// Filename: lmatrix3_src.cxx // Created by: drose (29Jan99) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// TypeHandle FLOATNAME(LMatrix3)::_type_handle; const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_ident_mat = FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_y_to_z_up_mat = FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,-1.0f, 0.0f); const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_z_to_y_up_mat = FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f, 0.0f, 0.0f,-1.0f, 0.0f, 1.0f, 0.0f); const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_flip_y_mat = FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f, 0.0f,-1.0f, 0.0f, 0.0f, 0.0f, 1.0f); const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_flip_z_mat = FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,-1.0f); const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_lz_to_ry_mat = FLOATNAME(LMatrix3)::_flip_y_mat * FLOATNAME(LMatrix3)::_z_to_y_up_mat; const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_ly_to_rz_mat = FLOATNAME(LMatrix3)::_flip_z_mat * FLOATNAME(LMatrix3)::_y_to_z_up_mat; //////////////////////////////////////////////////////////////////// // Function: LMatrix::scale_shear_mat // Access: Public, Static // Description: Returns a matrix that applies the indicated // scale and shear. //////////////////////////////////////////////////////////////////// FLOATNAME(LMatrix3) FLOATNAME(LMatrix3):: scale_shear_mat(const FLOATNAME(LVecBase3) &scale, const FLOATNAME(LVecBase3) &shear, CoordinateSystem cs) { if (cs == CS_default) { cs = get_default_coordinate_system(); } // We have to match the placement of the shear components in the // matrix to the way we extract out the rotation in // decompose_matrix(). Therefore, the shear is sensitive to the // coordinate system. switch (cs) { case CS_zup_right: if (temp_hpr_fix) { return FLOATNAME(LMatrix3)(scale._v.v._0, shear._v.v._0 * scale._v.v._0, 0.0f, 0.0f, scale._v.v._1, 0.0f, shear._v.v._1 * scale._v.v._2, shear._v.v._2 * scale._v.v._2, scale._v.v._2); } else { return FLOATNAME(LMatrix3)(scale._v.v._0, 0.0f, 0.0f, shear._v.v._0 * scale._v.v._1, scale._v.v._1, 0.0f, shear._v.v._1 * scale._v.v._2, shear._v.v._2 * scale._v.v._2, scale._v.v._2); } case CS_zup_left: if (temp_hpr_fix) { return FLOATNAME(LMatrix3)(scale._v.v._0, shear._v.v._0 * scale._v.v._0, 0.0f, 0.0f, scale._v.v._1, 0.0f, -shear._v.v._1 * scale._v.v._2, -shear._v.v._2 * scale._v.v._2, scale._v.v._2); } else { return FLOATNAME(LMatrix3)(scale._v.v._0, 0.0f, 0.0f, shear._v.v._0 * scale._v.v._1, scale._v.v._1, 0.0f, -shear._v.v._1 * scale._v.v._2, -shear._v.v._2 * scale._v.v._2, scale._v.v._2); } case CS_yup_right: if (temp_hpr_fix) { return FLOATNAME(LMatrix3)(scale._v.v._0, 0.0f, shear._v.v._1 * scale._v.v._0, shear._v.v._0 * scale._v.v._1, scale._v.v._1, shear._v.v._2 * scale._v.v._1, 0.0f, 0.0f, scale._v.v._2); } else { return FLOATNAME(LMatrix3)(scale._v.v._0, 0.0f, 0.0f, shear._v.v._0 * scale._v.v._1, scale._v.v._1, shear._v.v._2 * scale._v.v._1, shear._v.v._1 * scale._v.v._2, 0.0f, scale._v.v._2); } case CS_yup_left: if (temp_hpr_fix) { return FLOATNAME(LMatrix3)(scale._v.v._0, 0.0f, -shear._v.v._1 * scale._v.v._0, shear._v.v._0 * scale._v.v._1, scale._v.v._1, -shear._v.v._2 * scale._v.v._1, 0.0f, 0.0f, scale._v.v._2); } else { return FLOATNAME(LMatrix3)(scale._v.v._0, 0.0f, 0.0f, shear._v.v._0 * scale._v.v._1, scale._v.v._1, -shear._v.v._2 * scale._v.v._1, -shear._v.v._1 * scale._v.v._2, 0.0f, scale._v.v._2); } case CS_default: case CS_invalid: // These should not be possible. break; } linmath_cat.error() << "Invalid coordinate system value!\n"; return _ident_mat; } //////////////////////////////////////////////////////////////////// // Function: LMatrix::convert_mat // Access: Public, Static // Description: Returns a matrix that transforms from the indicated // coordinate system to the indicated coordinate system. //////////////////////////////////////////////////////////////////// const FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3):: convert_mat(CoordinateSystem from, CoordinateSystem to) { if (from == CS_default) { from = get_default_coordinate_system(); } if (to == CS_default) { to = get_default_coordinate_system(); } switch (from) { case CS_zup_left: switch (to) { case CS_zup_left: return _ident_mat; case CS_yup_left: return _z_to_y_up_mat; case CS_zup_right: return _flip_y_mat; case CS_yup_right: return _lz_to_ry_mat; default: break; } break; case CS_yup_left: switch (to) { case CS_zup_left: return _y_to_z_up_mat; case CS_yup_left: return _ident_mat; case CS_zup_right: return _ly_to_rz_mat; case CS_yup_right: return _flip_z_mat; default: break; } break; case CS_zup_right: switch (to) { case CS_zup_left: return _flip_y_mat; case CS_yup_left: return _lz_to_ry_mat; case CS_zup_right: return _ident_mat; case CS_yup_right: return _z_to_y_up_mat; default: break; } break; case CS_yup_right: switch (to) { case CS_zup_left: return _ly_to_rz_mat; case CS_yup_left: return _flip_z_mat; case CS_zup_right: return _y_to_z_up_mat; case CS_yup_right: return _ident_mat; default: break; } break; default: break; } linmath_cat.error() << "Invalid coordinate system value!