571 lines
16 KiB
C++
571 lines
16 KiB
C++
/**
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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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* @file lmatrix4_src.cxx
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* @author drose
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* @date 1999-01-15
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*/
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TypeHandle FLOATNAME(LMatrix4)::_type_handle;
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TypeHandle FLOATNAME(UnalignedLMatrix4)::_type_handle;
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ident_mat =
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FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ones_mat =
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FLOATNAME(LMatrix4)(1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f);
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_zeros_mat =
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FLOATNAME(LMatrix4)(0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f);
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_y_to_z_up_mat =
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FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f,-1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_z_to_y_up_mat =
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FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f,-1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_flip_y_mat =
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FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f,-1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_flip_z_mat =
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FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f,-1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_lz_to_ry_mat =
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FLOATNAME(LMatrix4)::_flip_y_mat * FLOATNAME(LMatrix4)::_z_to_y_up_mat;
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const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ly_to_rz_mat =
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FLOATNAME(LMatrix4)::_flip_z_mat * FLOATNAME(LMatrix4)::_y_to_z_up_mat;
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/**
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* Returns a matrix that transforms from the indicated coordinate system to
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* the indicated coordinate system.
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*/
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const FLOATNAME(LMatrix4) &FLOATNAME(LMatrix4)::
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convert_mat(CoordinateSystem from, CoordinateSystem to) {
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TAU_PROFILE("LMatrix4 LMatrix4::convert_mat(CoordinateSystem, CoordinateSystem)", " ", TAU_USER);
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if (from == CS_default) {
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from = get_default_coordinate_system();
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}
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if (to == CS_default) {
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to = get_default_coordinate_system();
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}
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switch (from) {
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case CS_zup_left:
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switch (to) {
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case CS_zup_left: return _ident_mat;
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case CS_yup_left: return _z_to_y_up_mat;
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case CS_zup_right: return _flip_y_mat;
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case CS_yup_right: return _lz_to_ry_mat;
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default: break;
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}
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break;
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case CS_yup_left:
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switch (to) {
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case CS_zup_left: return _y_to_z_up_mat;
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case CS_yup_left: return _ident_mat;
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case CS_zup_right: return _ly_to_rz_mat;
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case CS_yup_right: return _flip_z_mat;
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default: break;
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}
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break;
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case CS_zup_right:
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switch (to) {
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case CS_zup_left: return _flip_y_mat;
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case CS_yup_left: return _lz_to_ry_mat;
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case CS_zup_right: return _ident_mat;
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case CS_yup_right: return _z_to_y_up_mat;
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default: break;
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}
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break;
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case CS_yup_right:
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switch (to) {
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case CS_zup_left: return _ly_to_rz_mat;
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case CS_yup_left: return _flip_z_mat;
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case CS_zup_right: return _y_to_z_up_mat;
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case CS_yup_right: return _ident_mat;
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default: break;
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}
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break;
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default:
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break;
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}
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linmath_cat.error()
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<< "Invalid coordinate system value!\n";
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return _ident_mat;
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}
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/**
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* Sorts matrices lexicographically, componentwise. Returns a number less
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* than 0 if this matrix sorts before the other one, greater than zero if it
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* sorts after, 0 if they are equivalent (within the indicated tolerance).
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*/
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int FLOATNAME(LMatrix4)::
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compare_to(const FLOATNAME(LMatrix4) &other, FLOATTYPE threshold) const {
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TAU_PROFILE("int LMatrix4::compare_to(const LMatrix4 &, FLOATTYPE)", " ", TAU_USER);
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// We compare values in reverse order, since the last row of the matrix is
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// most likely to be different between different matrices.
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for (int r = 3; r >= 0; --r) {
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for (int c = 0; c < 4; ++c) {
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if (!IS_THRESHOLD_COMPEQ(_m(r, c), other._m(r, c), threshold)) {
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return (_m(r, c) < other._m(r, c)) ? -1 : 1;
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}
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}
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}
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return 0;
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}
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/**
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* Sets mat to a matrix that rotates by the given angle in degrees
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* counterclockwise about the indicated vector.
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*/
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void FLOATNAME(LMatrix4)::
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set_rotate_mat(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
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CoordinateSystem cs) {
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TAU_PROFILE("void LMatrix4::set_rotate_mat(FLOATTYPE, const LVecBase3 &, cs)", " ", 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 (IS_LEFT_HANDED_COORDSYSTEM(cs)) {
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// In a left-handed coordinate system, counterclockwise is the other
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// direction.
