/** * 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 lmatrix4_src.cxx * @author drose * @date 1999-01-15 */ TypeHandle FLOATNAME(LMatrix4)::_type_handle; TypeHandle FLOATNAME(UnalignedLMatrix4)::_type_handle; const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ident_mat = FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ones_mat = FLOATNAME(LMatrix4)(1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_zeros_mat = FLOATNAME(LMatrix4)(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_y_to_z_up_mat = FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_z_to_y_up_mat = FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,-1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_flip_y_mat = FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f, 0.0f,-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_flip_z_mat = FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_lz_to_ry_mat = FLOATNAME(LMatrix4)::_flip_y_mat * FLOATNAME(LMatrix4)::_z_to_y_up_mat; const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ly_to_rz_mat = FLOATNAME(LMatrix4)::_flip_z_mat * FLOATNAME(LMatrix4)::_y_to_z_up_mat; /** * Returns a matrix that transforms from the indicated coordinate system to * the indicated coordinate system. */ const FLOATNAME(LMatrix4) &FLOATNAME(LMatrix4):: convert_mat(CoordinateSystem from, CoordinateSystem to) { TAU_PROFILE("LMatrix4 LMatrix4::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; } /** * 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(LMatrix4):: compare_to(const FLOATNAME(LMatrix4) &other, FLOATTYPE threshold) const { TAU_PROFILE("int LMatrix4::compare_to(const LMatrix4 &, FLOATTYPE)", " ", TAU_USER); // We compare values in reverse order, since the last row of the matrix is // most likely to be different between different matrices. for (int r = 3; r >= 0; --r) { for (int c = 0; c < 4; ++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; } /** * Sets mat to a matrix that rotates by the given angle in degrees * counterclockwise about the indicated vector. */ void FLOATNAME(LMatrix4):: set_rotate_mat(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis, CoordinateSystem cs) { TAU_PROFILE("void LMatrix4::set_rotate_mat(FLOATTYPE, const LVecBase3 &, cs)", " ", 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; _m(0, 3) = 0.0f; _m(1, 3) = 0.0f; _m(2, 3) = 0.0f; _m(3, 0) = 0.0f; _m(3, 1) = 0.0f; _m(3, 2) = 0.0f; _m(3, 3) = 1.0f; } /** * Fills mat with a matrix that rotates by the given angle in degrees * counterclockwise about the indicated vector. Assumes axis has been * prenormalized. */ void FLOATNAME(LMatrix4):: set_rotate_mat_normaxis(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis, CoordinateSystem cs) { TAU_PROFILE("void LMatrix4::set_rotate_mat_normaxis(FLOATTYPE, const LVecBase3 &, cs)", " ", 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; _m(0, 3) = 0.0f; _m(1, 3) = 0.0f; _m(2, 3) = 0.0f; _m(3, 0) = 0.0f; _m(3, 1) = 0.0f; _m(3, 2) = 0.0f; _m(3, 3) = 1.0f; } /** * Returns true if two matrices are memberwise equal within a specified * tolerance. This is faster than the equivalence operator as this doesn't * have to guarantee that it is transitive. */ bool FLOATNAME(LMatrix4):: almost_equal(const FLOATNAME(LMatrix4) &other, FLOATTYPE threshold) const { TAU_PROFILE("bool LMatrix4::almost_equal(const LMatrix4 &, 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)(0, 3), other(0, 3), 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)(1, 3), other(1, 3), 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) && IS_THRESHOLD_EQUAL((*this)(2, 3), other(2, 3), threshold) && IS_THRESHOLD_EQUAL((*this)(3, 0), other(3, 0), threshold) && IS_THRESHOLD_EQUAL((*this)(3, 1), other(3, 1), threshold) && IS_THRESHOLD_EQUAL((*this)(3, 2), other(3, 2), threshold) && IS_THRESHOLD_EQUAL((*this)(3, 3), other(3, 3), threshold)); #endif } /** * */ void FLOATNAME(LMatrix4):: output(std::ostream &out) const { out << "[ " << MAYBE_ZERO(_m(0, 0)) << " " << MAYBE_ZERO(_m(0, 1)) << " " << MAYBE_ZERO(_m(0, 2)) << " " << MAYBE_ZERO(_m(0, 3)) << " ] [ " << MAYBE_ZERO(_m(1, 0)) << " " << MAYBE_ZERO(_m(1, 1)) << " " << MAYBE_ZERO(_m(1, 2)) << " " << MAYBE_ZERO(_m(1, 3)) << " ] [ " << MAYBE_ZERO(_m(2, 0)) << " " << MAYBE_ZERO(_m(2, 1)) << " " << MAYBE_ZERO(_m(2, 2)) << " " << MAYBE_ZERO(_m(2, 