panda3d/panda/src/linmath/lmatrix3_src.cxx

511 lines
17 KiB
C++

// Filename: lmatrix3_src.cxx
// Created by: drose (29Jan99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
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::set_scale_shear_mat
// Access: Published
// Description: Fills mat with a matrix that applies the indicated
// scale and shear.
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix3)::
set_scale_shear_mat(const FLOATNAME(LVecBase3) &scale,
const FLOATNAME(LVecBase3) &shear,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix3::set_scale_shear_mat(const LVecBase3 &, const LVecBase3 &)", " ", TAU_USER);
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) {
set(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 {
set(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);
}
break;
case CS_zup_left:
if (temp_hpr_fix) {
set(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 {
set(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);
}
break;
case CS_yup_right:
if (temp_hpr_fix) {
set(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 {
set(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);
}
break;
case CS_yup_left:
if (temp_hpr_fix) {
set(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 {
set(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);
}
break;
case CS_default:
case CS_invalid:
default:
// These should not be possible.
linmath_cat.error()
<< "Invalid coordinate system value!\n";
break;
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix::convert_mat
// Access: Published, 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) {
TAU_PROFILE("LMatrix3 LMatrix3::convert_mat(CoordinateSystem, CoordinateSystem)", " ", TAU_USER);
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: Published
// 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) {
TAU_PROFILE("void LMatrix3::fill(FLOATTYPE)", " ", TAU_USER);
set(fill_value, fill_value, fill_value,
fill_value, fill_value, fill_value,
fill_value, fill_value, fill_value);
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix3::compare_to
// Access: Published
// 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 {
TAU_PROFILE("int LMatrix3::compare_to(const LMatrix3 &, FLOATTYPE)", " ", TAU_USER);
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: LMatrix::set_rotate_mat
// Access: Published
// Description: Fills mat with a matrix that rotates by the given
// angle in degrees counterclockwise about the indicated
// vector.
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix3)::
set_rotate_mat(FLOATTYPE angle, FLOATNAME(LVecBase3) axis,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix3::set_rotate_mat(FLOATTYPE, LVecBase3, CoordinateSystem)", " ", TAU_USER);
if (cs == CS_default) {
cs = get_default_coordinate_system();
}
if (IS_LEFT_HANDED_COORDSYSTEM(cs)) {
// In a left-handed coordinate system, counterclockwise is the
// other direction.
angle = -angle;
}
FLOATTYPE axis_0 = axis._v.v._0;
FLOATTYPE axis_1 = axis._v.v._1;
FLOATTYPE axis_2 = axis._v.v._2;
// Normalize the axis.
FLOATTYPE length_sq = axis_0 * axis_0 + axis_1 * axis_1 + axis_2 * axis_2;
nassertv(length_sq != 0.0f);
FLOATTYPE recip_length = 1.0f/csqrt(length_sq);
axis_0 *= recip_length;
axis_1 *= recip_length;
axis_2 *= recip_length;
FLOATTYPE angle_rad = deg_2_rad(angle);
FLOATTYPE s,c;
csincos(angle_rad, &s, &c);
FLOATTYPE t = 1.0f - c;
FLOATTYPE t0, t1, t2, s0, s1, s2;
t0 = t * axis_0;
t1 = t * axis_1;
t2 = t * axis_2;
s0 = s * axis_0;
s1 = s * axis_1;
s2 = s * axis_2;
_m.m._00 = t0 * axis_0 + c;
_m.m._01 = t0 * axis_1 + s2;
_m.m._02 = t0 * axis_2 - s1;
_m.m._10 = t1 * axis_0 - s2;
_m.m._11 = t1 * axis_1 + c;
_m.m._12 = t1 * axis_2 + s0;
_m.m._20 = t2 * axis_0 + s1;
_m.m._21 = t2 * axis_1 - s0;
_m.m._22 = t2 * axis_2 + c;
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix::set_rotate_mat_normaxis
// Access: Published
// Description: Fills mat with a matrix that rotates by the given
// angle in degrees counterclockwise about the indicated
// vector. Assumes axis has been normalized.
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix3)::
set_rotate_mat_normaxis(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix3::set_rotate_mat_normaxis(FLOATTYPE, LVecBase3, CoordinateSystem)", " ", TAU_USER);
if (cs == CS_default) {
cs = get_default_coordinate_system();
}
if (IS_LEFT_HANDED_COORDSYSTEM(cs)) {
// In a left-handed coordinate system, counterclockwise is the
// other direction.
angle = -angle;
}
FLOATTYPE axis_0 = axis._v.v._0;
FLOATTYPE axis_1 = axis._v.v._1;
FLOATTYPE axis_2 = axis._v.v._2;
FLOATTYPE angle_rad = deg_2_rad(angle);
FLOATTYPE s, c;
csincos(angle_rad, &s, &c);
FLOATTYPE t = 1.0f - c;
FLOATTYPE t0, t1, t2, s0, s1, s2;
t0 = t * axis_0;
t1 = t * axis_1;
t2 = t * axis_2;
s0 = s * axis_0;
s1 = s * axis_1;
s2 = s * axis_2;
_m.m._00 = t0 * axis_0 + c;
_m.m._01 = t0 * axis_1 + s2;
_m.m._02 = t0 * axis_2 - s1;
_m.m._10 = t1 * axis_0 - s2;
_m.m._11 = t1 * axis_1 + c;
_m.m._12 = t1 * axis_2 + s0;
_m.m._20 = t2 * axis_0 + s1;
_m.m._21 = t2 * axis_1 - s0;
_m.m._22 = t2 * axis_2 + c;
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix3::almost_equal
// Access: Published
// 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 {
TAU_PROFILE("bool LMatrix3::almost_equal(const LMatrix3 &, FLOATTYPE)", " ", TAU_USER);
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: Published
// 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: Published
// 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";
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix3::generate_hash
// Access: Published
// Description: Adds the vector to the indicated hash generator.
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix3)::
generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const {
TAU_PROFILE("void LMatrix3::generate_hash(ChecksumHashGenerator &, FLOATTYPE)", " ", TAU_USER);
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_fixed
// Access: Published
// Description: Writes the matrix to the Datagram using add_float32()
// or add_float64(), depending on the type of floats in
// the matrix, regardless of the setting of
// Datagram::set_stdfloat_double(). This is appropriate
// when you want to write a fixed-width value to the
// datagram, especially when you are not writing a bam
// file.
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix3)::
write_datagram_fixed(Datagram &destination) const {
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
#if FLOATTOKEN == 'f'
destination.add_float32(get_cell(i,j));
#else
destination.add_float64(get_cell(i,j));
#endif
}
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix3::read_datagram_fixed
// Access: Published
// Description: Reads the matrix from the Datagram using get_float32()
// or get_float64(). See write_datagram_fixed().
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix3)::
read_datagram_fixed(DatagramIterator &scan) {
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
#if FLOATTOKEN == 'f'
set_cell(i, j, scan.get_float32());
#else
set_cell(i, j, scan.get_float64());
#endif
}
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix3::write_datagram
// Access: Published
// Description: Writes the matrix to the Datagram using
// add_stdfloat(). This is appropriate when you want to
// write the matrix using the standard width setting,
// especially when you are writing a bam file.
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix3)::
write_datagram(Datagram &destination) const {
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
destination.add_stdfloat(get_cell(i,j));
}
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix3::read_datagram
// Access: Published
// Description: Reads the matrix from the Datagram using get_stdfloat().
////////////////////////////////////////////////////////////////////
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_stdfloat());
}
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix3::init_type
// Access: Published, 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);
}
}