z * e.x);
    f.z = (e.x * b.y) - (b.x * e.y);


    /*
     * fill in the rotation values
     */

    matrix_return[0][0] = f.x;
    matrix_return[0][1] = f.y;
    matrix_return[0][2] = f.z;

    matrix_return[1][0] = e.x;
    matrix_return[1][1] = e.y;
    matrix_return[1][2] = e.z;

    matrix_return[2][0] = b.x;
    matrix_return[2][1] = b.y;
    matrix_return[2][2] = b.z;


    /*
     * calculate the translation part of the matrix
     */

    t.x = (-to->x * f.x) + (-to->y * f.y) + (-to->z * f.z);
    t.y = (-to->x * e.x) + (-to->y * e.y) + (-to->z * e.z);
    t.z = (-to->x * b.x) + (-to->y * b.y) + (-to->z * b.z);

    matrix_return[0][3] = t.x;
    matrix_return[1][3] = t.y;
    matrix_return[2][3] = t.z;


    /*
     * and fill in the rest of the matrix
     */

    matrix_return[3][0] = 0.0;
    matrix_return[3][1] = 0.0;
    matrix_return[3][2] = 0.0;
    matrix_return[3][3] = 1.0;

    return (0);
}


int
PEXPolarViewMatrix (from, distance, azimuth, altitude, twist, matrix_return)

INPUT PEXCoord		*from;
INPUT double		distance;
INPUT double		azimuth;
INPUT double		altitude;
INPUT double		twist;
OUTPUT PEXMatrix	matrix_return;

{
    PEXCoord	trans;
    float	cost;
    float	sint;
    float	cosaz;
    float	sinaz;
    float	cosalt;
    float	sinalt;

    if (distance <= ZERO_TOLERANCE)
    {
	return (PEXBadDistance);
    }

    cost = cos (twist);
    sint = sin (twist);
    cosaz = cos (-azimuth);
    sinaz = sin (-azimuth);
    cosalt = cos (-altitude);
    sinalt = sin (-altitude);


    /*
     * This matrix can be thought of as having five parts.  The first part
     * (the part nearest the point to be transformed) translates the from point
     * to the origin.  The last part translates the rotated data back by
     * distance so that the to point is at the origin.  (Since the data is
     * lined up along the Z axis, there are no X and Y parts to this
     * translation.)
     *
     * The three parts in the middle rotate around the Y axis by azimuth,
     * rotate around the X axis by altitude, and rotate around the Z axis by
     * twist.
     *
     * The matrix calculated in this routine is the result of:
     *
     * (trans, -distance)*(twist, Z)*(altitude, X)*(azimuth, Y)*(trans, -from)
     *
     *     | cost -sint 0 0 | | 1    0       0   0 | | cosaz 0 sinaz 0 |
     *	Td*| sint  cost 0 0 |*| 0 cosalt -sinalt 0 |*|   0   1   0   0 |*Tfrom
     *	   |  0     0   1 0 | | 0 sinalt  cosalt 0 | |-sinaz 0 cosaz 0 |
     *	   |  0     0   0 1 | | 0    0       0   1 | |   0   0   0   1 |
     */

    matrix_return[0][0] = cost * cosaz + (-sint) * (-sinalt) * (-sinaz);
    matrix_return[0][1] = (-sint) * cosalt;
    matrix_return[0][2] = cost * sinaz + (-sint) * (-sinalt) * cosaz;

    matrix_return[1][0] = sint * cosaz + cost * (-sinalt) * (-sinaz);
    matrix_return[1][1] = cost * cosalt;
    matrix_return[1][2] = sint * sinaz + cost * (-sinalt) * cosaz;

    matrix_return[2][0] = cosalt * (-sinaz);
    matrix_return[2][1] = sinalt;
    matrix_return[2][2] = cosalt * cosaz;


    /*
     * calculate the translation part of the matrix
     */

    trans.x = -from->x * matrix_return[0][0] + -from->y * matrix_return[0][1] +
	      -from->z * matrix_return[0][2];
    trans.y = -from->x * matrix_return[1][0] + -from->y * matrix_return[1][1] +
	      -from->z * matrix_return[1][2];
    trans.z = -from->x * matrix_return[2][0] + -from->y * matrix_return[2][1] +
	      -from->z * matrix_return[2][2];

    matrix_return[0][3] = trans.x;
    matrix_return[1][3] = trans.y;
    matrix_return[2][3] = trans.z + distance;


    /*
     * finish filling in the matrix
     */

    matrix_return[3][0] = 0.0;
    matrix_return[3][1] = 0.0;
    matrix_return[3][2] = 0.0;
    matrix_return[3][3] = 1.0;

    return (0);
}


int
PEXOrthoProjMatrix (height, aspect, near_plane, far_plane, matrix_return)

INPUT double		height;
INPUT double		aspect;
INPUT double		near_plane;
INPUT double		far_plane;
OUTPUT PEXMatrix	matrix_return;

{
    float 	width;
    float	depth;

    width = height * aspect;
    depth = near_plane - far_plane;

    if (NEAR_ZERO (depth) || NEAR_ZERO (width) || NEAR_ZERO (height))
    {
	return (PEXBadLimits);
    }


    /*
     * This matrix maps the width, height, and depth to the range of zero to
     * one in all three directions.  It also maps the z values to be
     * in front of the origin.  The near plane is mapped to z = 1 and the
     * far plane is mapped to z = 0.  It also translates the x, y coordinates
     * over by .5 so that x=0 and y=0 is in the middle of the NPC space.
     */

    matrix_return[0][0] = 1.0 / width;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = 0.0;
    matrix_return[0][3] = 0.5;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = 1.0 / height;
    matrix_return[1][2] = 0.0;
    matrix_return[1][3] = 0.5;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0 / depth;
    matrix_return[2][3] = 1.0  - (near_plane / depth);

    matrix_return[3][0] = 0.0;
    matrix_return[3][1] = 0.0;
    matrix_return[3][2] = 0.0;
    matrix_return[3][3] = 1.0;

    return (0);
}


int
PEXPerspProjMatrix (fovy, distance, aspect, near_plane, far_plane, matrix_return)

INPUT double		fovy;
INPUT double		distance;
INPUT double		aspect;
INPUT double		near_plane;
INPUT double		far_plane;
OUTPUT PEXMatrix	matrix_return;

{
    double	fovy2;
    double	c_hy;
    double	s_hy;
    float	height;
    float	depth;
    float	width;
    float	eye_distance;

    if (near_plane <= far_plane || NEAR_ZERO (fovy) ||
        NEAR_ZERO (aspect) || distance <= near_plane)
    {
	return (PEXBadLimits);
    }


    /*
     * limit the field of view to be less than pi (minus a little) and ensure
     * that it's positive and then halve it
     */

    if ((fovy > 3.140) || (fovy < -3.140))
    {
	fovy2 = 3.140 / 2.0;
    }
    else if (fovy < 0.0)
    {
	fovy2 = -fovy / 2.0;
    }
    else
    {
	fovy2 = fovy / 2.0;
    }


    /*
     * calculate some dimensions we need
     */

    c_hy = cos (fovy2);
    s_hy = sin (fovy2);

    eye_distance = distance - near_plane;
    height = 2.0 * eye_distance * (s_hy / c_hy);
    depth = near_plane - far_plane;
    width = height * aspect;

    /*
       This matrix is made up of three parts.  The first part is a perspective
       transformation matrix.  The second part is a matrix to scale and
       translate the coordinates so that z is between 0 and 1, x is
       between height/2 and -height/2 and y is between width/2 and
       -width/2.  The third part is a matrix to translate the eyepoint to
       .5 in x and y.
     