3)) << " ] [ " << MAYBE_ZERO(_m(3, 0)) << " " << MAYBE_ZERO(_m(3, 1)) << " " << MAYBE_ZERO(_m(3, 2)) << " " << MAYBE_ZERO(_m(3, 3)) << " ]"; } /** * */ void FLOATNAME(LMatrix4):: write(std::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)) << " " << MAYBE_ZERO(_m(0, 3)) << "\n"; indent(out, indent_level) << MAYBE_ZERO(_m(1, 0)) << " " << MAYBE_ZERO(_m(1, 1)) << " " << MAYBE_ZERO(_m(1, 2)) << " " << MAYBE_ZERO(_m(1, 3)) << "\n"; indent(out, indent_level) << MAYBE_ZERO(_m(2, 0)) << " " << MAYBE_ZERO(_m(2, 1)) << " " << MAYBE_ZERO(_m(2, 2)) << " " << MAYBE_ZERO(_m(2, 3)) << "\n"; indent(out, indent_level) << MAYBE_ZERO(_m(3, 0)) << " " << MAYBE_ZERO(_m(3, 1)) << " " << MAYBE_ZERO(_m(3, 2)) << " " << MAYBE_ZERO(_m(3, 3)) << "\n"; } /** * Adds the vector to the indicated hash generator. */ void FLOATNAME(LMatrix4):: generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const { TAU_PROFILE("void LMatrix4::generate_hash(ChecksumHashGenerator &, FLOATTYPE)", " ", TAU_USER); for(int i = 0; i < 4; i++) { for(int j = 0; j < 4; j++) { hashgen.add_fp(get_cell(i,j), threshold); } } } /** * */ bool FLOATNAME(LMatrix4):: decompose_mat(int index[4]) { TAU_PROFILE("bool LMatrix4::decompose_mat(int[4])", " ", TAU_USER); int i, j, k; FLOATTYPE vv[4]; for (i = 0; i < 4; i++) { FLOATTYPE big = 0.0f; for (j = 0; j < 4; j++) { FLOATTYPE temp = fabs((*this)(i,j)); if (temp > big) { big = temp; } } // We throw the value out only if it's smaller than our "small" threshold // squared. This helps reduce overly-sensitive rejections. if (IS_THRESHOLD_ZERO(big, (NEARLY_ZERO(FLOATTYPE) * NEARLY_ZERO(FLOATTYPE)))) { // if (IS_NEARLY_ZERO(big)) { return false; } vv[i] = 1.0f / big; } for (j = 0; j < 4; j++) { for (i = 0; i < j; i++) { FLOATTYPE sum = (*this)(i,j); for (k = 0; k < i; k++) { sum -= (*this)(i,k) * (*this)(k,j); } (*this)(i,j) = sum; } FLOATTYPE big = 0.0f; int imax = -1; for (i = j; i < 4; i++) { FLOATTYPE sum = (*this)(i,j); for (k = 0; k < j; k++) { sum -= (*this)(i,k) * (*this)(k,j); } (*this)(i,j) = sum; FLOATTYPE dum = vv[i] * fabs(sum); if (dum >= big) { big = dum; imax = i; } } nassertr(imax >= 0, false); if (j != imax) { for (k = 0; k < 4; k++) { FLOATTYPE dum = (*this)(imax,k); (*this)(imax,k) = (*this)(j,k); (*this)(j,k) = dum; } vv[imax] = vv[j]; } index[j] = imax; if ((*this)(j,j) == 0.0f) { (*this)(j,j) = NEARLY_ZERO(FLOATTYPE); } if (j != 4 - 1) { FLOATTYPE dum = 1.0f / (*this)(j,j); for (i = j + 1; i < 4; i++) { (*this)(i,j) *= dum; } } } return true; } /** * */ bool FLOATNAME(LMatrix4):: back_sub_mat(int index[4], FLOATNAME(LMatrix4) &inv, int row) const { TAU_PROFILE("bool LMatrix4::back_sub_mat(int[4], LMatrix4 &, int)", " ", TAU_USER); int ii = -1; int i, j; for (i = 0; i < 4; i++) { int ip = index[i]; FLOATTYPE sum = inv(row, ip); inv(row, ip) = inv(row, i); if (ii >= 0) { for (j = ii; j <= i - 1; j++) { sum -= (*this)(i,j) * inv(row, j); } } else if (sum) { ii = i; } inv(row, i) = sum; } for (i = 4 - 1; i >= 0; i--) { FLOATTYPE sum = inv(row, i); for (j = i + 1; j < 4; j++) { sum -= (*this)(i,j) * inv(row, j); } inv(row, i) = sum / (*this)(i,i); } return true; } /** * 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(LMatrix4):: write_datagram_fixed(Datagram &destination) const { for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++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(LMatrix4):: read_datagram_fixed(DatagramIterator &scan) { for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++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(LMatrix4):: write_datagram(Datagram &destination) const { for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { destination.add_stdfloat(get_cell(i,j)); } } } /** * Reads the matrix from the Datagram using get_stdfloat(). */ void FLOATNAME(LMatrix4):: read_datagram(DatagramIterator &scan) { for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { set_cell(i, j, scan.get_stdfloat()); } } } /** * */ void FLOATNAME(LMatrix4):: init_type() { if (_type_handle == TypeHandle::none()) { // Format a string to describe the type. register_type(_type_handle, FLOATNAME_STR(LMatrix4)); } } /** * */ void FLOATNAME(UnalignedLMatrix4):: init_type() { if (_type_handle == TypeHandle::none()) { // Format a string to describe the type. register_type(_type_handle, FLOATNAME_STR(UnalignedLMatrix4)); } }