mat4 map_point_pairs(vec3 src0, vec3 src1, vec3 dst0, vec3 dst1){ /* Returns an orthogonal matrix which will map src0 onto dst0 and src1 onto dst1. */ mat4 shift1 = mat4(1.0); shift1[3].xyz = -src0; mat4 shift2 = mat4(1.0); shift2[3].xzy = dst0; // Find rotation matrix between unit vectors in each direction vec3 src_v = src1 - src0; vec3 dst_v = dst1 - dst0; float src_len = length(src_v); float dst_len = length(dst_v); float scale = dst_len / src_len; src_v /= src_len; dst_v /= dst_len; vec3 cp = cross(src_v, dst_v); float dp = dot(src_v, dst_v); float s = length(cp); // Sine of the angle between them float c = dp; // Cosine of the angle between them if(s < 1e-8){ // No rotation needed return shift2 * shift1; } vec3 axis = cp / s; // Axis of rotation float oc = 1.0 - c; float ax = axis.x; float ay = axis.y; float az = axis.z; // Rotation matrix about axis, with a given angle corresponding to s and c. mat4 rotate = scale * mat4( oc * ax * ax + c, oc * ax * ay + az * s, oc * az * ax - ay * s, 0.0, oc * ax * ay - az * s, oc * ay * ay + c, oc * ay * az + ax * s, 0.0, oc * az * ax + ay * s, oc * ay * az - ax * s, oc * az * az + c, 0.0, 0.0, 0.0, 0.0, 1.0 / scale ); return shift2 * rotate * shift1; }