       The viewing frustum looks like this.  We want to project the point
       (x, y, z) onto the near plane to get (x', y', z').

  +Z             |      o (x, y, z)
 <==             |    / :
                 |  /   :
      (x',y',z') |/     :
                /|      :
              /  |      :
            <----|----------------
                 |      z
                 |
           eye  near

       By similar triangles, x'/eye_dist = x/(eye_dist+near-z)
                             y'/eye_dist = y/(eye_dist+near-z)
                             z' = near

       So the projection matrix, Mproj =

             | 1   0      0        0                |
             | 0   1      0        0                |
             | 0   0      0       near              |
             | 0   0 -1/eye_dist  1+(near/eye_dist) |

       (Row vectors are shown below for simplicity.  They're really column
       vectors.)

       It can be shown that:
	Mproj * (0, 0, near, 1) = (0, 0, near, 1)
	Mproj * (0, 0, far, 1)  = (0, 0, near, 1+near/eye_dist-far/eye_dist)

       Next, we want to find a matrix, Mst, such that the near plane is
       transformed to z=1 and the far plane is transformed to z=0.
	Mst * Mproj * (0, 0, near, 1) = (0, 0, 1, 1)
	Mst * Mproj * (0, 0, far, 1)  = (0, 0, 0, t)
                                          where t = (eye_dist-far+near)/eye_dist

       Using the equations just above, this means that
	Mst * (0, 0, near, 1) = (0, 0, 1, 1)
	Mst * (0, 0, near, t) = (0, 0, 0, t)

       Concentrating on the lower right-hand corner of Mst, this means
	Mst * | near near | = | 1 0 |
              |  1    t   |   | 1 t |

       Solving for Mst, we get
	Mst = | t/(far(t-1))  -1/(t-1) |
              |     0            1     |

       Multiplying and simplifying, we get
	Mst * Mproj = | 1   0       0               0         |
                      | 0   1       0               0         |
                      | 0   0    1/depth       -far/depth     |
                      | 0   0  -1/eye_dist  1 + near/eye_dist |
                                                            where depth=near-far

       Now scale X and Y so that they have a range of "width"
       in X and "height" in Y.   The resulting matrix is
	M2 = | 1/width      0        0              0         |
             |    0     1/height     0              0         |
             |    0         0    1/depth       -far/depth     |
             |    0         0  -1/eye_dist  1 + near/eye_dist |

       Last, we need to translate the results by .5 in X and Y so that the eye
       point is in the middle of NPC space.
	matrix_return = | 1 0 0 .5 | * M2
                    | 0 1 0 .5 |
                    | 0 0 1  0 |
                    | 0 0 0  1 |

	= | 1/width      0    -1/(2*eye_dist) (1+near/eye_dist)/2 |
          |    0     1/height -1/(2*eye_dist) (1+near/eye_dist)/2 |
          |    0         0        1/depth          -far/depth     |
          |    0         0      -1/eye_dist     1+near/eye_dist   |
    */	  

    matrix_return[0][0] = 1.0 / width;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = -1.0 / (2.0 * eye_distance);
    matrix_return[0][3] = (1.0 + (near_plane / eye_distance)) / 2.0;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = 1.0 / height;
    matrix_return[1][2] = -1.0 / (2.0 * eye_distance);
    matrix_return[1][3] = (1.0 + (near_plane / eye_distance)) / 2.0;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0 / depth;
    matrix_return[2][3] = -far_plane / depth;

    matrix_return[3][0] = 0.0;
    matrix_return[3][1] = 0.0;
    matrix_return[3][2] = -1.0 / eye_distance;
    matrix_return[3][3] = 1.0 + (near_plane / eye_distance);

    return (0);
}


int
PEXTransformPoints (mat, count, points, points_return)

INPUT PEXMatrix		mat;
INPUT int		count;
INPUT PEXCoord		*points;
OUTPUT PEXCoord		*points_return;

{
    register PEXCoord	*point_in = points;
    register PEXCoord	*point_out = points_return;
    register int	i;
    PEXCoord		temp;
    int			status = 0;


    if (NEAR_ZERO (mat[3][0]) && NEAR_ZERO (mat[3][1]) &&
	NEAR_ZERO (mat[3][2]) && NEAR_ZERO (mat[3][3] - 1.0))
    {
	for (i = 0; i < count; i++, point_in++, point_out++)
	{
	    temp.x = mat[0][0] * point_in->x +
		     mat[0][1] * point_in->y +
		     mat[0][2] * point_in->z + mat[0][3];

	    temp.y = mat[1][0] * point_in->x +
		     mat[1][1] * point_in->y +
		     mat[1][2] * point_in->z + mat[1][3];

	    temp.z = mat[2][0] * point_in->x +
		     mat[2][1] * point_in->y +
		     mat[2][2] * point_in->z + mat[2][3];

	    point_out->x = temp.x;
	    point_out->y = temp.y;
	    point_out->z = temp.z;
	}
    }
    else
    {
	register float	w;

	for (i = 0; i < count; i++, point_in++, point_out++)
	{
	    w = mat[3][0] * point_in->x + mat[3][1] * point_in->y +
	        mat[3][2] * point_in->z + mat[3][3];

	    if (NEAR_ZERO (w))
	    {
		point_out->x = 0.0;
		point_out->y = 0.0;
		point_out->z = 0.0;

		status = PEXBadHomoCoord;   /* return an error */
	    }
	    else
	    {
		temp.x = (mat[0][0] * point_in->x +
			  mat[0][1] * point_in->y +
                          mat[0][2] * point_in->z + mat[0][3]) / w;

		temp.y = (mat[1][0] * point_in->x +
			  mat[1][1] * point_in->y +
			  mat[1][2] * point_in->z + mat[1][3]) / w;

		temp.z = (mat[2][0] * point_in->x +
			  mat[2][1] * point_in->y +
			  mat[2][2] * point_in->z + mat[2][3]) / w;

		point_out->x = temp.x;
		point_out->y = temp.y;
		point_out->z = temp.z;
	    }
	}
    }

    return (status);
}


int
PEXTransformPoints2D (mat, count, points, points_return)

INPUT PEXMatrix3x3	mat;
INPUT int		count;
INPUT PEXCoord2D	*points;
OUTPUT PEXCoord2D	*points_return;

{
    register PEXCoord2D *point_in = points;
    register PEXCoord2D	*point_out = points_return;
    register int	i;
    PEXCoord2D		temp;
    int			status = 0;


    if (NEAR_ZERO (mat[2][0]) && NEAR_ZERO (mat[2][1]) &&
	NEAR_ZERO (mat[2][2] - 1.0))
    {
	for (i = 0; i < count; i++, point_in++, point_out++)
	{
	    temp.x = mat[0][0] * point_in->x +
		     mat[0][1] * point_in->y + mat[0][2];

	    temp.y = mat[1][0] * point_in->x +
		     mat[1][1] * point_in->y + mat[1][2];

	    point_out->x = temp.x;
	    point_out->y = temp.y;
	}
    }
    else
    {
	register float	w;

	for (i = 0; i < count; i++, point_in++, point_out++)
	{
	    w = mat[2][0] * point_in->x + mat[2][1] * point_in->y + mat[2][2];

	    if (NEAR_ZERO (w))
	    {
		point_out->x = 0.0;
		point_out->y = 0.0;

		status = PEXBadHomoCoord;   /* return an error */
	    }
	    else
	    {
		temp.x = (mat[0][0] * point_in->x +
			  mat[0][1] * point_in->y + mat[0][2]) / w;

		temp.y = (mat[1][0] * point_in->x +
			  mat[1][1] * point_in->y + mat[1][2]) / w;

		point_out->x = temp.x;
		point_out->y = temp.y;
	    }
	}
    }

    return (status);
}


void
PEXTransformPoints4D (mat, count, points, points_return)

