mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
debug messages
This commit is contained in:
parent
90918d5f6c
commit
1bc836605f
@ -27,19 +27,20 @@ compose_matrix(FLOATNAME(LMatrix3) &mat,
|
||||
const FLOATNAME(LVecBase3) &hpr,
|
||||
CoordinateSystem cs) {
|
||||
|
||||
// temp_hpr_fix blocks use the correct way. need to keep other way as default until
|
||||
// legacy tools are fixed to work with correct way
|
||||
// temp_hpr_fix blocks use the correct way. need to keep other way
|
||||
// as default until legacy tools are fixed to work with correct way
|
||||
|
||||
if (temp_hpr_fix) {
|
||||
mat.scale_multiply(scale,
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::forward(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs));
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::forward(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs));
|
||||
|
||||
} else {
|
||||
mat.scale_multiply(scale,
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::back(cs), cs));
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs) *
|
||||
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::back(cs), cs));
|
||||
}
|
||||
}
|
||||
|
||||
@ -75,7 +76,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the heading, and continue.
|
||||
Matrix rot_y;
|
||||
rot_y = Matrix::rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_y;
|
||||
y = y * rot_y;
|
||||
@ -91,7 +92,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the pitch.
|
||||
Matrix rot_x;
|
||||
rot_x = Matrix::rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_x;
|
||||
y = y * rot_x;
|
||||
@ -107,7 +108,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the roll from the axes, and continue.
|
||||
Matrix rot_z;
|
||||
rot_z = Matrix::rotate_mat_normaxis(-roll, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_z;
|
||||
y = y * rot_z;
|
||||
@ -140,7 +141,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the roll from the axes, and continue.
|
||||
Matrix rot_z;
|
||||
rot_z = Matrix::rotate_mat_normaxis(-roll, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_z;
|
||||
y = y * rot_z;
|
||||
@ -157,7 +158,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the heading, and continue.
|
||||
Matrix rot_y;
|
||||
rot_y = Matrix::rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_y;
|
||||
y = y * rot_y;
|
||||
@ -173,7 +174,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the pitch.
|
||||
Matrix rot_x;
|
||||
rot_x = Matrix::rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_x;
|
||||
y = y * rot_x;
|
||||
@ -220,7 +221,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr,
|
||||
// Unwind the roll from the axes, and continue.
|
||||
Matrix rot_z;
|
||||
rot_z = Matrix::rotate_mat_normaxis(-roll, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_z;
|
||||
y = y * rot_z;
|
||||
@ -237,7 +238,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr,
|
||||
// Unwind the heading, and continue.
|
||||
Matrix rot_y;
|
||||
rot_y = Matrix::rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_y;
|
||||
y = y * rot_y;
|
||||
@ -253,7 +254,7 @@ unwind_yup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr,
|
||||
// Unwind the pitch.
|
||||
Matrix rot_x;
|
||||
rot_x = Matrix::rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
|
||||
CS_yup_right);
|
||||
CS_yup_right);
|
||||
|
||||
x = x * rot_x;
|
||||
y = y * rot_x;
|
||||
@ -301,7 +302,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the heading, and continue.
|
||||
Matrix rot_z;
|
||||
rot_z = Matrix::rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_z;
|
||||
y = y * rot_z;
|
||||
@ -317,7 +318,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the pitch.
|
||||
Matrix rot_x;
|
||||
rot_x = Matrix::rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_x;
|
||||
y = y * rot_x;
|
||||
@ -333,7 +334,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the roll from the axes, and continue.
|
||||
Matrix rot_y;
|
||||
rot_y = Matrix::rotate_mat_normaxis(-roll, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_y;
|
||||
y = y * rot_y;
|
||||
@ -377,7 +378,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the roll from the axes, and continue.
|
||||
Matrix rot_y;
|
||||
rot_y = Matrix::rotate_mat_normaxis(roll, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_y;
|
||||
y = y * rot_y;
|
||||
@ -394,7 +395,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the heading, and continue.
|
||||
Matrix rot_z;
|
||||
rot_z = Matrix::rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_z;
|
||||
y = y * rot_z;
|
||||
@ -410,7 +411,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
|
||||
// Unwind the pitch.
|
||||
Matrix rot_x;
|
||||
rot_x = Matrix::rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_x;
|
||||
y = y * rot_x;
|
||||
@ -457,7 +458,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr,
|
||||
// Unwind the roll from the axes, and continue.
|
||||
Matrix rot_y;
|
||||
rot_y = Matrix::rotate_mat_normaxis(roll, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_y;
|
||||
y = y * rot_y;
|
||||
@ -474,7 +475,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr,
|
||||
// Unwind the heading, and continue.
|
||||
Matrix rot_z;
|
||||
rot_z = Matrix::rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_z;
|
||||
y = y * rot_z;
|
||||
@ -490,7 +491,7 @@ unwind_zup_rotation(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr,
|
||||
// Unwind the pitch.
|
||||
Matrix rot_x;
|
||||
rot_x = Matrix::rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
|
||||
CS_zup_right);
|
||||
CS_zup_right);
|
||||
|
||||
x = x * rot_x;
|
||||
y = y * rot_x;
|
||||
@ -523,6 +524,11 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
|
||||
cs = default_coordinate_system;
|
||||
}
|
||||
|
||||
if (linmath_cat.is_debug()) {
|
||||
linmath_cat.debug()
|
||||
<< "decomposing " << mat << " via cs " << cs << "\n";
|
||||
}
|
||||
|
||||
// Extract the rotation and scale, according to the coordinate
|
||||
// system of choice.
