open_toontown_panda3d/panda/src/linmath/compose_matrix_src.cxx

661 lines
21 KiB
C++

// Filename: compose_matrix_src.cxx
// Created by: drose (27Jan99)
//
////////////////////////////////////////////////////////////////////
//
// 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: compose_matrix_old_hpr
// Description: Computes the 3x3 matrix from scale, shear, and
// rotation.
////////////////////////////////////////////////////////////////////
void
compose_matrix_old_hpr(FLOATNAME(LMatrix3) &mat,
const FLOATNAME(LVecBase3) &scale,
const FLOATNAME(LVecBase3) &shear,
const FLOATNAME(LVecBase3) &hpr,
CoordinateSystem cs) {
TAU_PROFILE("void compose_matrix_old_hpr(LMatrix3 &, const LVecBase3 &, const LVecBase3 &, const LVecBase3 &)", " ", TAU_USER);
mat =
FLOATNAME(LMatrix3)::scale_shear_mat(scale, shear, cs) *
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs) *
FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::back(cs), cs);
}
////////////////////////////////////////////////////////////////////
// Function: unwind_yup_rotation_old_hpr
// Description: Extracts the rotation about the x, y, and z axes from
// the given hpr & scale matrix. Adjusts the matrix
// to eliminate the rotation.
//
// This function assumes the matrix is stored in a
// right-handed Y-up coordinate system.
////////////////////////////////////////////////////////////////////
static void
unwind_yup_rotation_old_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
TAU_PROFILE("void unwind_yup_rotation_old_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
// Extract the axes from the matrix.
FLOATNAME(LVector3) x, y, z;
mat.get_row(x,0);
mat.get_row(y,1);
mat.get_row(z,2);
// Project X onto the XY plane.
FLOATNAME(LVector2) xy(x[0], x[1]);
xy = normalize(xy);
// Compute the rotation about the +Z (back) axis. This is roll.
FLOATTYPE roll = rad_2_deg(((FLOATTYPE)catan2(xy[1], xy[0])));
// Unwind the roll from the axes, and continue.
FLOATNAME(LMatrix3) rot_z;
rot_z.set_rotate_mat_normaxis(-roll, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
CS_yup_right);
x = x * rot_z;
y = y * rot_z;
z = z * rot_z;
// Project the rotated X into the XZ plane.
FLOATNAME(LVector2) xz(x[0], x[2]);
xz = normalize(xz);
// Compute the rotation about the +Y (up) axis. This is yaw, or
// "heading".
FLOATTYPE heading = rad_2_deg(((FLOATTYPE)-catan2(xz[1], xz[0])));
// Unwind the heading, and continue.
FLOATNAME(LMatrix3) rot_y;
rot_y.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
CS_yup_right);
x = x * rot_y;
y = y * rot_y;
z = z * rot_y;
// Project the rotated Z into the YZ plane.
FLOATNAME(LVector2) yz(z[1], z[2]);
yz = normalize(yz);
// Compute the rotation about the +X (right) axis. This is pitch.
FLOATTYPE pitch = rad_2_deg(((FLOATTYPE)-catan2(yz[0], yz[1])));
// Unwind the pitch.
FLOATNAME(LMatrix3) rot_x;
rot_x.set_rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
CS_yup_right);
x = x * rot_x;
y = y * rot_x;
z = z * rot_x;
// Reset the matrix to reflect the unwinding.
mat.set_row(0, x);
mat.set_row(1, y);
mat.set_row(2, z);
// Return the three rotation components.
hpr[0] = heading;
hpr[1] = pitch;
hpr[2] = roll;
}
////////////////////////////////////////////////////////////////////
// Function: unwind_zup_rotation_old_hpr
// Description: Extracts the rotation about the x, y, and z axes from
// the given hpr & scale matrix. Adjusts the matrix
// to eliminate the rotation.
//
// This function assumes the matrix is stored in a
// right-handed Z-up coordinate system.
////////////////////////////////////////////////////////////////////
static void
unwind_zup_rotation_old_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
TAU_PROFILE("void unwind_zup_rotation_old_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
// Extract the axes from the matrix.
FLOATNAME(LVector3) x, y, z;
mat.get_row(x,0);
mat.get_row(y,1);
mat.get_row(z,2);
// Project X into the XZ plane.
FLOATNAME(LVector2) xz(x[0], x[2]);
xz = normalize(xz);
// Compute the rotation about the -Y (back) axis. This is roll.
