open_toontown_panda3d/panda/src/linmath/lmatrix4_src.cxx

292 lines
8.4 KiB
C++

// Filename: lmatrix4_src.cxx
// Created by: drose (15Jan99)
//
////////////////////////////////////////////////////////////////////
TypeHandle FLOATNAME(LMatrix4)::_type_handle;
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ident_mat =
FLOATNAME(LMatrix4)(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_y_to_z_up_mat =
FLOATNAME(LMatrix4)(1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0,-1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_z_to_y_up_mat =
FLOATNAME(LMatrix4)(1.0, 0.0, 0.0, 0.0,
0.0, 0.0,-1.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0);
////////////////////////////////////////////////////////////////////
// Function: LMatrix::convert_mat
// Access: Public, Static
// Description: Returns a matrix that transforms from the indicated
// coordinate system to the indicated coordinate system.
////////////////////////////////////////////////////////////////////
FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::
convert_mat(CoordinateSystem from, CoordinateSystem to) {
if (from == CS_default) {
from = default_coordinate_system;
}
if (to == CS_default) {
to = 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 scale_mat(1.0, -1.0, 1.0);
case CS_yup_right: return scale_mat(1.0, -1.0, 1.0) * z_to_y_up_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 scale_mat(1.0, 1.0, -1.0) * y_to_z_up_mat();
case CS_yup_right: return scale_mat(1.0, 1.0, -1.0);
default: break;
}
break;
case CS_zup_right:
switch (to) {
case CS_zup_left: return scale_mat(1.0, -1.0, 1.0);
case CS_yup_left: return scale_mat(1.0, -1.0, 1.0) * z_to_y_up_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 scale_mat(1.0, 1.0, -1.0) * y_to_z_up_mat();
case CS_yup_left: return scale_mat(1.0, 1.0, -1.0);
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::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 {
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::decompose_mat
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
bool FLOATNAME(LMatrix4)::
decompose_mat(int index[4]) {
int i, j, k;
FLOATTYPE vv[4];
for (i = 0; i < 4; i++) {
FLOATTYPE big = 0.0;
for (j = 0; j < 4; j++) {
FLOATTYPE temp = fabs((*this)(i,j));
if (temp > big) {
big = temp;
}
}
if (IS_NEARLY_ZERO(big)) {
return false;
}
vv[i] = 1.0 / 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 = 0.0;
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) == 0.0) {
(*this)(j,j) = NEARLY_ZERO(FLOATTYPE);
}
if (j != 4 - 1) {
FLOATTYPE dum = 1.0 / (*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 {
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::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);
}
}
////////////////////////////////////////////////////////////////////
// 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::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 {
for (int i = 0; i < 16; i++) {
if (!IS_THRESHOLD_EQUAL(_data[i], other._data[i], threshold)) {
return (_data[i] < other._data[i]) ? -1 : 1;
}
}
return 0;
}