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angle = -angle;
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}
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FLOATTYPE axis_0 = axis._v(0);
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FLOATTYPE axis_1 = axis._v(1);
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FLOATTYPE axis_2 = axis._v(2);
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// Normalize the axis.
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FLOATTYPE length_sq = axis_0 * axis_0 + axis_1 * axis_1 + axis_2 * axis_2;
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nassertv(length_sq != 0.0f);
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FLOATTYPE recip_length = 1.0f/csqrt(length_sq);
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axis_0 *= recip_length;
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axis_1 *= recip_length;
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axis_2 *= recip_length;
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FLOATTYPE angle_rad=deg_2_rad(angle);
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FLOATTYPE s,c;
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csincos(angle_rad,&s,&c);
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FLOATTYPE t = 1.0f - c;
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FLOATTYPE t0,t1,t2,s0,s1,s2;
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t0 = t * axis_0;
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t1 = t * axis_1;
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t2 = t * axis_2;
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s0 = s * axis_0;
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s1 = s * axis_1;
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s2 = s * axis_2;
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_m(0, 0) = t0 * axis_0 + c;
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_m(0, 1) = t0 * axis_1 + s2;
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_m(0, 2) = t0 * axis_2 - s1;
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_m(1, 0) = t1 * axis_0 - s2;
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_m(1, 1) = t1 * axis_1 + c;
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_m(1, 2) = t1 * axis_2 + s0;
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_m(2, 0) = t2 * axis_0 + s1;
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_m(2, 1) = t2 * axis_1 - s0;
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_m(2, 2) = t2 * axis_2 + c;
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_m(0, 3) = 0.0f;
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_m(1, 3) = 0.0f;
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_m(2, 3) = 0.0f;
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_m(3, 0) = 0.0f;
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_m(3, 1) = 0.0f;
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_m(3, 2) = 0.0f;
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_m(3, 3) = 1.0f;
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}
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/**
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* Fills mat with a matrix that rotates by the given angle in degrees
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* counterclockwise about the indicated vector. Assumes axis has been
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* prenormalized.
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*/
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void FLOATNAME(LMatrix4)::
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set_rotate_mat_normaxis(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
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CoordinateSystem cs) {
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TAU_PROFILE("void LMatrix4::set_rotate_mat_normaxis(FLOATTYPE, const LVecBase3 &, cs)", " ", 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 (IS_LEFT_HANDED_COORDSYSTEM(cs)) {
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// In a left-handed coordinate system, counterclockwise is the other
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// direction.
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angle = -angle;
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}
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FLOATTYPE axis_0 = axis._v(0);
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FLOATTYPE axis_1 = axis._v(1);
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FLOATTYPE axis_2 = axis._v(2);
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FLOATTYPE angle_rad=deg_2_rad(angle);
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FLOATTYPE s,c;
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csincos(angle_rad,&s,&c);
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FLOATTYPE t = 1.0f - c;
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FLOATTYPE t0,t1,t2,s0,s1,s2;
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t0 = t * axis_0;
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t1 = t * axis_1;
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t2 = t * axis_2;
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s0 = s * axis_0;
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s1 = s * axis_1;
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s2 = s * axis_2;
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_m(0, 0) = t0 * axis_0 + c;
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_m(0, 1) = t0 * axis_1 + s2;
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_m(0, 2) = t0 * axis_2 - s1;
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_m(1, 0) = t1 * axis_0 - s2;
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_m(1, 1) = t1 * axis_1 + c;
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_m(1, 2) = t1 * axis_2 + s0;
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_m(2, 0) = t2 * axis_0 + s1;
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_m(2, 1) = t2 * axis_1 - s0;
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_m(2, 2) = t2 * axis_2 + c;
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_m(0, 3) = 0.0f;
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_m(1, 3) = 0.0f;
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_m(2, 3) = 0.0f;
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_m(3, 0) = 0.0f;
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_m(3, 1) = 0.0f;
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_m(3, 2) = 0.0f;
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_m(3, 3) = 1.0f;
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}
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/**
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* Returns true if two matrices are memberwise equal within a specified
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* tolerance. This is faster than the equivalence operator as this doesn't
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* have to guarantee that it is transitive.