FLOATTYPE roll = rad_2_deg(((FLOATTYPE)catan2(xz[1], xz[0])));
if (y[1] < 0.0f) {
if (roll < 0.0f) {
roll += 180.0;
} else {
roll -= 180.0;
}
}
// Unwind the roll from the axes, and continue.
FLOATNAME(LMatrix3) rot_y;
rot_y.set_rotate_mat_normaxis(roll, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
CS_zup_right);
x = x * rot_y;
y = y * rot_y;
z = z * rot_y;
// Project the rotated X into the XY plane.
FLOATNAME(LVector2) xy(x[0], x[1]);
xy = normalize(xy);
// Compute the rotation about the +Z (up) axis. This is yaw, or
// "heading".
FLOATTYPE heading = rad_2_deg(((FLOATTYPE)catan2(xy[1], xy[0])));
// Unwind the heading, and continue.
FLOATNAME(LMatrix3) rot_z;
rot_z.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
CS_zup_right);
x = x * rot_z;
y = y * rot_z;
z = z * rot_z;
// Project the rotated Y into the YZ plane.
FLOATNAME(LVector2) yz(y[1], y[2]);
yz = normalize(yz);
// Compute the rotation about the +X (right) axis. This is pitch.
FLOATTYPE pitch = rad_2_deg(((FLOATTYPE)catan2(yz[1], yz[0])));
// Unwind the pitch.
FLOATNAME(LMatrix3) rot_x;
rot_x.set_rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
CS_zup_right);
x = x * rot_x;
y = y * rot_x;
z = z * rot_x;
// Reset the matrix to reflect the unwinding.
mat.set_row(0, x);
mat.set_row(1, y);
mat.set_row(2, z);
// Return the three rotation components.
hpr[0] = heading;
hpr[1] = pitch;
hpr[2] = roll;
}
////////////////////////////////////////////////////////////////////
// Function: decompose_matrix_old_hpr
// Description: Extracts out the components of a 3x3 rotation matrix.
// Returns true if successful, or false if there was an
// error. Since a 3x3 matrix always contains an affine
// transform, this should succeed in the normal case;
// singular transforms are not treated as an error.
////////////////////////////////////////////////////////////////////
bool
decompose_matrix_old_hpr(const FLOATNAME(LMatrix3) &mat,
FLOATNAME(LVecBase3) &scale,
FLOATNAME(LVecBase3) &shear,
FLOATNAME(LVecBase3) &hpr,
CoordinateSystem cs) {
TAU_PROFILE("bool decompose_matrix_old_hpr(LMatrix3 &, LVecBase3 &, LVecBase3 &, LVecBase3 &)", " ", TAU_USER);
if (cs == CS_default) {
cs = get_default_coordinate_system();
}
if (linmath_cat.is_debug()) {
linmath_cat.debug()
<< "decomposing " << mat << " via cs " << cs << "\n";
}
// Extract the rotation and scale, according to the coordinate
// system of choice.
FLOATNAME(LMatrix3) new_mat(mat);
switch (cs) {
case CS_zup_right:
{
unwind_zup_rotation_old_hpr(new_mat, hpr);
}
break;
case CS_yup_right:
{
unwind_yup_rotation_old_hpr(new_mat, hpr);
}
break;
case CS_zup_left:
{
new_mat._m(0, 2) = -new_mat._m(0, 2);
new_mat._m(1, 2) = -new_mat._m(1, 2);
new_mat._m(2, 0) = -new_mat._m(2, 0);
new_mat._m(2, 1) = -new_mat._m(2, 1);
/*
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
mat(1, 0), mat(1, 1), -mat(1, 2),
-mat(2, 0), -mat(2, 1), mat(2, 2));
*/
unwind_zup_rotation_old_hpr(new_mat, hpr);
hpr[0] = -hpr[0];
hpr[2] = -hpr[2];
}
break;
case CS_yup_left:
{
new_mat._m(0, 2) = -new_mat._m(0, 2);
new_mat._m(1, 2) = -new_mat._m(1, 2);
new_mat._m(2, 0) = -new_mat._m(2, 0);
new_mat._m(2, 1) = -new_mat._m(2, 1);
/*
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
mat(1, 0), mat(1, 1), -mat(1, 2),
-mat(2, 0), -mat(2, 1), mat(2, 2));
*/
unwind_yup_rotation_old_hpr(new_mat, hpr);
}
break;
default:
linmath_cat.error()
<< "Unexpected coordinate system: " << (int)cs << "\n";
return false;
}
if (linmath_cat.is_debug()) {
linmath_cat.debug()
<< "after unwind, mat is " << new_mat << "\n";
}
scale.set(new_mat(0, 0), new_mat(1, 1), new_mat(2, 2));
// Normalize the scale out of the shear components, and return the
// shear.