INPUT PEXMatrix		mat;
INPUT int		count;
INPUT PEXCoord4D	*points;
OUTPUT PEXCoord4D	*points_return;

{
    register PEXCoord4D	*point_in = points;
    register PEXCoord4D	*point_out = points_return;
    register int	i;
    PEXCoord4D		temp;


    for (i = 0; i < count; i++, point_in++, point_out++)
    {
        temp.x = mat[0][0] * point_in->x + mat[0][1] * point_in->y +
                 mat[0][2] * point_in->z + mat[0][3] * point_in->w;

        temp.y = mat[1][0] * point_in->x + mat[1][1] * point_in->y +
                 mat[1][2] * point_in->z + mat[1][3] * point_in->w;

        temp.z = mat[2][0] * point_in->x + mat[2][1] * point_in->y +
                 mat[2][2] * point_in->z + mat[2][3] * point_in->w;

        temp.w = mat[3][0] * point_in->x + mat[3][1] * point_in->y +
                 mat[3][2] * point_in->z + mat[3][3] * point_in->w;

	point_out->x = temp.x;
	point_out->y = temp.y;
	point_out->z = temp.z;
	point_out->w = temp.w;
    }
}


void
PEXTransformPoints2DH (mat, count, points, points_return)

INPUT PEXMatrix3x3	mat;
INPUT int		count;
INPUT PEXCoord		*points;
OUTPUT PEXCoord		*points_return;

{
    register PEXCoord	*point_in = points;
    register PEXCoord	*point_out = points_return;
    register int	i;
    PEXCoord		temp;


    for (i = 0; i < count; i++, point_in++, point_out++)
    {
        temp.x = mat[0][0] * point_in->x + mat[0][1] * point_in->y +
                 mat[0][2] * point_in->z;

        temp.y = mat[1][0] * point_in->x + mat[1][1] * point_in->y +
                 mat[1][2] * point_in->z;

        temp.z = mat[2][0] * point_in->x + mat[2][1] * point_in->y +
                 mat[2][2] * point_in->z;

	point_out->x = temp.x;
	point_out->y = temp.y;
	point_out->z = temp.z;
    }
}


void
PEXTransformVectors (mat, count, vectors, vectors_return)

INPUT PEXMatrix		mat;
INPUT int		count;
INPUT PEXVector		*vectors;
OUTPUT PEXVector	*vectors_return;

{
    register PEXVector	*vec_in = vectors;
    register PEXVector	*vec_out = vectors_return;
    register int	i;
    PEXVector		temp;


    for (i = 0; i < count; i++, vec_in++, vec_out++)
    {
        temp.x = mat[0][0] * vec_in->x + mat[0][1] * vec_in->y +
                 mat[0][2] * vec_in->z;

        temp.y = mat[1][0] * vec_in->x + mat[1][1] * vec_in->y +
                 mat[1][2] * vec_in->z;

        temp.z = mat[2][0] * vec_in->x + mat[2][1] * vec_in->y +
                 mat[2][2] * vec_in->z;

        vec_out->x = temp.x;
        vec_out->y = temp.y;
        vec_out->z = temp.z;
    }
}


void
PEXTransformVectors2D (mat, count, vectors, vectors_return)

INPUT PEXMatrix3x3	mat;
INPUT int		count;
INPUT PEXVector2D	*vectors;
OUTPUT PEXVector2D	*vectors_return;

{
    register PEXVector2D	*vec_in = vectors;
    register PEXVector2D	*vec_out = vectors_return;
    register int		i;
    PEXVector2D			temp;


    for (i = 0; i < count; i++, vec_in++, vec_out++)
    {
        temp.x = mat[0][0] * vec_in->x + mat[0][1] * vec_in->y;
        temp.y = mat[1][0] * vec_in->x + mat[1][1] * vec_in->y;

        vec_out->x = temp.x;
        vec_out->y = temp.y;

    }
}


int
PEXNormalizeVectors (count, vectors, vectors_return)

INPUT int 		count;
INPUT PEXVector		*vectors;
OUTPUT PEXVector	*vectors_return;

{
    register int 	i;
    register PEXVector	*vec_in = vectors;
    register PEXVector	*vec_out = vectors_return;
    float		sum, length;
    int 		status = 0;


    for (i = 0; i < count; i++, vec_in++, vec_out++)
    {
	sum = vec_in->x * vec_in->x +
	      vec_in->y * vec_in->y +
              vec_in->z * vec_in->z;

	if (NEAR_ZERO (sum))
	{
	    vec_out->x = 0.0;
	    vec_out->y = 0.0;
	    vec_out->z = 0.0;
	    status = PEXBadVector;
	}
	else
	{
	    length = sqrt (sum);

	    vec_out->x = vec_in->x / length;
	    vec_out->y = vec_in->y / length;
	    vec_out->z = vec_in->z / length;
	}   
    }

    return (status);
}


int
PEXNormalizeVectors2D (count, vectors, vectors_return)

INPUT int 		count;
INPUT PEXVector2D	*vectors;
OUTPUT PEXVector2D	*vectors_return;

{
    register int 		i;
    register PEXVector2D	*vec_in = vectors;
    register PEXVector2D	*vec_out = vectors_return;
    float			sum, length;
    int 			status = 0;


    for (i = 0; i < count; i++, vec_in++, vec_out++)
    {
	sum = vec_in->x * vec_in->x +
	      vec_in->y * vec_in->y;

	if (NEAR_ZERO (sum))
	{
	    vec_out->x = 0.0;
	    vec_out->y = 0.0;
	    status = PEXBadVector;
	}
	else
	{
	    length = sqrt (sum);

	    vec_out->x = vec_in->x / length;
	    vec_out->y = vec_in->y / length;
	}   
    }

    return (status);
}


int
PEXNPCToXCTransform (npc_sub_volume, viewport,
    window_height, transform_return)

INPUT PEXNPCSubVolume	*npc_sub_volume;
INPUT PEXDeviceCoord	*viewport;
INPUT unsigned int	window_height;
OUTPUT PEXMatrix	transform_return;

{
    /*
     *       M4          M3            M2            M1
     *
     *    1  0 0 0     1 0 0 Vx     Sx 0  0  0     1 0 0 -Nx
     *    0 -1 0 H     0 1 0 Vy     0  Sy 0  0     0 1 0 -Ny
     *    0  0 1 0     0 0 1 Vz     0  0  Sz 0     0 0 1 -Nz
     *    0  0 0 1     0 0 0  1     0  0  0  1     0 0 0  1
     *
     *    M1 : translates NPC subvolume to origin
     *         (Nx, Ny, Nz) is the lower left corner of the NPC volume.
     *
     *    M2 : scales NPC subvolme at origin to DC viewport at origin.
     *         Sx, Sy, Sz are the scale factors that maintain the aspect ratio.
     *
     *    M3 : translates DC viewport at origin to the correct position.
     *         (Vx, Vy, Vz) is the lower left corner of the DC viewport.
     *
     *    M4 : maps DC to X drawable coordinates (flips Y).
     *         H is the window height.
     */

    float 		scale_x, scale_y, scale_z;
    int 		dvx, dvy;
    float		dnx, dny;
    float		dvz, dnz;
    PEXDeviceCoord	new_viewport[2];