\n"; return _ident_mat; } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::fill // Access: Public // Description: Sets each element of the matrix to the indicated // fill_value. This is of questionable value, but is // sometimes useful when initializing to zero. //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: fill(FLOATTYPE fill_value) { set(fill_value, fill_value, fill_value, fill_value, fill_value, fill_value, fill_value, fill_value, fill_value); } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::compare_to // Access: Public // Description: Sorts matrices lexicographically, componentwise. // Returns a number less than 0 if this matrix sorts // before the other one, greater than zero if it sorts // after, 0 if they are equivalent (within the indicated // tolerance). //////////////////////////////////////////////////////////////////// int FLOATNAME(LMatrix3):: compare_to(const FLOATNAME(LMatrix3) &other, FLOATTYPE threshold) const { for (int i = 0; i < 9; i++) { if (!IS_THRESHOLD_COMPEQ(_m.data[i], other._m.data[i], threshold)) { return (_m.data[i] < other._m.data[i]) ? -1 : 1; } } return 0; } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::almost_equal // Access: Public // Description: Returns true if two matrices are memberwise equal // within a specified tolerance. //////////////////////////////////////////////////////////////////// bool FLOATNAME(LMatrix3):: almost_equal(const FLOATNAME(LMatrix3) &other, FLOATTYPE threshold) const { return (IS_THRESHOLD_EQUAL((*this)(0, 0), other(0, 0), threshold) && IS_THRESHOLD_EQUAL((*this)(0, 1), other(0, 1), threshold) && IS_THRESHOLD_EQUAL((*this)(0, 2), other(0, 2), threshold) && IS_THRESHOLD_EQUAL((*this)(1, 0), other(1, 0), threshold) && IS_THRESHOLD_EQUAL((*this)(1, 1), other(1, 1), threshold) && IS_THRESHOLD_EQUAL((*this)(1, 2), other(1, 2), threshold) && IS_THRESHOLD_EQUAL((*this)(2, 0), other(2, 0), threshold) && IS_THRESHOLD_EQUAL((*this)(2, 1), other(2, 1), threshold) && IS_THRESHOLD_EQUAL((*this)(2, 2), other(2, 2), threshold)); } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::output // Access: Public // Description: //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: output(ostream &out) const { out << "[ " << MAYBE_ZERO(_m.m._00) << " " << MAYBE_ZERO(_m.m._01) << " " << MAYBE_ZERO(_m.m._02) << " ] [ " << MAYBE_ZERO(_m.m._10) << " " << MAYBE_ZERO(_m.m._11) << " " << MAYBE_ZERO(_m.m._12) << " ] [ " << MAYBE_ZERO(_m.m._20) << " " << MAYBE_ZERO(_m.m._21) << " " << MAYBE_ZERO(_m.m._22) << " ]"; } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::write // Access: Public // Description: //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: write(ostream &out, int indent_level) const { indent(out, indent_level) << MAYBE_ZERO(_m.m._00) << " " << MAYBE_ZERO(_m.m._01) << " " << MAYBE_ZERO(_m.m._02) << "\n"; indent(out, indent_level) << MAYBE_ZERO(_m.m._10) << " " << MAYBE_ZERO(_m.m._11) << " " << MAYBE_ZERO(_m.m._12) << "\n"; indent(out, indent_level) << MAYBE_ZERO(_m.m._20) << " " << MAYBE_ZERO(_m.m._21) << " " << MAYBE_ZERO(_m.m._22) << "\n"; } #ifdef HAVE_PYTHON //////////////////////////////////////////////////////////////////// // Function: LMatrix3::python_repr // Access: Published // Description: //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: python_repr(ostream &out, const string &class_name) const { out << class_name << "(" << MAYBE_ZERO(_m.m._00) << ", " << MAYBE_ZERO(_m.m._01) << ", " << MAYBE_ZERO(_m.m._02) << ", " << MAYBE_ZERO(_m.m._10) << ", " << MAYBE_ZERO(_m.m._11) << ", " << MAYBE_ZERO(_m.m._12) << ", " << MAYBE_ZERO(_m.m._20) << ", " << MAYBE_ZERO(_m.m._21) << ", " << MAYBE_ZERO(_m.m._22) << ")"; } #endif // HAVE_PYTHON //////////////////////////////////////////////////////////////////// // Function: LMatrix3::generate_hash // Access: Public // Description: Adds the vector to the indicated hash generator. //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const { for(int i = 0; i < 3; i++) { for(int j = 0; j < 3; j++) { hashgen.add_fp(get_cell(i,j), threshold); } } } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::write_datagram // Description: Writes the matrix to the datagram //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: write_datagram(Datagram &destination) const { for(int i = 0; i < 3; i++) { for(int j = 0; j < 3; j++) { destination.add_float32(get_cell(i,j)); } } } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::read_datagram // Description: Reads itself out of the datagram //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: read_datagram(DatagramIterator &scan) { for(int i = 0; i < 3; i++) { for(int j = 0; j < 3; j++) { set_cell(i, j, scan.get_float32()); } } } //////////////////////////////////////////////////////////////////// // Function: LMatrix3::init_type // Access: Public, Static // Description: //////////////////////////////////////////////////////////////////// void FLOATNAME(LMatrix3):: init_type() { if (_type_handle == TypeHandle::none()) { // Format a string to describe the type. string name = "LMatrix3"; name += FLOATTOKEN; register_type(_type_handle, name); } }