if (scale[0] != 0.0) {
new_mat(0, 1) /= scale[0];
new_mat(0, 2) /= scale[0];
}
if (scale[1] != 0.0) {
new_mat(1, 0) /= scale[1];
new_mat(1, 2) /= scale[1];
}
if (scale[2] != 0.0) {
new_mat(2, 0) /= scale[2];
new_mat(2, 1) /= scale[2];
}
shear.set(new_mat(0, 1) + new_mat(1, 0),
new_mat(2, 0) + new_mat(0, 2),
new_mat(2, 1) + new_mat(1, 2));
return true;
}
////////////////////////////////////////////////////////////////////
// Function: compose_matrix_new_hpr
// Description: Computes the 3x3 matrix from scale, shear, and
// rotation.
////////////////////////////////////////////////////////////////////
void
compose_matrix_new_hpr(FLOATNAME(LMatrix3) &mat,
const FLOATNAME(LVecBase3) &scale,
const FLOATNAME(LVecBase3) &shear,
const FLOATNAME(LVecBase3) &hpr,
CoordinateSystem cs) {
TAU_PROFILE("void compose_matrix_new_hpr(LMatrix3 &, const LVecBase3 &, const LVecBase3 &, const LVecBase3 &)", " ", TAU_USER);
mat.set_scale_shear_mat(scale, shear, cs);
if (!IS_NEARLY_ZERO(hpr[2])) {
FLOATNAME(LMatrix3) r;
r.set_rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::forward(cs), cs);
mat *= r;
}
if (!IS_NEARLY_ZERO(hpr[1])) {
FLOATNAME(LMatrix3) r;
r.set_rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs);
mat *= r;
}
if (!IS_NEARLY_ZERO(hpr[0])) {
FLOATNAME(LMatrix3) r;
r.set_rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs);
mat *= r;
}
}
////////////////////////////////////////////////////////////////////
// Function: unwind_yup_rotation_new_hpr
// Description: Extracts the rotation about the x, y, and z axes from
// the given hpr & scale matrix. Adjusts the matrix
// to eliminate the rotation.
//
// This function assumes the matrix is stored in a
// right-handed Y-up coordinate system.
////////////////////////////////////////////////////////////////////
static void
unwind_yup_rotation_new_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
TAU_PROFILE("void unwind_yup_rotation_new_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
// Extract the axes from the matrix.
FLOATNAME(LVector3) x, y, z;
mat.get_row(x,0);
mat.get_row(y,1);
mat.get_row(z,2);
// Project Z into the XZ plane.
FLOATNAME(LVector2) xz(z[0], z[2]);
xz = normalize(xz);
// Compute the rotation about the +Y (up) axis. This is yaw, or
// "heading".
FLOATTYPE heading = rad_2_deg(((FLOATTYPE)catan2(xz[0], xz[1])));
// Unwind the heading, and continue.
FLOATNAME(LMatrix3) rot_y;
rot_y.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
CS_yup_right);
x = x * rot_y;
y = y * rot_y;
z = z * rot_y;
// Project the rotated Z into the YZ plane.
FLOATNAME(LVector2) yz(z[1], z[2]);
yz = normalize(yz);
// Compute the rotation about the +X (right) axis. This is pitch.
FLOATTYPE pitch = rad_2_deg((FLOATTYPE)(-catan2(yz[0], yz[1])));
// Unwind the pitch.
FLOATNAME(LMatrix3) rot_x;
rot_x.set_rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
CS_yup_right);
x = x * rot_x;
y = y * rot_x;
z = z * rot_x;
// Project the rotated X onto the XY plane.
FLOATNAME(LVector2) xy(x[0], x[1]);
xy = normalize(xy);
// Compute the rotation about the +Z (back) axis. This is roll.
FLOATTYPE roll = -rad_2_deg(((FLOATTYPE)catan2(xy[1], xy[0])));
// Unwind the roll from the axes, and continue.