    dvx = viewport[1].x - viewport[0].x;
    dvy = viewport[1].y - viewport[0].y;
    dvz = viewport[1].z - viewport[0].z;

    if (dvx <= 0 || dvy <= 0 || !(viewport[0].z <= viewport[1].z))
	return (PEXBadViewport);

    if (BAD_SUBVOLUME (npc_sub_volume))
	return (PEXBadSubVolume);

    dnx = npc_sub_volume->max.x - npc_sub_volume->min.x;
    dny = npc_sub_volume->max.y - npc_sub_volume->min.y;
    dnz = npc_sub_volume->max.z - npc_sub_volume->min.z;

    scale_x = (float) dvx / dnx;
    scale_y = (float) dvy / dny;
    scale_z = NEAR_ZERO (dnz) ? 1.0 : (dvz / dnz);

    if (!NEAR_ZERO (scale_x - scale_y))
    {
	new_viewport[0].x = viewport[0].x;
	new_viewport[0].y = viewport[0].y;
	new_viewport[0].z = viewport[0].z;

	if (scale_y < scale_x)
	{
	    new_viewport[1].x = viewport[0].x + (float) dvy * dnx / dny;
	    new_viewport[1].y = viewport[1].y;
	    new_viewport[1].z = viewport[1].z;
	}
	else
	{
	    new_viewport[1].x = viewport[1].x;
	    new_viewport[1].y = viewport[0].y + (float) dvx * dny / dnx;
	    new_viewport[1].z = viewport[1].z;
	}

	viewport = new_viewport;
    }

    transform_return[0][0] = scale_x;
    transform_return[0][1] = 0.0;
    transform_return[0][2] = 0.0;
    transform_return[0][3] =
	viewport[0].x - (scale_x * npc_sub_volume->min.x);

    transform_return[1][0] = 0.0;
    transform_return[1][1] = -scale_y;
    transform_return[1][2] = 0.0;
    transform_return[1][3] =
	window_height - viewport[0].y + (scale_y * npc_sub_volume->min.y);

    transform_return[2][0] = 0.0;
    transform_return[2][1] = 0.0;
    transform_return[2][2] = scale_z;
    transform_return[2][3] =
	viewport[0].z - (scale_z * npc_sub_volume->min.z);

    transform_return[3][0] = 0.0;
    transform_return[3][1] = 0.0;
    transform_return[3][2] = 0.0;
    transform_return[3][3] = 1.0;

    return (0);
}


int
PEXNPCToXCTransform2D (npc_sub_volume, viewport,
    window_height, transform_return)

INPUT PEXNPCSubVolume	*npc_sub_volume;
INPUT PEXDeviceCoord2D	*viewport;
INPUT unsigned int	window_height;
OUTPUT PEXMatrix3x3	transform_return;

{
    /*
     *      M4         M3         M2          M1
     *
     *    1  0 0     1 0 Vx     Sx 0  0     1 0 -Nx
     *    0 -1 H     0 1 Vy     0  Sy 0     0 1 -Ny
     *    0  0 1     0 0  1     0  0  1     0 0   1 
     *
     *    M1 : translates NPC subvolume to origin
     *         (Nx, Ny) is the lower left corner of the NPC volume.
     *
     *    M2 : scales NPC subvolme at origin to DC viewport at origin.
     *         Sx, Sy are the scale factors that maintain the aspect ratio.
     *
     *    M3 : translates DC viewport at origin to the correct position.
     *         (Vx, Vy) is the lower left corner of the DC viewport.
     *
     *    M4 : maps DC to X drawable coordinates (flips Y).
     *         H is the window height.
     */

    float 		scale_x, scale_y;
    int 		dvx, dvy;
    float		dnx, dny;
    PEXDeviceCoord2D	new_viewport[2];


    dvx = viewport[1].x - viewport[0].x;
    dvy = viewport[1].y - viewport[0].y;

    if (dvx <= 0 || dvy <= 0)
	return (PEXBadViewport);

    if (BAD_SUBVOLUME (npc_sub_volume))
	return (PEXBadSubVolume);

    dnx = npc_sub_volume->max.x - npc_sub_volume->min.x;
    dny = npc_sub_volume->max.y - npc_sub_volume->min.y;

    scale_x = (float) dvx / dnx;
    scale_y = (float) dvy / dny;

    if (!NEAR_ZERO (scale_x - scale_y))
    {
	new_viewport[0].x = viewport[0].x;
	new_viewport[0].y = viewport[0].y;

	if (scale_y < scale_x)
	{
	    new_viewport[1].x = viewport[0].x + (float) dvy * dnx / dny;
	    new_viewport[1].y = viewport[1].y;
	}
	else
	{
	    new_viewport[1].x = viewport[1].x;
	    new_viewport[1].y = viewport[0].y + (float) dvx * dny / dnx;
	}

	viewport = new_viewport;
    }

    transform_return[0][0] = scale_x;
    transform_return[0][1] = 0.0;
    transform_return[0][2] =
	viewport[0].x - (scale_x * npc_sub_volume->min.x);

    transform_return[1][0] = 0.0;
    transform_return[1][1] = -scale_y;
    transform_return[1][2] =
	window_height - viewport[0].y + (scale_y * npc_sub_volume->min.y);

    transform_return[2][0] = 0.0;
    transform_return[2][1] = 0.0;
    transform_return[2][2] = 1.0;

    return (0);
}


int
PEXXCToNPCTransform (npc_sub_volume, viewport,
    window_height, transform_return)

INPUT PEXNPCSubVolume	*npc_sub_volume;
INPUT PEXDeviceCoord	*viewport;
INPUT unsigned int	window_height;
OUTPUT PEXMatrix	transform_return;

{
    /*
     *       M4           M3             M2           M1   
     *	      	                                        
     *    1 0 0 Nx     Sx 0  0  0     1 0 0 -Vx    1  0 0 0
     *    0 1 0 Ny     0  Sy 0  0     0 1 0 -Vy    0 -1 0 H
     *    0 0 1 Nz     0  0  Sz 0     0 0 1 -Vz    0  0 1 0
     *    0 0 0  1     0  0  0  1     0 0 0  1     0  0 0 1
     *
     *    M1 : maps X drawable coordinates to DC (flips Y).
     *         H is the window height.
     *
     *    M2 : translates DC viewport to origin
     *         (Vx, Vy, Vz) is the lower left corner of the DC viewport.
     *
     *    M3 : scales DC viewport at origin to NPC subvolme at origin.
     *         Sx, Sy, Sz are the scale factors that maintain the aspect ratio.
     *
     *    M4 : translates NPC subvolume at origin to the correct position.
     *         (Nx, Ny, Nz) is the lower left corner of the NPC volume.
     */

    float 		scale_x, scale_y, scale_z;
    int 		dvx, dvy;
    float		dnx, dny;
    float		dvz, dnz;
    PEXDeviceCoord	new_viewport[2];


    dvx = viewport[1].x - viewport[0].x;
    dvy = viewport[1].y - viewport[0].y;
    dvz = viewport[1].z - viewport[0].z;

    if (dvx <= 0 || dvy <= 0 || !(viewport[0].z <= viewport[1].z))
	return (PEXBadViewport);

    if (BAD_SUBVOLUME (npc_sub_volume))
	return (PEXBadSubVolume);

    dnx = npc_sub_volume->max.x - npc_sub_volume->min.x;
    dny = npc_sub_volume->max.y - npc_sub_volume->min.y;
    dnz = npc_sub_volume->max.z - npc_sub_volume->min.z;

    scale_x = dnx / (float) dvx;
    scale_y = dny / (float) dvy;
    scale_z = NEAR_ZERO (dvz) ? 1.0 : (dnz / dvz);

