open_toontown_panda3d/panda/src/linmath/lmatrix4_src.cxx

577 lines
18 KiB
C++

// Filename: lmatrix4_src.cxx
// Created by: drose (15Jan99)
//
////////////////////////////////////////////////////////////////////
//
// 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(LMatrix4)::_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;
////////////////////////////////////////////////////////////////////
// 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(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;
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::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(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 i = 15; i >= 0; 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: Public
// Description: 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.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;
_m.m._03 = 0.0f;
_m.m._13 = 0.0f;
_m.m._23 = 0.0f;
_m.m._30 = 0.0f;
_m.m._31 = 0.0f;
_m.m._32 = 0.0f;
_m.m._33 = 1.0f;
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix::set_rotate_mat_normaxis
// Access: Public
// Description: 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.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;
_m.m._03 = 0.0f;
_m.m._13 = 0.0f;
_m.m._23 = 0.0f;
_m.m._30 = 0.0f;
_m.m._31 = 0.0f;
_m.m._32 = 0.0f;
_m.m._33 = 1.0f;
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::almost_equal
// Access: Public
// Description: Returns true if two matrices are memberwise equal
// within a specified tolerance.
////////////////////////////////////////////////////////////////////
bool FLOATNAME(LMatrix4)::
almost_equal(const FLOATNAME(LMatrix4) &other, FLOATTYPE threshold) const {
TAU_PROFILE("bool LMatrix4::almost_equal(const LMatrix4 &, 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)(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));
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::output
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix4)::
output(ostream &out) const {
out << "[ "
<< MAYBE_ZERO(_m.m._00) << " "
<< MAYBE_ZERO(_m.m._01) << " "
<< MAYBE_ZERO(_m.m._02) << " "
<< MAYBE_ZERO(_m.m._03)
<< " ] [ "
<< MAYBE_ZERO(_m.m._10) << " "
<< MAYBE_ZERO(_m.m._11) << " "
<< MAYBE_ZERO(_m.m._12) << " "
<< MAYBE_ZERO(_m.m._13)
<< " ] [ "
<< MAYBE_ZERO(_m.m._20) << " "
<< MAYBE_ZERO(_m.m._21) << " "
<< MAYBE_ZERO(_m.m._22) << " "
<< MAYBE_ZERO(_m.m._23)
<< " ] [ "
<< MAYBE_ZERO(_m.m._30) << " "
<< MAYBE_ZERO(_m.m._31) << " "
<< MAYBE_ZERO(_m.m._32) << " "
<< MAYBE_ZERO(_m.m._33)
<< " ]";
}
#ifdef HAVE_PYTHON
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::python_repr
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix4)::
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._03) << ", "
<< MAYBE_ZERO(_m.m._10) << ", "
<< MAYBE_ZERO(_m.m._11) << ", "
<< MAYBE_ZERO(_m.m._12) << ", "
<< MAYBE_ZERO(_m.m._13) << ", "
<< MAYBE_ZERO(_m.m._20) << ", "
<< MAYBE_ZERO(_m.m._21) << ", "
<< MAYBE_ZERO(_m.m._22) << ", "
<< MAYBE_ZERO(_m.m._23) << ", "
<< MAYBE_ZERO(_m.m._30) << ", "
<< MAYBE_ZERO(_m.m._31) << ", "
<< MAYBE_ZERO(_m.m._32) << ", "
<< MAYBE_ZERO(_m.m._33) << ")";
}
#endif // HAVE_PYTHON
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::write
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix4)::
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) << " "
<< MAYBE_ZERO(_m.m._03)
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m.m._10) << " "
<< MAYBE_ZERO(_m.m._11) << " "
<< MAYBE_ZERO(_m.m._12) << " "
<< MAYBE_ZERO(_m.m._13)
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m.m._20) << " "
<< MAYBE_ZERO(_m.m._21) << " "
<< MAYBE_ZERO(_m.m._22) << " "
<< MAYBE_ZERO(_m.m._23)
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m.m._30) << " "
<< MAYBE_ZERO(_m.m._31) << " "
<< MAYBE_ZERO(_m.m._32) << " "
<< MAYBE_ZERO(_m.m._33)
<< "\n";
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::generate_hash
// Access: Public
// Description: 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);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::decompose_mat
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
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;
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::back_sub_mat
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
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;
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::write_datagram
// Description: Writes the matrix to the datagram
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix4)::
write_datagram(Datagram &destination) const {
for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) {
destination.add_float32(get_cell(i,j));
}
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::read_datagram
// Description: Reads itself out of the datagram
////////////////////////////////////////////////////////////////////
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_float32());
}
}
}
////////////////////////////////////////////////////////////////////
// Function: LMatrix4::init_type
// Access: Public, Static
// Description:
////////////////////////////////////////////////////////////////////
void FLOATNAME(LMatrix4)::
init_type() {
if (_type_handle == TypeHandle::none()) {
// Format a string to describe the type.
string name = "LMatrix4";
name += FLOATTOKEN;
register_type(_type_handle, name);
}
}