panda3d/panda/src/linmath/lmatrix3_src.cxx
2005-09-15 22:08:43 +00:00

369 lines
13 KiB
C++

// 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);
}
}