    if (!NEAR_ZERO (scale_x - scale_y))
    {
	new_viewport[0].x = viewport[0].x;
	new_viewport[0].y = viewport[0].y;
	new_viewport[0].z = viewport[0].z;

	if (scale_x < scale_y)
	{
	    new_viewport[1].x = viewport[0].x + (float) dvy * dnx / dny;
	    new_viewport[1].y = viewport[1].y;
	    new_viewport[1].z = viewport[1].z;
	}
	else
	{
	    new_viewport[1].x = viewport[1].x;
	    new_viewport[1].y = viewport[0].y + (float) dvx * dny / dnx;
	    new_viewport[1].z = viewport[1].z;
	}

	viewport = new_viewport;
    }

    transform_return[0][0] = scale_x;
    transform_return[0][1] = 0.0;
    transform_return[0][2] = 0.0;
    transform_return[0][3] =
	npc_sub_volume->min.x - (scale_x * viewport[0].x);

    transform_return[1][0] = 0.0;
    transform_return[1][1] = -scale_y;
    transform_return[1][2] = 0.0;
    transform_return[1][3] =
	npc_sub_volume->min.y + scale_y * (window_height - viewport[0].y);

    transform_return[2][0] = 0.0;
    transform_return[2][1] = 0.0;
    transform_return[2][2] = 1.0;
    transform_return[2][3] =
	npc_sub_volume->min.z - (scale_z * viewport[0].z);

    transform_return[3][0] = 0.0;
    transform_return[3][1] = 0.0;
    transform_return[3][2] = 0.0;
    transform_return[3][3] = 1.0;

    return (0);
}


int
PEXXCToNPCTransform2D (npc_sub_volume, viewport,
    window_height, transform_return)

INPUT PEXNPCSubVolume	*npc_sub_volume;
INPUT PEXDeviceCoord2D	*viewport;
INPUT unsigned int	window_height;
INPUT PEXMatrix3x3	transform_return;

{
    /*
     *      M4         M3          M2          M1   
     *	      	                                        
     *    1 0 Nx     Sx 0  0     1 0 -Vx     1  0 0
     *    0 1 Ny     0  Sy 0     0 1 -Vy     0 -1 H
     *    0 0  1     0  0  1     0 0  1      0  0 1
     *
     *    M1 : maps X drawable coordinates to DC (flips Y).
     *         H is the window height.
     *
     *    M2 : translates DC viewport to origin
     *         (Vx, Vy) is the lower left corner of the DC viewport.
     *
     *    M3 : scales DC viewport at origin to NPC subvolme at origin.
     *         Sx, Sy are the scale factors that maintain the aspect ratio.
     *
     *    M4 : translates NPC subvolume at origin to the correct position.
     *         (Nx, Ny) is the lower left corner of the NPC volume.
     */

    float 		scale_x, scale_y;
    int 		dvx, dvy;
    float		dnx, dny;
    PEXDeviceCoord2D	new_viewport[2];


    dvx = viewport[1].x - viewport[0].x;
    dvy = viewport[1].y - viewport[0].y;

    if (dvx <= 0 || dvy <= 0)
	return (PEXBadViewport);

    if (BAD_SUBVOLUME (npc_sub_volume))
	return (PEXBadSubVolume);

    dnx = npc_sub_volume->max.x - npc_sub_volume->min.x;
    dny = npc_sub_volume->max.y - npc_sub_volume->min.y;

    scale_x = dnx / (float) dvx;
    scale_y = dny / (float) dvy;

    if (!NEAR_ZERO (scale_x - scale_y))
    {
	new_viewport[0].x = viewport[0].x;
	new_viewport[0].y = viewport[0].y;

	if (scale_x < scale_y)
	{
	    new_viewport[1].x = viewport[0].x + (float) dvy * dnx / dny;
	    new_viewport[1].y = viewport[1].y;
	}
	else
	{
	    new_viewport[1].x = viewport[1].x;
	    new_viewport[1].y = viewport[0].y + (float) dvx * dny / dnx;
	}

	viewport = new_viewport;
    }

    transform_return[0][0] = scale_x;
    transform_return[0][1] = 0.0;
    transform_return[0][2] =
	npc_sub_volume->min.x - (scale_x * viewport[0].x);

    transform_return[1][0] = 0.0;
    transform_return[1][1] = -scale_y;
    transform_return[1][2] =
	npc_sub_volume->min.y + scale_y * (window_height - viewport[0].y);

    transform_return[2][0] = 0.0;
    transform_return[2][1] = 0.0;
    transform_return[2][2] = 1.0;

    return (0);
}


int
PEXMapXCToNPC (point_count, points, window_height,
    z_dc, viewport, npc_sub_volume, view_count, views,
    view_return, count_return, points_return)

INPUT int		point_count;
INPUT PEXDeviceCoord2D	*points;
INPUT unsigned int	window_height;
INPUT double		z_dc;
INPUT PEXDeviceCoord	*viewport;
INPUT PEXNPCSubVolume	*npc_sub_volume;
INPUT int		view_count;
INPUT PEXViewEntry	*views;
OUTPUT int		*view_return;
OUTPUT int		*count_return;
OUTPUT PEXCoord		*points_return;

{
    PEXCoord	*xc_wz_points;
    PEXMatrix 	xform;
    int		pts_in_view;
    int		max_pts_in_view;
    int		max_pts_view;
    int		status, i, j;

    /*
     * Fill in the Z value for each XC point.
     */

    xc_wz_points = (PEXCoord *) Xmalloc (
	(unsigned) (point_count * sizeof (PEXCoord)));

    for (i = 0; i < point_count; i++)
    {
	xc_wz_points[i].x = points[i].x;
	xc_wz_points[i].y = points[i].y;
	xc_wz_points[i].z = z_dc;
    }


    /*
     * Determine the transformation matrix that takes us from XC to NPC.
     */

    status = PEXXCToNPCTransform (npc_sub_volume, viewport,
	window_height, xform);

    if (status != 0)
	return (status);


    /*
     * Now transform the XC points to NPC.
     */

    status = PEXTransformPoints (xform, point_count,
	xc_wz_points, points_return);

    Xfree ((char *) xc_wz_points);

    if (status != 0)
	return (status);


    /*
     * Search for the view containing all (or most) of the NPC points.
     */

    max_pts_view = -1;
    max_pts_in_view = 0;

    for (i = 0; i < view_count; i++)
    {
	for (j = pts_in_view = 0; j < point_count; j++)
	{
	    if (POINT3D_IN_VIEW (points_return[j], views[i]))
		pts_in_view++;
	}
		
	if (pts_in_view == point_count)
	{
	    max_pts_in_view = point_count;
	    max_pts_view = i;
	    break;
	}
	else if (pts_in_view > max_pts_in_view)
	{
	    max_pts_in_view = pts_in_view;
	    max_pts_view = i;
	}
    }


    /*
     * Make sure we only return points that are in the view we found.
     */

    if (max_pts_in_view > 0 && max_pts_in_view != point_count)
    {
	int count = 0;

	for (i = 0; i < point_count && count < max_pts_in_view; i++)
	{
	    if (POINT3D_IN_VIEW (points_return[i], views[max_pts_view]))
	    {
		points_return[count].x = points_return[i].x;
		points_return[count].y = points_return[i].y;
		points_return[count].z = points_return[i].z;
		count++;
	    }
	}
    }
		
    *view_return = max_pts_view;
    *count_return = max_pts_in_view;

    return (0);
}


int
PEXMapXCToNPC2D (point_count, points, window_height,
    viewport, npc_sub_volume, view_count, views,
    view_return, count_return, points_return)

