/** * 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." * * @file lmatrix3_src.cxx * @author drose * @date 1999-01-29 */ 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; /** * 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: set(scale._v(0), shear._v(0) * scale._v(0), 0.0f, 0.0f, scale._v(1), 0.0f, shear._v(1) * scale._v(2), shear._v(2) * scale._v(2), scale._v(2)); break; case CS_zup_left: set(scale._v(0), shear._v(0) * scale._v(0), 0.0f, 0.0f, scale._v(1), 0.0f, -shear._v(1) * scale._v(2), -shear._v(2) * scale._v(2), scale._v(2)); break; case CS_yup_right: set(scale._v(0), 0.0f, shear._v(1) * scale._v(0), shear._v(0) * scale._v(1), scale._v(1), shear._v(2) * scale._v(1), 0.0f, 0.0f, scale._v(2)); break; case CS_yup_left: set(scale._v(0), 0.0f, -shear._v(1) * scale._v(0), shear._v(0) * scale._v(1), scale._v(1), -shear._v(2) * scale._v(1), 0.0f, 0.0f, scale._v(2)); break; case CS_default: case CS_invalid: default: // These should not be possible. linmath_cat.error() << "Invalid coordinate system value!\n"; break; } } /** * 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; } /** * 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); #ifdef HAVE_EIGEN _m = EMatrix3::Constant(fill_value); #else set(fill_value, fill_value, fill_value, fill_value, fill_value, fill_value, fill_value, fill_value, fill_value); #endif // HAVE_EIGEN } /** * 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 r = 0; r < 3; ++r) { for (int c = 0; c < 3; ++c) { if (!IS_THRESHOLD_COMPEQ(_m(r, c), other._m(r, c), threshold)) { return (_m(r, c) < other._m(r, c)) ? -1 : 1; } } } return 0; } /** * 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, const 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(0); FLOATTYPE axis_1 = axis._v(1); FLOATTYPE axis_2 = axis._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(0, 0) = t0 * axis_0 + c; _m(0, 1) = t0 * axis_1 + s2; _m(0, 2) = t0 * axis_2 - s1; _m(1, 0) = t1 * axis_0 - s2; _m(1, 1) = t1 * axis_1 + c; _m(1, 2) = t1 * axis_2 + s0; _m(2, 0) = t2 * axis_0 + s1; _m(2, 1) = t2 * axis_1 - s0; _m(2, 2) = t2 * axis_2 + c; } /** * 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(0); FLOATTYPE axis_1 = axis._v(1); FLOATTYPE axis_2 = axis._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(0, 0) = t0 * axis_0 + c; _m(0, 1) = t0 * axis_1 + s2; _m(0, 2) = t0 * axis_2 - s1; _m(1, 0) = t1 * axis_0 - s2; _m(1, 1) = t1 * axis_1 + c; _m(1, 2) = t1 * axis_2 + s0; _m(2, 0) = t2 * axis_0 + s1; _m(2, 1) = t2 * axis_1 - s0; _m(2, 2) = t2 * axis_2 + c; } /** * 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); #ifdef HAVE_EIGEN return ((_m - other._m).cwiseAbs().maxCoeff() < threshold); #else 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)); #endif } /** * */ void FLOATNAME(LMatrix3):: output(ostream &out) const { out << "[ " << MAYBE_ZERO(_m(0, 0)) << " " << MAYBE_ZERO(_m(0, 1)) << " " << MAYBE_ZERO(_m(0, 2)) << " ] [ " << MAYBE_ZERO(_m(1, 0)) << " " << MAYBE_ZERO(_m(1, 1)) << " " << MAYBE_ZERO(_m(1, 2)) << " ] [ " << MAYBE_ZERO(_m(2, 0)) << " " << MAYBE_ZERO(_m(2, 1)) << " " << MAYBE_ZERO(_m(2, 2)) << " ]"; } /** * */ void FLOATNAME(LMatrix3):: write(ostream &out, int indent_level) const { indent(out, indent_level) << MAYBE_ZERO(_m(0, 0)) << " " << MAYBE_ZERO(_m(0, 1)) << " " << MAYBE_ZERO(_m(0, 2)) << "\n"; indent(out, indent_level) << MAYBE_ZERO(_m(1, 0)) << " " << MAYBE_ZERO(_m(1, 1)) << " " << MAYBE_ZERO(_m(1, 2)) << "\n"; indent(out, indent_level) << MAYBE_ZERO(_m(2, 0)) << " " << MAYBE_ZERO(_m(2, 1)) << " " << MAYBE_ZERO(_m(2, 2)) << "\n"; } /** * 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); } } } /** * 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 } } } /** * 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 } } } /** * 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)); } } } /** * 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()); } } } /** * */ void FLOATNAME(LMatrix3):: init_type() { if (_type_handle == TypeHandle::none()) { // Format a string to describe the type. register_type(_type_handle, FLOATNAME_STR(LMatrix3)); } }