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*/
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bool FLOATNAME(LMatrix4)::
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almost_equal(const FLOATNAME(LMatrix4) &other, FLOATTYPE threshold) const {
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TAU_PROFILE("bool LMatrix4::almost_equal(const LMatrix4 &, FLOATTYPE)", " ", TAU_USER);
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#ifdef HAVE_EIGEN
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return ((_m - other._m).cwiseAbs().maxCoeff() < threshold);
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#else
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return (IS_THRESHOLD_EQUAL((*this)(0, 0), other(0, 0), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(0, 1), other(0, 1), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(0, 2), other(0, 2), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(0, 3), other(0, 3), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(1, 0), other(1, 0), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(1, 1), other(1, 1), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(1, 2), other(1, 2), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(1, 3), other(1, 3), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(2, 0), other(2, 0), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(2, 1), other(2, 1), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(2, 2), other(2, 2), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(2, 3), other(2, 3), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(3, 0), other(3, 0), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(3, 1), other(3, 1), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(3, 2), other(3, 2), threshold) &&
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IS_THRESHOLD_EQUAL((*this)(3, 3), other(3, 3), threshold));
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#endif
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}
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/**
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*
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*/
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void FLOATNAME(LMatrix4)::
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output(std::ostream &out) const {
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out << "[ "
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<< MAYBE_ZERO(_m(0, 0)) << " "
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<< MAYBE_ZERO(_m(0, 1)) << " "
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<< MAYBE_ZERO(_m(0, 2)) << " "
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<< MAYBE_ZERO(_m(0, 3))
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<< " ] [ "
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<< MAYBE_ZERO(_m(1, 0)) << " "
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<< MAYBE_ZERO(_m(1, 1)) << " "
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<< MAYBE_ZERO(_m(1, 2)) << " "
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<< MAYBE_ZERO(_m(1, 3))
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<< " ] [ "
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<< MAYBE_ZERO(_m(2, 0)) << " "
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<< MAYBE_ZERO(_m(2, 1)) << " "
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<< MAYBE_ZERO(_m(2, 2)) << " "
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<< MAYBE_ZERO(_m(2, 3))
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<< " ] [ "
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<< MAYBE_ZERO(_m(3, 0)) << " "
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<< MAYBE_ZERO(_m(3, 1)) << " "
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<< MAYBE_ZERO(_m(3, 2)) << " "
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<< MAYBE_ZERO(_m(3, 3))
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<< " ]";
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}
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/**
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*
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*/
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void FLOATNAME(LMatrix4)::
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write(std::ostream &out, int indent_level) const {
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indent(out, indent_level)
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<< MAYBE_ZERO(_m(0, 0)) << " "
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<< MAYBE_ZERO(_m(0, 1)) << " "
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<< MAYBE_ZERO(_m(0, 2)) << " "
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<< MAYBE_ZERO(_m(0, 3))
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<< "\n";
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indent(out, indent_level)
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<< MAYBE_ZERO(_m(1, 0)) << " "
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<< MAYBE_ZERO(_m(1, 1)) << " "
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<< MAYBE_ZERO(_m(1, 2)) << " "
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<< MAYBE_ZERO(_m(1, 3))
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<< "\n";
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indent(out, indent_level)
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<< MAYBE_ZERO(_m(2, 0)) << " "
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<< MAYBE_ZERO(_m(2, 1)) << " "
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<< MAYBE_ZERO(_m(2, 2)) << " "
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<< MAYBE_ZERO(_m(2, 3))
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<< "\n";
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indent(out, indent_level)
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<< MAYBE_ZERO(_m(3, 0)) << " "
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<< MAYBE_ZERO(_m(3, 1)) << " "
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<< MAYBE_ZERO(_m(3, 2)) << " "
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<< MAYBE_ZERO(_m(3, 3))
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<< "\n";
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}
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/**
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* Adds the vector to the indicated hash generator.