FLOATNAME(LMatrix3) rot_z;
rot_z.set_rotate_mat_normaxis(roll, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
CS_yup_right);
x = x * rot_z;
y = y * rot_z;
z = z * rot_z;
// Reset the matrix to reflect the unwinding.
mat.set_row(0, x);
mat.set_row(1, y);
mat.set_row(2, z);
// Return the three rotation components.
hpr[0] = heading;
hpr[1] = pitch;
hpr[2] = roll;
}
////////////////////////////////////////////////////////////////////
// Function: unwind_zup_rotation_new_hpr
// Description: Extracts the rotation about the x, y, and z axes from
// the given hpr & scale matrix. Adjusts the matrix
// to eliminate the rotation.
//
// This function assumes the matrix is stored in a
// right-handed Z-up coordinate system.
////////////////////////////////////////////////////////////////////
static void
unwind_zup_rotation_new_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
TAU_PROFILE("void unwind_zup_rotation_new_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
// Extract the axes from the matrix.
FLOATNAME(LVector3) x, y, z;
mat.get_row(x,0);
mat.get_row(y,1);
mat.get_row(z,2);
// Project Y into the XY plane.
FLOATNAME(LVector2) xy(y[0], y[1]);
xy = normalize(xy);
// Compute the rotation about the +Z (up) axis. This is yaw, or
// "heading".
FLOATTYPE heading = -rad_2_deg(((FLOATTYPE)catan2(xy[0], xy[1])));
// Unwind the heading, and continue.
FLOATNAME(LMatrix3) rot_z;
rot_z.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
CS_zup_right);
x = x * rot_z;
y = y * rot_z;
z = z * rot_z;
// Project the rotated Y into the YZ plane.
FLOATNAME(LVector2) yz(y[1], y[2]);
yz = normalize(yz);
// Compute the rotation about the +X (right) axis. This is pitch.
FLOATTYPE pitch = rad_2_deg(((FLOATTYPE)catan2(yz[1], yz[0])));
// Unwind the pitch.
FLOATNAME(LMatrix3) rot_x;
rot_x.set_rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
CS_zup_right);
x = x * rot_x;
y = y * rot_x;
z = z * rot_x;
// Project X into the XZ plane.
FLOATNAME(LVector2) xz(x[0], x[2]);
xz = normalize(xz);
// Compute the rotation about the -Y (back) axis. This is roll.
FLOATTYPE roll = -rad_2_deg(((FLOATTYPE)catan2(xz[1], xz[0])));
// Unwind the roll from the axes, and continue.
FLOATNAME(LMatrix3) rot_y;
rot_y.set_rotate_mat_normaxis(-roll, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
CS_zup_right);
x = x * rot_y;
y = y * rot_y;
z = z * rot_y;
// Reset the matrix to reflect the unwinding.
mat.set_row(0, x);
mat.set_row(1, y);
mat.set_row(2, z);
// Return the three rotation components.
hpr[0] = heading;
hpr[1] = pitch;
hpr[2] = roll;
}
////////////////////////////////////////////////////////////////////
// Function: decompose_matrix_new_hpr
// Description: Extracts out the components of a 3x3 rotation matrix.
// Returns true if successful, or false if there was an
// error. Since a 3x3 matrix always contains an affine
// transform, this should succeed in the normal case;
// singular transforms are not treated as an error.
////////////////////////////////////////////////////////////////////
bool
decompose_matrix_new_hpr(const FLOATNAME(LMatrix3) &mat,
FLOATNAME(LVecBase3) &scale,
FLOATNAME(LVecBase3) &shear,
FLOATNAME(LVecBase3) &hpr,
CoordinateSystem cs) {
TAU_PROFILE("bool decompose_matrix_new_hpr(LMatrix3 &, LVecBase3 &, LVecBase3 &, LVecBase3 &)", " ", TAU_USER);
if (cs == CS_default) {
cs = get_default_coordinate_system();
}
if (linmath_cat.is_debug()) {
linmath_cat.debug()
<< "decomposing " << mat << " via cs " << cs << "\n";
}
// Extract the rotation and scale, according to the coordinate
// system of choice.