INPUT int		point_count;
INPUT PEXDeviceCoord2D	*points;
INPUT unsigned int	window_height;
INPUT PEXDeviceCoord2D  *viewport;
INPUT PEXNPCSubVolume	*npc_sub_volume;
INPUT int		view_count;
INPUT PEXViewEntry	*views;
OUTPUT int		*view_return;
OUTPUT int		*count_return;
OUTPUT PEXCoord2D	*points_return;

{
    PEXMatrix3x3	xform;
    PEXCoord2D		*xc_points;
    int			pts_in_view;
    int			max_pts_in_view;
    int			max_pts_view;
    int			status, i, j;

    /*
     * Fill in the XC point.
     */

    xc_points = (PEXCoord2D *) Xmalloc (
	(unsigned) (point_count * sizeof (PEXCoord2D)));

    for (i = 0; i < point_count; i++)
    {
	xc_points[i].x = points[i].x;
	xc_points[i].y = points[i].y;
    }


    /*
     * Determine the transformation matrix that takes us from XC to NPC.
     */

    status = PEXXCToNPCTransform2D (npc_sub_volume, viewport,
	window_height, xform);

    if (status != 0)
	return (status);


    /*
     * Now transform the XC points to NPC.
     */

    status = PEXTransformPoints2D (xform, point_count,
	xc_points, points_return);

    Xfree ((char *) xc_points);

    if (status != 0)
	return (status);


    /*
     * Search for the view containing all (or most) of the NPC points.
     */

    max_pts_view = -1;
    max_pts_in_view = 0;

    for (i = 0; i < view_count; i++)
    {
	for (j = pts_in_view = 0; j < point_count; j++)
	{
	    if (POINT2D_IN_VIEW (points_return[j], views[i]))
		pts_in_view++;
	}
		
	if (pts_in_view == point_count)
	{
	    max_pts_in_view = point_count;
	    max_pts_view = i;
	    break;
	}
	else if (pts_in_view > max_pts_in_view)
	{
	    max_pts_in_view = pts_in_view;
	    max_pts_view = i;
	}
    }


    /*
     * Make sure we only return points that are in the view we found.
     */

    if (max_pts_in_view > 0 && max_pts_in_view != point_count)
    {
	int count = 0;

	for (i = 0; i < point_count && count < max_pts_in_view; i++)
	{
	    if (POINT2D_IN_VIEW (points_return[i], views[max_pts_view]))
	    {
		points_return[count].x = points_return[i].x;
		points_return[count].y = points_return[i].y;
		count++;
	    }
	}
    }
		
    *view_return = max_pts_view;
    *count_return = max_pts_in_view;

    return (0);
}


int
PEXInvertMatrix (matrix, inverseReturn)

INPUT PEXMatrix		matrix;
OUTPUT PEXMatrix	inverseReturn;

{
    /*
     * This routine calculates a 4x4 inverse matrix.  It uses Gaussian
     * elimination on the system [matrix][inverse] = [identity].  The values
     * of the matrix then become the coefficients of the system of equations
     * that evolves from this equation.  The system is then solved for the
     * values of [inverse].  The algorithm solves for each column of [inverse]
     * in turn.  Partial pivoting is also done to reduce the numerical error
     * involved in the computations.  If singularity is detected, the routine
     * ends and returns an error.
     *
     * (See Numerical Analysis, L.W. Johnson and R.D.Riess, 1982).
     */

    int		ipivot, h, i, j, k;
    float	aug[4][5];
    float	pivot, temp, q;

    for (h = 0; h < 4; h++)   /* solve column by column */
    {
        /*
	 * Set up the augmented matrix for [matrix][inverse] = [identity]
	 */

        for (i = 0; i < 4; i++)
        {
            aug[i][0] = matrix[i][0];
            aug[i][1] = matrix[i][1];
            aug[i][2] = matrix[i][2];
            aug[i][3] = matrix[i][3];
            aug[i][4] = (h == i) ? 1.0 : 0.0;
        }

        /*
	 * Search for the largest entry in column i, rows i through 3.
         * ipivot is the row index of the largest entry.
	 */

        for (i = 0; i < 3; i++)
        {
            pivot = 0.0;

            for (j = i; j < 4; j++)
            {
                temp = ABS (aug[j][i]);
                if (pivot < temp)
                {
                    pivot = temp;
                    ipivot = j;
                }
            }
            if (NEAR_ZERO (pivot))         	/* singularity check */
                return (PEXBadMatrix);

            /* interchange rows i and ipivot */

            if (ipivot != i)
            {
                for (k = i; k < 5; k++)
                {
                    temp = aug[i][k];
                    aug[i][k] = aug[ipivot][k];
                    aug[ipivot][k] = temp;
                }
            }

            /* put augmented matrix in echelon form */

            for (k = i + 1; k < 4; k++)
            {
                q = -aug[k][i] / aug[i][i];
                aug[k][i] = 0.0;
                for (j = i + 1; j < 5; j++)
                {
                    aug[k][j] = q * aug[i][j] + aug[k][j];
                }
            }
        }

        if (NEAR_ZERO (aug[3][3]))   		/* singularity check */
            return (PEXBadMatrix);

        /* backsolve to obtain values for inverse matrix */

        inverseReturn[3][h] = aug[3][4] / aug[3][3];

        for (k = 1; k < 4; k++)
        {
            q = 0.0;
            for (j = 1; j <= k; j++)
            {
                q = q + aug[3 - k][4 - j] * inverseReturn[4 - j][h];
            }
            inverseReturn[3 - k][h] = (aug[3 - k][4] - q) / aug[3 - k][3 - k];
        }
    }

    return (0);
}


int
PEXInvertMatrix2D (matrix, inverseReturn)

PEXMatrix3x3	matrix;
PEXMatrix3x3	inverseReturn;

{
    /*
     * This routine calculates a 4x4 inverse matrix.  It uses Gaussian
     * elimination on the system [matrix][inverse] = [identity].  The values
     * of the matrix then become the coefficients of the system of equations
     * that evolves from this equation.  The system is then solved for the
     * values of [inverse].  The algorithm solves for each column of [inverse]
     * in turn.  Partial pivoting is also done to reduce the numerical error
     * involved in the computations.  If singularity is detected, the routine
     * ends and returns an error.
     *
     * (See Numerical Analysis, L.W. Johnson and R.D.Riess, 1982).
     */

    int		ipivot, h, i, j, k;
    float	aug[3][4];
    float	pivot, temp, q;


    for (h = 0; h < 3; h++)   /* solve column by column */
    {
        /*
	 * Set up the augmented matrix for [matrix][inverse] = [identity]
	 */

        for (i = 0; i < 3; i++)
        {
            aug[i][0] = matrix[i][0];
            aug[i][1] = matrix[i][1];
            aug[i][2] = matrix[i][2];
            aug[i][3] = (h == i) ? 1.0 : 0.0;
        }

        /*
	 * Search for the largest entry in column i, rows i through 3.
         * ipivot is the row index of the largest entry.
	 */

        for (i = 0; i < 2; i++)
        {
            pivot = 0.0;

            for (j = i; j < 3; j++)
            {
                temp = ABS (aug[j][i]);
                if (pivot < temp)
                {
                    pivot = temp;
                    ipivot = j;
                }
            }
            if (NEAR_ZERO (pivot)) 		/* singularity check */
                return (PEXBadMatrix);