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*/
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void FLOATNAME(LMatrix4)::
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generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const {
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TAU_PROFILE("void LMatrix4::generate_hash(ChecksumHashGenerator &, FLOATTYPE)", " ", TAU_USER);
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for(int i = 0; i < 4; i++) {
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for(int j = 0; j < 4; j++) {
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hashgen.add_fp(get_cell(i,j), threshold);
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}
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}
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}
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/**
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*
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*/
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bool FLOATNAME(LMatrix4)::
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decompose_mat(int index[4]) {
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TAU_PROFILE("bool LMatrix4::decompose_mat(int[4])", " ", TAU_USER);
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int i, j, k;
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FLOATTYPE vv[4];
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for (i = 0; i < 4; i++) {
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FLOATTYPE big = 0.0f;
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for (j = 0; j < 4; j++) {
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FLOATTYPE temp = fabs((*this)(i,j));
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if (temp > big) {
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big = temp;
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}
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}
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// We throw the value out only if it's smaller than our "small" threshold
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// squared. This helps reduce overly-sensitive rejections.
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if (IS_THRESHOLD_ZERO(big, (NEARLY_ZERO(FLOATTYPE) * NEARLY_ZERO(FLOATTYPE)))) {
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// if (IS_NEARLY_ZERO(big)) {
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return false;
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}
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vv[i] = 1.0f / big;
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}
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for (j = 0; j < 4; j++) {
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for (i = 0; i < j; i++) {
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FLOATTYPE sum = (*this)(i,j);
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for (k = 0; k < i; k++) {
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sum -= (*this)(i,k) * (*this)(k,j);
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}
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(*this)(i,j) = sum;
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}
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FLOATTYPE big = 0.0f;
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int imax = -1;
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for (i = j; i < 4; i++) {
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FLOATTYPE sum = (*this)(i,j);
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for (k = 0; k < j; k++) {
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sum -= (*this)(i,k) * (*this)(k,j);
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}
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(*this)(i,j) = sum;
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FLOATTYPE dum = vv[i] * fabs(sum);
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if (dum >= big) {
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big = dum;
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imax = i;
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}
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}
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nassertr(imax >= 0, false);
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if (j != imax) {
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for (k = 0; k < 4; k++) {
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FLOATTYPE dum = (*this)(imax,k);
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(*this)(imax,k) = (*this)(j,k);
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|
(*this)(j,k) = dum;
|
|
}
|
|
vv[imax] = vv[j];
|
|
}
|
|
index[j] = imax;
|
|
|
|
if ((*this)(j,j) == 0.0f) {
|
|
(*this)(j,j) = NEARLY_ZERO(FLOATTYPE);
|
|
}
|
|
|
|
if (j != 4 - 1) {
|
|
FLOATTYPE dum = 1.0f / (*this)(j,j);
|
|
for (i = j + 1; i < 4; i++) {
|
|
(*this)(i,j) *= dum;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
bool FLOATNAME(LMatrix4)::
|
|
back_sub_mat(int index[4], FLOATNAME(LMatrix4) &inv, int row) const {
|
|
TAU_PROFILE("bool LMatrix4::back_sub_mat(int[4], LMatrix4 &, int)", " ", TAU_USER);
|
|
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;
|
|
}
|
|
|
|
/**
|
|
* 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(LMatrix4)::
|
|
write_datagram_fixed(Datagram &destination) const {
|
|
for (int i = 0; i < 4; ++i) {
|
|
for (int j = 0; j < 4; ++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(LMatrix4)::
|
|
read_datagram_fixed(DatagramIterator &scan) {
|
|
for (int i = 0; i < 4; ++i) {
|
|
for (int j = 0; j < 4; ++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(LMatrix4)::
|
|
write_datagram(Datagram &destination) const {
|
|
for (int i = 0; i < 4; ++i) {
|
|
for (int j = 0; j < 4; ++j) {
|
|
destination.add_stdfloat(get_cell(i,j));
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reads the matrix from the Datagram using get_stdfloat().
|
|
*/
|
|
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_stdfloat());
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
void FLOATNAME(LMatrix4)::
|
|
init_type() {
|
|
if (_type_handle == TypeHandle::none()) {
|
|
// Format a string to describe the type.
|
|
register_type(_type_handle, FLOATNAME_STR(LMatrix4));
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
void FLOATNAME(UnalignedLMatrix4)::
|
|
init_type() {
|
|
if (_type_handle == TypeHandle::none()) {
|
|
// Format a string to describe the type.
|
|
register_type(_type_handle, FLOATNAME_STR(UnalignedLMatrix4));
|
|
}
|
|
}
|