661 lines
21 KiB
C++
661 lines
21 KiB
C++
// Filename: compose_matrix_src.cxx
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// Created by: drose (27Jan99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: compose_matrix_old_hpr
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// Description: Computes the 3x3 matrix from scale, shear, and
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// rotation.
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////////////////////////////////////////////////////////////////////
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void
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compose_matrix_old_hpr(FLOATNAME(LMatrix3) &mat,
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const FLOATNAME(LVecBase3) &scale,
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const FLOATNAME(LVecBase3) &shear,
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const FLOATNAME(LVecBase3) &hpr,
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CoordinateSystem cs) {
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TAU_PROFILE("void compose_matrix_old_hpr(LMatrix3 &, const LVecBase3 &, const LVecBase3 &, const LVecBase3 &)", " ", TAU_USER);
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mat =
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FLOATNAME(LMatrix3)::scale_shear_mat(scale, shear, cs) *
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FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs) *
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FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs) *
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FLOATNAME(LMatrix3)::rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::back(cs), cs);
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}
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////////////////////////////////////////////////////////////////////
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// Function: unwind_yup_rotation_old_hpr
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// Description: Extracts the rotation about the x, y, and z axes from
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// the given hpr & scale matrix. Adjusts the matrix
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// to eliminate the rotation.
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//
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// This function assumes the matrix is stored in a
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// right-handed Y-up coordinate system.
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////////////////////////////////////////////////////////////////////
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static void
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unwind_yup_rotation_old_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
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TAU_PROFILE("void unwind_yup_rotation_old_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
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// Extract the axes from the matrix.
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FLOATNAME(LVector3) x, y, z;
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mat.get_row(x,0);
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mat.get_row(y,1);
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mat.get_row(z,2);
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// Project X onto the XY plane.
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FLOATNAME(LVector2) xy(x[0], x[1]);
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xy = normalize(xy);
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// Compute the rotation about the +Z (back) axis. This is roll.
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FLOATTYPE roll = rad_2_deg(((FLOATTYPE)catan2(xy[1], xy[0])));
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// Unwind the roll from the axes, and continue.
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FLOATNAME(LMatrix3) rot_z;
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rot_z.set_rotate_mat_normaxis(-roll, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
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CS_yup_right);
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x = x * rot_z;
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y = y * rot_z;
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z = z * rot_z;
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// Project the rotated X into the XZ plane.
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FLOATNAME(LVector2) xz(x[0], x[2]);
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xz = normalize(xz);
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// Compute the rotation about the +Y (up) axis. This is yaw, or
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// "heading".
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FLOATTYPE heading = rad_2_deg(((FLOATTYPE)-catan2(xz[1], xz[0])));
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// Unwind the heading, and continue.
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FLOATNAME(LMatrix3) rot_y;
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rot_y.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
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CS_yup_right);
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x = x * rot_y;
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y = y * rot_y;
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z = z * rot_y;
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// Project the rotated Z into the YZ plane.
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FLOATNAME(LVector2) yz(z[1], z[2]);
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yz = normalize(yz);
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// Compute the rotation about the +X (right) axis. This is pitch.
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FLOATTYPE pitch = rad_2_deg(((FLOATTYPE)-catan2(yz[0], yz[1])));
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// Unwind the pitch.
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FLOATNAME(LMatrix3) rot_x;
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rot_x.set_rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
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CS_yup_right);
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x = x * rot_x;
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y = y * rot_x;
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z = z * rot_x;
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// Reset the matrix to reflect the unwinding.
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mat.set_row(0, x);
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mat.set_row(1, y);
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mat.set_row(2, z);
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// Return the three rotation components.
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hpr[0] = heading;
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hpr[1] = pitch;
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hpr[2] = roll;
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}
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////////////////////////////////////////////////////////////////////
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// Function: unwind_zup_rotation_old_hpr
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// Description: Extracts the rotation about the x, y, and z axes from
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// the given hpr & scale matrix. Adjusts the matrix
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// to eliminate the rotation.
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//
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// This function assumes the matrix is stored in a
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// right-handed Z-up coordinate system.
