open_toontown_panda3d/panda/src/mathutil/rotate_to_src.cxx

84 lines
2.4 KiB
C++

// Filename: rotate_to_src.cxx
// Created by: drose (04Nov99)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: _rotate_to
// Description: Computes the matrix necessary to rotate vector a onto
// vector b. It is assumed that both vectors are
// normalized.
////////////////////////////////////////////////////////////////////
static void
_rotate_to(FLOATNAME(LMatrix3) &mat,
const FLOATNAME(LVector3) &a, const FLOATNAME(LVector3) &b) {
FLOATTYPE cos_theta = a.dot(b);
FLOATNAME(LVector3) axis = a.cross(b);
FLOATTYPE sin_theta = length(axis);
// Check for collinear vectors
if (sin_theta < 0.0001) {
// The vectors are collinear.
if (cos_theta < 0.0f) {
// The vectors are opposite; choose an arbitrary axis
// perpendicular to a.
FLOATNAME(LVector3) absa(fabs(a[0]), fabs(a[1]), fabs(a[2]));
FLOATNAME(LVector3) lca(0., 0., 0.);
lca[absa[0]<=absa[1] ? absa[0]<=absa[2] ? 0 : 2
: absa[1]<=absa[2] ? 1 : 2] = 1.0f;
axis = normalize(a.cross(lca));
} else {
mat = FLOATNAME(LMatrix3)::ident_mat();
return;
}
} else {
// The vectors are not collinear; determine the best axis.
axis /= sin_theta;
}
FLOATTYPE x = axis[0];
FLOATTYPE y = axis[1];
FLOATTYPE z = axis[2];
FLOATTYPE t = 1.0f - cos_theta;
mat(0, 0) = t * x * x + cos_theta;
mat(0, 1) = t * x * y + sin_theta * z;
mat(0, 2) = t * x * z - sin_theta * y;
mat(1, 0) = t * y * x - sin_theta * z;
mat(1, 1) = t * y * y + cos_theta;
mat(1, 2) = t * y * z + sin_theta * x;
mat(2, 0) = t * z * x + sin_theta * y;
mat(2, 1) = t * z * y - sin_theta * x;
mat(2, 2) = t * z * z + cos_theta;
}
void
rotate_to(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &a, const FLOATNAME(LVector3) &b) {
_rotate_to(mat, a, b);
}
void
rotate_to(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &a, const FLOATNAME(LVector3) &b) {
FLOATNAME(LMatrix3) m3;
_rotate_to(m3, a, b);
mat = FLOATNAME(LMatrix4)(m3);
}