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