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////////////////////////////////////////////////////////////////////
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static void
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unwind_zup_rotation_old_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
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TAU_PROFILE("void unwind_zup_rotation_old_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
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// Extract the axes from the matrix.
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FLOATNAME(LVector3) x, y, z;
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mat.get_row(x,0);
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mat.get_row(y,1);
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mat.get_row(z,2);
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// Project X into the XZ plane.
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FLOATNAME(LVector2) xz(x[0], x[2]);
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xz = normalize(xz);
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// Compute the rotation about the -Y (back) axis. This is roll.
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FLOATTYPE roll = rad_2_deg(((FLOATTYPE)catan2(xz[1], xz[0])));
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if (y[1] < 0.0f) {
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if (roll < 0.0f) {
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roll += 180.0;
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} else {
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roll -= 180.0;
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}
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}
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// Unwind the roll from the axes, and continue.
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FLOATNAME(LMatrix3) rot_y;
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rot_y.set_rotate_mat_normaxis(roll, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
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CS_zup_right);
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x = x * rot_y;
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y = y * rot_y;
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z = z * rot_y;
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// Project the rotated X into the XY plane.
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FLOATNAME(LVector2) xy(x[0], x[1]);
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xy = normalize(xy);
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// Compute the rotation about the +Z (up) axis. This is yaw, or
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// "heading".
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FLOATTYPE heading = rad_2_deg(((FLOATTYPE)catan2(xy[1], xy[0])));
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// Unwind the heading, and continue.
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FLOATNAME(LMatrix3) rot_z;
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rot_z.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
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CS_zup_right);
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x = x * rot_z;
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y = y * rot_z;
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z = z * rot_z;
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// Project the rotated Y into the YZ plane.
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FLOATNAME(LVector2) yz(y[1], y[2]);
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yz = normalize(yz);
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// Compute the rotation about the +X (right) axis. This is pitch.
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FLOATTYPE pitch = rad_2_deg(((FLOATTYPE)catan2(yz[1], yz[0])));
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// Unwind the pitch.
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FLOATNAME(LMatrix3) rot_x;
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rot_x.set_rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
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CS_zup_right);
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x = x * rot_x;
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y = y * rot_x;
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z = z * rot_x;
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// Reset the matrix to reflect the unwinding.
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mat.set_row(0, x);
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mat.set_row(1, y);
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mat.set_row(2, z);
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// Return the three rotation components.
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hpr[0] = heading;
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hpr[1] = pitch;
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hpr[2] = roll;
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}
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////////////////////////////////////////////////////////////////////
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// Function: decompose_matrix_old_hpr
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// Description: Extracts out the components of a 3x3 rotation matrix.
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// Returns true if successful, or false if there was an
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// error. Since a 3x3 matrix always contains an affine
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// transform, this should succeed in the normal case;
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// singular transforms are not treated as an error.
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////////////////////////////////////////////////////////////////////
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bool
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decompose_matrix_old_hpr(const FLOATNAME(LMatrix3) &mat,
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FLOATNAME(LVecBase3) &scale,
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FLOATNAME(LVecBase3) &shear,
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FLOATNAME(LVecBase3) &hpr,
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CoordinateSystem cs) {
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TAU_PROFILE("bool decompose_matrix_old_hpr(LMatrix3 &, LVecBase3 &, LVecBase3 &, LVecBase3 &)", " ", TAU_USER);
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if (cs == CS_default) {
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cs = get_default_coordinate_system();
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}
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if (linmath_cat.is_debug()) {
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linmath_cat.debug()
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<< "decomposing " << mat << " via cs " << cs << "\n";
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}
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// Extract the rotation and scale, according to the coordinate
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// system of choice.
