open_toontown_panda3d/panda/src/linmath/lmatrix3_src.cxx

454 lines
13 KiB
C++

/**
* 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 lmatrix3_src.cxx
* @author drose
* @date 1999-01-29
*/
TypeHandle FLOATNAME(LMatrix3)::_type_handle;
const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_ident_mat =
FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f);
const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_y_to_z_up_mat =
FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f,-1.0f, 0.0f);
const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_z_to_y_up_mat =
FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f,
0.0f, 0.0f,-1.0f,
0.0f, 1.0f, 0.0f);
const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_flip_y_mat =
FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f,
0.0f,-1.0f, 0.0f,
0.0f, 0.0f, 1.0f);
const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_flip_z_mat =
FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f,-1.0f);
const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_lz_to_ry_mat =
FLOATNAME(LMatrix3)::_flip_y_mat * FLOATNAME(LMatrix3)::_z_to_y_up_mat;
const FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::_ly_to_rz_mat =
FLOATNAME(LMatrix3)::_flip_z_mat * FLOATNAME(LMatrix3)::_y_to_z_up_mat;
/**
* Fills mat with a matrix that applies the indicated scale and shear.
*/
void FLOATNAME(LMatrix3)::
set_scale_shear_mat(const FLOATNAME(LVecBase3) &scale,
const FLOATNAME(LVecBase3) &shear,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix3::set_scale_shear_mat(const LVecBase3 &, const LVecBase3 &)", " ", TAU_USER);
if (cs == CS_default) {
cs = get_default_coordinate_system();
}
// We have to match the placement of the shear components in the matrix to
// the way we extract out the rotation in decompose_matrix(). Therefore,
// the shear is sensitive to the coordinate system.
switch (cs) {
case CS_zup_right:
set(scale._v(0), shear._v(0) * scale._v(0), 0.0f,
0.0f, scale._v(1), 0.0f,
shear._v(1) * scale._v(2), shear._v(2) * scale._v(2), scale._v(2));
break;
case CS_zup_left:
set(scale._v(0), shear._v(0) * scale._v(0), 0.0f,
0.0f, scale._v(1), 0.0f,
-shear._v(1) * scale._v(2), -shear._v(2) * scale._v(2), scale._v(2));
break;
case CS_yup_right:
set(scale._v(0), 0.0f, shear._v(1) * scale._v(0),
shear._v(0) * scale._v(1), scale._v(1), shear._v(2) * scale._v(1),
0.0f, 0.0f, scale._v(2));
break;
case CS_yup_left:
set(scale._v(0), 0.0f, -shear._v(1) * scale._v(0),
shear._v(0) * scale._v(1), scale._v(1), -shear._v(2) * scale._v(1),
0.0f, 0.0f, scale._v(2));
break;
case CS_default:
case CS_invalid:
default:
// These should not be possible.
linmath_cat.error()
<< "Invalid coordinate system value!\n";
break;
}
}
/**
* Returns a matrix that transforms from the indicated coordinate system to
* the indicated coordinate system.
*/
const FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
convert_mat(CoordinateSystem from, CoordinateSystem to) {
TAU_PROFILE("LMatrix3 LMatrix3::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;
}
/**
* Sets each element of the matrix to the indicated fill_value. This is of
* questionable value, but is sometimes useful when initializing to zero.
*/
void FLOATNAME(LMatrix3)::
fill(FLOATTYPE fill_value) {
TAU_PROFILE("void LMatrix3::fill(FLOATTYPE)", " ", TAU_USER);
#ifdef HAVE_EIGEN
_m = EMatrix3::Constant(fill_value);
#else
set(fill_value, fill_value, fill_value,
fill_value, fill_value, fill_value,
fill_value, fill_value, fill_value);
#endif // HAVE_EIGEN
}
/**
* 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(LMatrix3)::
compare_to(const FLOATNAME(LMatrix3) &other, FLOATTYPE threshold) const {
TAU_PROFILE("int LMatrix3::compare_to(const LMatrix3 &, FLOATTYPE)", " ", TAU_USER);
for (int r = 0; r < 3; ++r) {
for (int c = 0; c < 3; ++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;
}
/**
* Fills mat with a matrix that rotates by the given angle in degrees
* counterclockwise about the indicated vector.
*/
void FLOATNAME(LMatrix3)::
set_rotate_mat(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix3::set_rotate_mat(FLOATTYPE, LVecBase3, CoordinateSystem)", " ", 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;
}
/**
* Fills mat with a matrix that rotates by the given angle in degrees
* counterclockwise about the indicated vector. Assumes axis has been
* normalized.
*/
void FLOATNAME(LMatrix3)::
set_rotate_mat_normaxis(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix3::set_rotate_mat_normaxis(FLOATTYPE, LVecBase3, CoordinateSystem)", " ", 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;
}
/**
* Returns true if two matrices are memberwise equal within a specified
* tolerance.
*/
bool FLOATNAME(LMatrix3)::
almost_equal(const FLOATNAME(LMatrix3) &other, FLOATTYPE threshold) const {
TAU_PROFILE("bool LMatrix3::almost_equal(const LMatrix3 &, 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)(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)(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));
#endif
}
/**
*
*/
void FLOATNAME(LMatrix3)::
output(std::ostream &out) const {
out << "[ "
<< MAYBE_ZERO(_m(0, 0)) << " "
<< MAYBE_ZERO(_m(0, 1)) << " "
<< MAYBE_ZERO(_m(0, 2))
<< " ] [ "
<< MAYBE_ZERO(_m(1, 0)) << " "
<< MAYBE_ZERO(_m(1, 1)) << " "
<< MAYBE_ZERO(_m(1, 2))
<< " ] [ "
<< MAYBE_ZERO(_m(2, 0)) << " "
<< MAYBE_ZERO(_m(2, 1)) << " "
<< MAYBE_ZERO(_m(2, 2))
<< " ]";
}
/**
*
*/
void FLOATNAME(LMatrix3)::
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))
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m(1, 0)) << " "
<< MAYBE_ZERO(_m(1, 1)) << " "
<< MAYBE_ZERO(_m(1, 2))
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m(2, 0)) << " "
<< MAYBE_ZERO(_m(2, 1)) << " "
<< MAYBE_ZERO(_m(2, 2))
<< "\n";
}
/**
* Adds the vector to the indicated hash generator.
*/
void FLOATNAME(LMatrix3)::
generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const {
TAU_PROFILE("void LMatrix3::generate_hash(ChecksumHashGenerator &, FLOATTYPE)", " ", TAU_USER);
for(int i = 0; i < 3; i++) {
for(int j = 0; j < 3; j++) {
hashgen.add_fp(get_cell(i,j), threshold);
}
}
}
/**
* 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(LMatrix3)::
write_datagram_fixed(Datagram &destination) const {
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++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(LMatrix3)::
read_datagram_fixed(DatagramIterator &scan) {
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++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(LMatrix3)::
write_datagram(Datagram &destination) const {
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
destination.add_stdfloat(get_cell(i,j));
}
}
}
/**
* Reads the matrix from the Datagram using get_stdfloat().
*/
void FLOATNAME(LMatrix3)::
read_datagram(DatagramIterator &scan) {
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
set_cell(i, j, scan.get_stdfloat());
}
}
}
/**
*
*/
void FLOATNAME(LMatrix3)::
init_type() {
if (_type_handle == TypeHandle::none()) {
// Format a string to describe the type.
register_type(_type_handle, FLOATNAME_STR(LMatrix3));
}
}