            /* interchange rows i and ipivot */

            if (ipivot != i)
            {
                for (k = i; k < 4; k++)
                {
                    temp = aug[i][k];
                    aug[i][k] = aug[ipivot][k];
                    aug[ipivot][k] = temp;
                }
            }

            /* put augmented matrix in echelon form */

            for (k = i + 1; k < 3; k++)
            {
                q = -aug[k][i] / aug[i][i];
                aug[k][i] = 0.;
                for (j = i + 1; j < 4; j++)
                {
                    aug[k][j] = q * aug[i][j] + aug[k][j];
                }
            }
        }

        if (NEAR_ZERO (aug[2][2]))   		/* singularity check */
            return (PEXBadMatrix);

        /* backsolve to obtain values for inverse matrix */

        inverseReturn[2][h] = aug[2][3] / aug[2][2];

        for (k = 1; k < 3; k++)
        {
            q = 0.0;
            for (j = 1; j <= k; j++)
            {
                q = q + aug[2 - k][3 - j] * inverseReturn[3 - j][h];
            }
            inverseReturn[2 - k][h] = (aug[2 - k][3] - q) / aug[2 - k][2 - k];
        }
    }

    return (0);
}


void
PEXIdentityMatrix (matrix_return)

OUTPUT PEXMatrix	matrix_return;

{
    matrix_return[0][0] = 1.0;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = 0.0;
    matrix_return[0][3] = 0.0;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = 1.0;
    matrix_return[1][2] = 0.0;
    matrix_return[1][3] = 0.0;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0;
    matrix_return[2][3] = 0.0;

    matrix_return[3][0] = 0.0;
    matrix_return[3][1] = 0.0;
    matrix_return[3][2] = 0.0;
    matrix_return[3][3] = 1.0;
}


void
PEXIdentityMatrix2D (matrix_return)

OUTPUT PEXMatrix3x3	matrix_return;

{
    matrix_return[0][0] = 1.0;
    matrix_return[0][1] = 0.0;
    matrix_return[0][2] = 0.0;

    matrix_return[1][0] = 0.0;
    matrix_return[1][1] = 1.0;
    matrix_return[1][2] = 0.0;

    matrix_return[2][0] = 0.0;
    matrix_return[2][1] = 0.0;
    matrix_return[2][2] = 1.0;
}


int
PEXGeoNormFillArea (facet_attributes, vertex_attributes,
    color_type, facet_data, count, vertices)    

INPUT unsigned int	facet_attributes;
INPUT unsigned int	vertex_attributes;
INPUT int		color_type;
INOUT PEXFacetData	*facet_data;
INPUT unsigned int	count;
INPUT PEXArrayOfVertex	vertices;

{
    PEXCoord	*v1, *v2, *v3;
    int		found_v2, found_v3;
    float	dx, dy, dz, length;
    int		vert_size;
    PEXVector	*normal;
    char	*ptr;


    /*
     * Check to see if we should compute the normal.
     */

    if (!(facet_attributes & PEXGANormal))
	return (0);


    /*
     * Make sure there are enough vertices to compute the normal.
     */

    if (count < 3)
	return (PEXBadPrimitive);


    /*
     * Get a pointer to the normal data structure.
     */

    if (facet_attributes & PEXGAColor)
    {
	normal = (PEXVector *) ((char *) facet_data +
	    GetClientColorSize (color_type));
    }
    else
	normal = (PEXVector *) facet_data;


    /*
     * Now find the first 3 non-colinear points and take their
     * cross product to get the normal.
     */

    vert_size = GetClientVertexSize (color_type, vertex_attributes);

    ptr = (char *) vertices.no_data;
    v1 = (PEXCoord *) ptr;
    count--;

    found_v2 = 0;

    while (!found_v2 && count > 0)
    {
	/* find v2, such that v2 is not coincident with v1 */

	ptr += vert_size;
	v2 = (PEXCoord *) ptr;
	count--;

	dx = v2->x - v1->x;
	dy = v2->y - v1->y;
	dz = v2->z - v1->z;

	if (!NEAR_ZERO (dx) || !NEAR_ZERO (dy) || !NEAR_ZERO (dz))
	    found_v2 = 1;
    }

    found_v3 = 0;

    while (!found_v3 && count > 0)
    {
	/* find v3, such that v3 is non-colinear with v1 and v2 */

	ptr += vert_size;
	v3 = (PEXCoord *) ptr;
	count--;

	CROSS_PRODUCT (v1, v2, v1, v3, normal);
	NORMALIZE_VECTOR (normal, length);

	if (!NEAR_ZERO (length))
	    found_v3 = 1;
    }

    if (found_v3)
	return (0);
    else
	return (PEXBadPrimitive);
}


int
PEXGeoNormFillAreaSet (facet_attributes, vertex_attributes,
    color_type, count, facet_data, vertex_lists)

INPUT unsigned int	facet_attributes;
INPUT unsigned int	vertex_attributes;
INPUT int		color_type;
INPUT unsigned int	count;
INOUT PEXFacetData	*facet_data;
INPUT PEXListOfVertex	*vertex_lists;

{
    PEXCoord	*v1, *v2, *v3;
    int		vert_size, vcount;
    int		found_v2, done, i;
    float	dx, dy, dz, length;
    PEXVector	*normal;
    char	*ptr;


    /*
     * Check to see if we should compute the normal.
     */

    if (!(facet_attributes & PEXGANormal))
	return (0);


    /*
     * Get a pointer to the normal data structure.
     */

    if (facet_attributes & PEXGAColor)
    {
	normal = (PEXVector *) ((char *) facet_data +
	    GetClientColorSize (color_type));
    }
    else
	normal = (PEXVector *) facet_data;


    /*
     * Now find the first 3 non-colinear points in one of the fill areas
     * of the set, and take their cross product to get the normal.
     */

    vert_size = GetClientVertexSize (color_type, vertex_attributes);

    for (i = done = 0; i < count && !done; i++)
    {
	if ((vcount = vertex_lists[i].count) > 2)
	{
	    ptr = (char *) vertex_lists[i].vertices.no_data;

	    v1 = (PEXCoord *) ptr;
	    vcount--;

	    found_v2 = 0;

	    while (!found_v2 && vcount > 0)
	    {
		/* find v2, such that v2 is not coincident with v1 */

		ptr += vert_size;
		v2 = (PEXCoord *) ptr;
		vcount--;

		dx = v2->x - v1->x;
		dy = v2->y - v1->y;
		dz = v2->z - v1->z;

		if (!NEAR_ZERO (dx) || !NEAR_ZERO (dy) || !NEAR_ZERO (dz))
		    found_v2 = 1;
	    }

	    while (!done && vcount > 0)
	    {
		/* find v3, such that v3 is non-colinear with v1 and v2 */

		ptr += vert_size;
		v3 = (PEXCoord *) ptr;
		vcount--;

		CROSS_PRODUCT (v1, v2, v1, v3, normal);
		NORMALIZE_VECTOR (normal, length);

		if (!NEAR_ZERO (length))
		    done = 1;
	    }
	}
    }

    if (done)
	return (0);
    else
	return (PEXBadPrimitive);
}


int
PEXGeoNormTriangleStrip (facet_attributes, vertex_attributes,
    color_type, facet_data, count, vertices)

INPUT unsigned int		facet_attributes;
INPUT unsigned int		vertex_attributes;
INPUT int			color_type;
INOUT PEXArrayOfFacetData	facet_data;
INPUT unsigned int		count;
INPUT PEXArrayOfVertex		vertices;

{
    PEXCoord	*v1, *v2, *v3;
    int		vert_size;
    int		facet_size, i;
    PEXVector	*normal;
    float	length;
    char	*ptr;
    int		status = 0;