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FLOATNAME(LMatrix3) new_mat(mat);
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switch (cs) {
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case CS_zup_right:
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{
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unwind_zup_rotation_old_hpr(new_mat, hpr);
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}
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break;
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case CS_yup_right:
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{
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unwind_yup_rotation_old_hpr(new_mat, hpr);
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}
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break;
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case CS_zup_left:
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{
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new_mat._m(0, 2) = -new_mat._m(0, 2);
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new_mat._m(1, 2) = -new_mat._m(1, 2);
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new_mat._m(2, 0) = -new_mat._m(2, 0);
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new_mat._m(2, 1) = -new_mat._m(2, 1);
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/*
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FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
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mat(1, 0), mat(1, 1), -mat(1, 2),
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-mat(2, 0), -mat(2, 1), mat(2, 2));
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*/
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unwind_zup_rotation_old_hpr(new_mat, hpr);
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hpr[0] = -hpr[0];
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hpr[2] = -hpr[2];
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}
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break;
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case CS_yup_left:
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{
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new_mat._m(0, 2) = -new_mat._m(0, 2);
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new_mat._m(1, 2) = -new_mat._m(1, 2);
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new_mat._m(2, 0) = -new_mat._m(2, 0);
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new_mat._m(2, 1) = -new_mat._m(2, 1);
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/*
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FLOATNAME(LMatrix3) lm(mat(0, 0), mat(0, 1), -mat(0, 2),
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mat(1, 0), mat(1, 1), -mat(1, 2),
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-mat(2, 0), -mat(2, 1), mat(2, 2));
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*/
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unwind_yup_rotation_old_hpr(new_mat, hpr);
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}
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break;
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default:
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linmath_cat.error()
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<< "Unexpected coordinate system: " << (int)cs << "\n";
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return false;
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}
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if (linmath_cat.is_debug()) {
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linmath_cat.debug()
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<< "after unwind, mat is " << new_mat << "\n";
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}
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scale.set(new_mat(0, 0), new_mat(1, 1), new_mat(2, 2));
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// Normalize the scale out of the shear components, and return the
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// shear.
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if (scale[0] != 0.0) {
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new_mat(0, 1) /= scale[0];
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new_mat(0, 2) /= scale[0];
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}
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if (scale[1] != 0.0) {
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new_mat(1, 0) /= scale[1];
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new_mat(1, 2) /= scale[1];
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}
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if (scale[2] != 0.0) {
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new_mat(2, 0) /= scale[2];
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new_mat(2, 1) /= scale[2];
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}
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shear.set(new_mat(0, 1) + new_mat(1, 0),
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new_mat(2, 0) + new_mat(0, 2),
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new_mat(2, 1) + new_mat(1, 2));
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: compose_matrix_new_hpr
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// Description: Computes the 3x3 matrix from scale, shear, and
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// rotation.
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////////////////////////////////////////////////////////////////////
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void
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compose_matrix_new_hpr(FLOATNAME(LMatrix3) &mat,
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const FLOATNAME(LVecBase3) &scale,
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const FLOATNAME(LVecBase3) &shear,
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const FLOATNAME(LVecBase3) &hpr,
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CoordinateSystem cs) {
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TAU_PROFILE("void compose_matrix_new_hpr(LMatrix3 &, const LVecBase3 &, const LVecBase3 &, const LVecBase3 &)", " ", TAU_USER);
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mat.set_scale_shear_mat(scale, shear, cs);
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if (!IS_NEARLY_ZERO(hpr[2])) {
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FLOATNAME(LMatrix3) r;
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r.set_rotate_mat_normaxis(hpr[2], FLOATNAME(LVector3)::forward(cs), cs);
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mat *= r;
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}
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if (!IS_NEARLY_ZERO(hpr[1])) {
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FLOATNAME(LMatrix3) r;
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r.set_rotate_mat_normaxis(hpr[1], FLOATNAME(LVector3)::right(cs), cs);
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mat *= r;
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}
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if (!IS_NEARLY_ZERO(hpr[0])) {
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FLOATNAME(LMatrix3) r;
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r.set_rotate_mat_normaxis(hpr[0], FLOATNAME(LVector3)::up(cs), cs);
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mat *= r;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: unwind_yup_rotation_new_hpr
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// Description: Extracts the rotation about the x, y, and z axes from
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// the given hpr & scale matrix. Adjusts the matrix
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// to eliminate the rotation.
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//
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// This function assumes the matrix is stored in a
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// right-handed Y-up coordinate system.