FLOATNAME(LMatrix3) new_mat(mat);
switch (cs) {
case CS_zup_right:
{
unwind_zup_rotation_new_hpr(new_mat, hpr);
}
break;
case CS_yup_right:
{
unwind_yup_rotation_new_hpr(new_mat, hpr);
}
break;
case CS_zup_left:
{
new_mat._m(0, 2) = -new_mat._m(0, 2);
new_mat._m(1, 2) = -new_mat._m(1, 2);
new_mat._m(2, 0) = -new_mat._m(2, 0);
new_mat._m(2, 1) = -new_mat._m(2, 1);
/*
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
mat(1, 0), mat(1, 1), -mat(1, 2),
-mat(2, 0), -mat(2, 1), mat(2, 2));
*/
unwind_zup_rotation_new_hpr(new_mat, hpr);
hpr[0] = -hpr[0];
hpr[2] = -hpr[2];
}
break;
case CS_yup_left:
{
new_mat._m(0, 2) = -new_mat._m(0, 2);
new_mat._m(1, 2) = -new_mat._m(1, 2);
new_mat._m(2, 0) = -new_mat._m(2, 0);
new_mat._m(2, 1) = -new_mat._m(2, 1);
/*
FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
mat(1, 0), mat(1, 1), -mat(1, 2),
-mat(2, 0), -mat(2, 1), mat(2, 2));
*/
unwind_yup_rotation_new_hpr(new_mat, hpr);
}
break;
default:
linmath_cat.error()
<< "Unexpected coordinate system: " << (int)cs << "\n";
return false;
}
if (linmath_cat.is_debug()) {
linmath_cat.debug()
<< "after unwind, mat is " << new_mat << "\n";
}
scale.set(new_mat(0, 0), new_mat(1, 1), new_mat(2, 2));
// Normalize the scale out of the shear components, and return the
// shear.
if (scale[0] != 0.0) {
new_mat(0, 1) /= scale[0];
new_mat(0, 2) /= scale[0];
}
if (scale[1] != 0.0) {
new_mat(1, 0) /= scale[1];
new_mat(1, 2) /= scale[1];
}
if (scale[2] != 0.0) {
new_mat(2, 0) /= scale[2];
new_mat(2, 1) /= scale[2];
}
shear.set(new_mat(0, 1) + new_mat(1, 0),
new_mat(2, 0) + new_mat(0, 2),
new_mat(2, 1) + new_mat(1, 2));
return true;
}
////////////////////////////////////////////////////////////////////
// Function: old_to_new_hpr
// Description: Converts the HPR as represented in the old, broken
// way to the new, correct representation. Returns the
// new HPR.
//
// This function is provided to ease transition from old
// systems that relied on Panda's original broken HPR
// calculation.
////////////////////////////////////////////////////////////////////
FLOATNAME(LVecBase3)
old_to_new_hpr(const FLOATNAME(LVecBase3) &old_hpr) {
TAU_PROFILE("LVecBase3 old_to_new_hpr(const LVecBase3 &)", " ", TAU_USER);
FLOATNAME(LMatrix3) mat;
compose_matrix_old_hpr(mat,
FLOATNAME(LVecBase3)(1.0f, 1.0f, 1.0f),
FLOATNAME(LVecBase3)::zero(),
old_hpr);
FLOATNAME(LVecBase3) new_scale;
FLOATNAME(LVecBase3) new_shear;
FLOATNAME(LVecBase3) new_hpr;
decompose_matrix_new_hpr(mat, new_scale, new_shear, new_hpr);
return new_hpr;
}
////////////////////////////////////////////////////////////////////
// Function: new_to_old_hpr
// Description: Converts the HPR as represented in the new, correct
// representation to the old, broken way. Returns the
// old HPR. Useful only for backporting.
//
// This function is provided to ease transition from new
// systems that relied on Panda's original broken HPR
// calculation.
////////////////////////////////////////////////////////////////////
FLOATNAME(LVecBase3)
new_to_old_hpr(const FLOATNAME(LVecBase3) &new_hpr) {
TAU_PROFILE("LVecBase3 new_to_old_hpr(const LVecBase3 &)", " ", TAU_USER);
FLOATNAME(LMatrix3) mat;
compose_matrix_new_hpr(mat,
FLOATNAME(LVecBase3)(1.0f, 1.0f, 1.0f),
FLOATNAME(LVecBase3)::zero(),
new_hpr);
FLOATNAME(LVecBase3) old_scale;
FLOATNAME(LVecBase3) old_shear;
FLOATNAME(LVecBase3) old_hpr;
decompose_matrix_old_hpr(mat, old_scale, old_shear, old_hpr);
return old_hpr;
}