|
||||
bool bMatHasNoShear,bIsLeftHandedMat;
|
||||
@ -533,46 +539,46 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
|
||||
case CS_zup_right:
|
||||
{
|
||||
unwind_zup_rotation(new_mat, hpr);
|
||||
bIsLeftHandedMat = false;
|
||||
bIsLeftHandedMat = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case CS_yup_right:
|
||||
{
|
||||
unwind_yup_rotation(new_mat, hpr);
|
||||
bIsLeftHandedMat = false;
|
||||
}
|
||||
bIsLeftHandedMat = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case CS_zup_left:
|
||||
{
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
unwind_zup_rotation(new_mat, hpr);
|
||||
bIsLeftHandedMat = true;
|
||||
bIsLeftHandedMat = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case CS_yup_left:
|
||||
{
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
unwind_yup_rotation(new_mat, hpr);
|
||||
bIsLeftHandedMat = true;
|
||||
bIsLeftHandedMat = true;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -581,21 +587,26 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
|
||||
<< "Unexpected coordinate system: " << (int)cs << "\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
if (linmath_cat.is_debug()) {
|
||||
linmath_cat.debug()
|
||||
<< "after unwind, mat is " << new_mat << "\n";
|
||||
}
|
||||
|
||||
scale[2] = new_mat._m.m._22;
|
||||
if(bIsLeftHandedMat) {
|
||||
scale[0] = -new_mat._m.m._00;
|
||||
scale[1] = -new_mat._m.m._11;
|
||||
} else {
|
||||
scale[0] = new_mat._m.m._00;
|
||||
scale[1] = new_mat._m.m._11;
|
||||
}
|
||||
|
||||
bMatHasNoShear =
|
||||
(fabs(new_mat(0, 1)) + fabs(new_mat(0, 2)) +
|
||||
fabs(new_mat(1, 0)) + fabs(new_mat(1, 2)) +
|
||||
fabs(new_mat(2, 0)) + fabs(new_mat(2, 1))) < 0.0001;
|
||||
|
||||
scale[2] = new_mat._m.m._22;
|
||||
if(bIsLeftHandedMat) {
|
||||
scale[0] = -new_mat._m.m._00;
|
||||
scale[1] = -new_mat._m.m._11;
|
||||
} else {
|
||||
scale[0] = new_mat._m.m._00;
|
||||
scale[1] = new_mat._m.m._11;
|
||||
}
|
||||
|
||||
bMatHasNoShear =
|
||||
(fabs(new_mat(0, 1)) + fabs(new_mat(0, 2)) +
|
||||
fabs(new_mat(1, 0)) + fabs(new_mat(1, 2)) +
|
||||
fabs(new_mat(2, 0)) + fabs(new_mat(2, 1))) < 0.0001;
|
||||
|
||||
return bMatHasNoShear;
|
||||
}
|
||||
|
||||
@ -632,46 +643,46 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
|
||||
case CS_zup_right:
|
||||
{
|
||||
unwind_zup_rotation(new_mat, hpr, roll);
|
||||
bIsLeftHandedMat = false;
|
||||
bIsLeftHandedMat = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case CS_yup_right:
|
||||
{
|
||||
unwind_yup_rotation(new_mat, hpr, roll);
|
||||
bIsLeftHandedMat = false;
|
||||
}
|
||||
bIsLeftHandedMat = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case CS_zup_left:
|
||||
{
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
unwind_zup_rotation(new_mat, hpr, roll);
|
||||
bIsLeftHandedMat = true;
|
||||
bIsLeftHandedMat = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case CS_yup_left:
|
||||
{
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
new_mat._m.m._02 = -new_mat._m.m._02;
|
||||
new_mat._m.m._12 = -new_mat._m.m._12;
|
||||
new_mat._m.m._20 = -new_mat._m.m._20;
|
||||
new_mat._m.m._21 = -new_mat._m.m._21;
|
||||
/*
|
||||
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
|
||||
mat(1, 0), mat(1, 1), -mat(1, 2),
|
||||
-mat(2, 0), -mat(2, 1), mat(2, 2));
|
||||
*/
|
||||
unwind_yup_rotation(new_mat, hpr, roll);
|
||||
bIsLeftHandedMat = true;
|
||||
bIsLeftHandedMat = true;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -681,19 +692,19 @@ decompose_matrix(const FLOATNAME(LMatrix3) &mat,
|
||||
return false;
|
||||
}
|
||||
|
||||
scale[2] = new_mat._m.m._22;
|
||||
if(bIsLeftHandedMat) {
|
||||
scale[0] = -new_mat._m.m._00;
|
||||
scale[1] = -new_mat._m.m._11;
|
||||
} else {
|
||||
scale[0] = new_mat._m.m._00;
|
||||
scale[1] = new_mat._m.m._11;
|
||||
}
|
||||
scale[2] = new_mat._m.m._22;
|
||||
if(bIsLeftHandedMat) {
|
||||
scale[0] = -new_mat._m.m._00;
|
||||
scale[1] = -new_mat._m.m._11;
|
||||
} else {
|
||||
scale[0] = new_mat._m.m._00;
|
||||
scale[1] = new_mat._m.m._11;
|
||||
}
|
||||
|
||||
bMatHasNoShear =
|
||||
(fabs(new_mat(0, 1)) + fabs(new_mat(0, 2)) +
|
||||
fabs(new_mat(1, 0)) + fabs(new_mat(1, 2)) +
|
||||
fabs(new_mat(2, 0)) + fabs(new_mat(2, 1))) < 0.0001;
|
||||
bMatHasNoShear =
|
||||
(fabs(new_mat(0, 1)) + fabs(new_mat(0, 2)) +
|
||||
fabs(new_mat(1, 0)) + fabs(new_mat(1, 2)) +
|
||||
fabs(new_mat(2, 0)) + fabs(new_mat(2, 1))) < 0.0001;
|
||||
|
||||
return bMatHasNoShear;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user