    /*
     * Check to see if we should compute the normals.
     */

    if (!(facet_attributes & PEXGANormal))
	return (0);


    /*
     * Make sure there are enough vertices to compute the normals.
     */

    if (count < 3)
	return (PEXBadPrimitive);


    /*
     * Get a pointer to the first normal.
     */

    if (facet_attributes & PEXGAColor)
    {
	normal = (PEXVector *) ((char *) facet_data.index +
	    GetClientColorSize (color_type));
    }
    else
	normal = (PEXVector *) facet_data.normal;


    /*
     * Now compute all of the normals in the strip.
     */

    vert_size = GetClientVertexSize (color_type, vertex_attributes);
    facet_size = GetClientFacetSize (color_type, facet_attributes);

    ptr = (char *) vertices.no_data;

    for (i = 0; i < count - 2; i++)
    {
	v1 = (PEXCoord *) ptr;
	ptr += vert_size;
	v2 = (PEXCoord *) ptr;
	ptr += vert_size;
	v3 = (PEXCoord *) ptr;
	ptr -= vert_size;

	if (i % 2)
	{
	    /* cross product of v1v3 x v1v2 */

	    CROSS_PRODUCT (v1, v3, v1, v2, normal);
	}
	else
	{
	    /* cross product of v1v2 x v1v3 */

	    CROSS_PRODUCT (v1, v2, v1, v3, normal);
	}

	NORMALIZE_VECTOR (normal, length);

	if (NEAR_ZERO (length))
	{
	    normal->x = normal->y = normal->z = 0.0;
	    status = PEXBadPrimitive;
	}

	normal = (PEXVector *) ((char *) normal + facet_size);
    }

    return (status);
}


int
PEXGeoNormQuadrilateralMesh (facet_attributes, vertex_attributes,
    color_type, facet_data, col_count, row_count, vertices)

INPUT unsigned int		facet_attributes;
INPUT unsigned int		vertex_attributes;
INPUT int			color_type;
INOUT PEXArrayOfFacetData	facet_data;
INPUT unsigned int		col_count;
INPUT unsigned int		row_count;
INPUT PEXArrayOfVertex		vertices;

{
    PEXCoord	*v1, *v2, *v3, *v4;
    int		vert_size, facet_size;
    int		row, col;
    PEXVector	*normal;
    float	length;
    int		status = 0;


    /*
     * Check to see if we should compute the normals.
     */

    if (!(facet_attributes & PEXGANormal))
	return (0);


    /*
     * Make sure there are enough vertices to compute the normals.
     */

    if (row_count < 2 || col_count < 2)
	return (PEXBadPrimitive);


    /*
     * Get a pointer to the first normal.
     */

    if (facet_attributes & PEXGAColor)
    {
	normal = (PEXVector *) ((char *) facet_data.index +
	    GetClientColorSize (color_type));
    }
    else
	normal = (PEXVector *) facet_data.normal;


    /*
     * Now compute all of the normals in the quad mesh.
     */

    vert_size = GetClientVertexSize (color_type, vertex_attributes);
    facet_size = GetClientFacetSize (color_type, facet_attributes);

    for (row = 0; row < row_count - 1; row++)
	for (col = 0; col < col_count - 1; col++)
	{
	    /*
	     * v1 = vert[row    , col    ]
	     * v2 = vert[row + 1, col + 1]
	     * v3 = vert[row + 1, col    ] 
	     * v4 = vert[row    , col + 1]
	     *
	     * Take cross product of v1v2 x v3v4, then normalize.
	     */

	    v1 = (PEXCoord *) ((char *) vertices.no_data +
		(row * col_count + col) * vert_size);
	    
	    v4 = (PEXCoord *) ((char *) v1 + vert_size);

	    v3 = (PEXCoord *) ((char *) v1 + col_count * vert_size);

	    v2 = (PEXCoord *) ((char *) v3 + vert_size);
	    
	    CROSS_PRODUCT (v1, v2, v3, v4, normal);
	    NORMALIZE_VECTOR (normal, length);

	    if (NEAR_ZERO (length))
	    {
		normal->x = normal->y = normal->z = 0.0;
		status = PEXBadPrimitive;
	    }

	    normal = (PEXVector *) ((char *) normal + facet_size);
	}

    return (status);
}


int
PEXGeoNormSetOfFillAreaSets (facet_attributes, vertex_attributes,
    color_type, set_count, facet_data, vertex_count, vertices,
    index_count, connectivity)

INPUT unsigned int		facet_attributes;
INPUT unsigned int		vertex_attributes;
INPUT int			color_type;
INPUT unsigned int		set_count;
INOUT PEXArrayOfFacetData	facet_data;
INPUT unsigned int		vertex_count;
INPUT PEXArrayOfVertex		vertices;
INPUT unsigned int		index_count;
INPUT PEXConnectivityData	*connectivity;
{
    PEXConnectivityData *pConnectivity;
    PEXListOfUShort 	*pList;
    PEXCoord		*v1, *v2, *v3;
    int			vert_size, facet_size;
    float		dx, dy, dz, length;
    int			index, done;
    int			found_v2, i, j;
    PEXVector		*normal;
    int			status = 0;


    /*
     * Check to see if we should compute the normals.
     */

    if (!(facet_attributes & PEXGANormal))
	return (0);


    /*
     * Make sure there are enough vertices/indices to compute the normals.
     */

    if (index_count < 3 || vertex_count < 3)
	return (PEXBadPrimitive);


    /*
     * Get a pointer to the first normal.
     */

    if (facet_attributes & PEXGAColor)
    {
	normal = (PEXVector *) ((char *) facet_data.index +
	    GetClientColorSize (color_type));
    }
    else
	normal = (PEXVector *) facet_data.normal;


    /*
     * Now compute a normal for each fill area set.
     */

    vert_size = GetClientVertexSize (color_type, vertex_attributes);
    facet_size = GetClientFacetSize (color_type, facet_attributes);

    pConnectivity = connectivity;

    for (i = 0; i < set_count; i++)
    {
	pList = pConnectivity->lists;
	done = 0;

	for (j = 0; j < (int) pConnectivity->count && !done; j++, pList++)
	{
	    if (pList->count > 2)
	    {
		v1 = (PEXCoord *) ((char *) vertices.no_data +
		    vert_size * pList->shorts[0]);

		index = 1;
		found_v2 = 0;

		while (!found_v2 && index < (int) pList->count)
		{
		    /* find v2, such that v2 is not coincident with v1 */

		    v2 = (PEXCoord *) ((char *) vertices.no_data +
		        vert_size * pList->shorts[index]);

		    index++;

		    dx = v2->x - v1->x;
		    dy = v2->y - v1->y;
		    dz = v2->z - v1->z;

		    if (!NEAR_ZERO (dx) || !NEAR_ZERO (dy) || !NEAR_ZERO (dz))
			found_v2 = 1;
		}

		while (!done && index < (int) pList->count)
		{
		    /* find v3, such that v3 is non-colinear with v1 and v2 */

		    v3 = (PEXCoord *) ((char *) vertices.no_data +
		        vert_size * pList->shorts[index]);

		    index++;

		    CROSS_PRODUCT (v1, v2, v1, v3, normal);
		    NORMALIZE_VECTOR (normal, length);

		    if (!NEAR_ZERO (length))
			done = 1;
		}
	    }
	}

	if (!done)
	{
	    normal->x = normal->y = normal->z = 0.0;
	    status = PEXBadPrimitive;
	}

	normal = (PEXVector *) ((char *) normal + facet_size);
	pConnectivity++;
    }

    return (status);
}