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////////////////////////////////////////////////////////////////////
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static void
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unwind_yup_rotation_new_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
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TAU_PROFILE("void unwind_yup_rotation_new_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
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// Extract the axes from the matrix.
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FLOATNAME(LVector3) x, y, z;
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mat.get_row(x,0);
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mat.get_row(y,1);
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mat.get_row(z,2);
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// Project Z into the XZ plane.
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FLOATNAME(LVector2) xz(z[0], z[2]);
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xz = normalize(xz);
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// Compute the rotation about the +Y (up) axis. This is yaw, or
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// "heading".
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FLOATTYPE heading = rad_2_deg(((FLOATTYPE)catan2(xz[0], xz[1])));
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// Unwind the heading, and continue.
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FLOATNAME(LMatrix3) rot_y;
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rot_y.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f),
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CS_yup_right);
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x = x * rot_y;
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y = y * rot_y;
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z = z * rot_y;
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// Project the rotated Z into the YZ plane.
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FLOATNAME(LVector2) yz(z[1], z[2]);
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yz = normalize(yz);
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// Compute the rotation about the +X (right) axis. This is pitch.
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FLOATTYPE pitch = rad_2_deg((FLOATTYPE)(-catan2(yz[0], yz[1])));
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// Unwind the pitch.
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FLOATNAME(LMatrix3) rot_x;
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rot_x.set_rotate_mat_normaxis(-pitch, FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f),
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CS_yup_right);
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x = x * rot_x;
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y = y * rot_x;
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z = z * rot_x;
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// Project the rotated X onto the XY plane.
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FLOATNAME(LVector2) xy(x[0], x[1]);
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xy = normalize(xy);
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// Compute the rotation about the +Z (back) axis. This is roll.
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FLOATTYPE roll = -rad_2_deg(((FLOATTYPE)catan2(xy[1], xy[0])));
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// Unwind the roll from the axes, and continue.
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FLOATNAME(LMatrix3) rot_z;
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rot_z.set_rotate_mat_normaxis(roll, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
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CS_yup_right);
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x = x * rot_z;
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y = y * rot_z;
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z = z * rot_z;
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// Reset the matrix to reflect the unwinding.
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mat.set_row(0, x);
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mat.set_row(1, y);
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mat.set_row(2, z);
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// Return the three rotation components.
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hpr[0] = heading;
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hpr[1] = pitch;
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hpr[2] = roll;
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}
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////////////////////////////////////////////////////////////////////
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// Function: unwind_zup_rotation_new_hpr
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// Description: Extracts the rotation about the x, y, and z axes from
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// the given hpr & scale matrix. Adjusts the matrix
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// to eliminate the rotation.
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//
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// This function assumes the matrix is stored in a
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// right-handed Z-up coordinate system.
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////////////////////////////////////////////////////////////////////
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static void
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unwind_zup_rotation_new_hpr(FLOATNAME(LMatrix3) &mat, FLOATNAME(LVecBase3) &hpr) {
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TAU_PROFILE("void unwind_zup_rotation_new_hpr(LMatrix3 &, LVecBase3 &)", " ", TAU_USER);
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// Extract the axes from the matrix.
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FLOATNAME(LVector3) x, y, z;
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mat.get_row(x,0);
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mat.get_row(y,1);
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mat.get_row(z,2);
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// Project Y into the XY plane.
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FLOATNAME(LVector2) xy(y[0], y[1]);
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xy = normalize(xy);
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// Compute the rotation about the +Z (up) axis. This is yaw, or
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// "heading".
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FLOATTYPE heading = -rad_2_deg(((FLOATTYPE)catan2(xy[0], xy[1])));
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// Unwind the heading, and continue.
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FLOATNAME(LMatrix3) rot_z;
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rot_z.set_rotate_mat_normaxis(-heading, FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f),
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CS_zup_right);
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x = x * rot_z;
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y = y * rot_z;
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z = z * rot_z;
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// Project the rotated Y into the YZ plane.
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FLOATNAME(LVector2) yz(y[1], y[2]);
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yz = normalize(yz);
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// Compute the rotation about the +X (right) axis. This is pitch.
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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;
|
|
}
|