open_toontown_panda3d/panda/src/linmath/lmatrix4_src.cxx

571 lines
16 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 lmatrix4_src.cxx
* @author drose
* @date 1999-01-15
*/
TypeHandle FLOATNAME(LMatrix4)::_type_handle;
TypeHandle FLOATNAME(UnalignedLMatrix4)::_type_handle;
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ident_mat =
FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ones_mat =
FLOATNAME(LMatrix4)(1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_zeros_mat =
FLOATNAME(LMatrix4)(0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_y_to_z_up_mat =
FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f,-1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_z_to_y_up_mat =
FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f,-1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_flip_y_mat =
FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
0.0f,-1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_flip_z_mat =
FLOATNAME(LMatrix4)(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f,-1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_lz_to_ry_mat =
FLOATNAME(LMatrix4)::_flip_y_mat * FLOATNAME(LMatrix4)::_z_to_y_up_mat;
const FLOATNAME(LMatrix4) FLOATNAME(LMatrix4)::_ly_to_rz_mat =
FLOATNAME(LMatrix4)::_flip_z_mat * FLOATNAME(LMatrix4)::_y_to_z_up_mat;
/**
* Returns a matrix that transforms from the indicated coordinate system to
* the indicated coordinate system.
*/
const FLOATNAME(LMatrix4) &FLOATNAME(LMatrix4)::
convert_mat(CoordinateSystem from, CoordinateSystem to) {
TAU_PROFILE("LMatrix4 LMatrix4::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;
}
/**
* 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 {
TAU_PROFILE("int LMatrix4::compare_to(const LMatrix4 &, FLOATTYPE)", " ", TAU_USER);
// We compare values in reverse order, since the last row of the matrix is
// most likely to be different between different matrices.
for (int r = 3; r >= 0; --r) {
for (int c = 0; c < 4; ++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;
}
/**
* Sets mat to a matrix that rotates by the given angle in degrees
* counterclockwise about the indicated vector.
*/
void FLOATNAME(LMatrix4)::
set_rotate_mat(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix4::set_rotate_mat(FLOATTYPE, const LVecBase3 &, cs)", " ", 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;
_m(0, 3) = 0.0f;
_m(1, 3) = 0.0f;
_m(2, 3) = 0.0f;
_m(3, 0) = 0.0f;
_m(3, 1) = 0.0f;
_m(3, 2) = 0.0f;
_m(3, 3) = 1.0f;
}
/**
* Fills mat with a matrix that rotates by the given angle in degrees
* counterclockwise about the indicated vector. Assumes axis has been
* prenormalized.
*/
void FLOATNAME(LMatrix4)::
set_rotate_mat_normaxis(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
CoordinateSystem cs) {
TAU_PROFILE("void LMatrix4::set_rotate_mat_normaxis(FLOATTYPE, const LVecBase3 &, cs)", " ", 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;
_m(0, 3) = 0.0f;
_m(1, 3) = 0.0f;
_m(2, 3) = 0.0f;
_m(3, 0) = 0.0f;
_m(3, 1) = 0.0f;
_m(3, 2) = 0.0f;
_m(3, 3) = 1.0f;
}
/**
* Returns true if two matrices are memberwise equal within a specified
* tolerance. This is faster than the equivalence operator as this doesn't
* have to guarantee that it is transitive.
*/
bool FLOATNAME(LMatrix4)::
almost_equal(const FLOATNAME(LMatrix4) &other, FLOATTYPE threshold) const {
TAU_PROFILE("bool LMatrix4::almost_equal(const LMatrix4 &, 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)(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));
#endif
}
/**
*
*/
void FLOATNAME(LMatrix4)::
output(std::ostream &out) const {
out << "[ "
<< MAYBE_ZERO(_m(0, 0)) << " "
<< MAYBE_ZERO(_m(0, 1)) << " "
<< MAYBE_ZERO(_m(0, 2)) << " "
<< MAYBE_ZERO(_m(0, 3))
<< " ] [ "
<< MAYBE_ZERO(_m(1, 0)) << " "
<< MAYBE_ZERO(_m(1, 1)) << " "
<< MAYBE_ZERO(_m(1, 2)) << " "
<< MAYBE_ZERO(_m(1, 3))
<< " ] [ "
<< MAYBE_ZERO(_m(2, 0)) << " "
<< MAYBE_ZERO(_m(2, 1)) << " "
<< MAYBE_ZERO(_m(2, 2)) << " "
<< MAYBE_ZERO(_m(2, 3))
<< " ] [ "
<< MAYBE_ZERO(_m(3, 0)) << " "
<< MAYBE_ZERO(_m(3, 1)) << " "
<< MAYBE_ZERO(_m(3, 2)) << " "
<< MAYBE_ZERO(_m(3, 3))
<< " ]";
}
/**
*
*/
void FLOATNAME(LMatrix4)::
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)) << " "
<< MAYBE_ZERO(_m(0, 3))
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m(1, 0)) << " "
<< MAYBE_ZERO(_m(1, 1)) << " "
<< MAYBE_ZERO(_m(1, 2)) << " "
<< MAYBE_ZERO(_m(1, 3))
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m(2, 0)) << " "
<< MAYBE_ZERO(_m(2, 1)) << " "
<< MAYBE_ZERO(_m(2, 2)) << " "
<< MAYBE_ZERO(_m(2, 3))
<< "\n";
indent(out, indent_level)
<< MAYBE_ZERO(_m(3, 0)) << " "
<< MAYBE_ZERO(_m(3, 1)) << " "
<< MAYBE_ZERO(_m(3, 2)) << " "
<< MAYBE_ZERO(_m(3, 3))
<< "\n";
}
/**
* Adds the vector to the indicated hash generator.
*/
void FLOATNAME(LMatrix4)::
generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const {
TAU_PROFILE("void LMatrix4::generate_hash(ChecksumHashGenerator &, FLOATTYPE)", " ", TAU_USER);
for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) {
hashgen.add_fp(get_cell(i,j), threshold);
}
}
}
/**
*
*/
bool FLOATNAME(LMatrix4)::
decompose_mat(int index[4]) {
TAU_PROFILE("bool LMatrix4::decompose_mat(int[4])", " ", TAU_USER);
int i, j, k;
FLOATTYPE vv[4];
for (i = 0; i < 4; i++) {
FLOATTYPE big = 0.0f;
for (j = 0; j < 4; j++) {
FLOATTYPE temp = fabs((*this)(i,j));
if (temp > big) {
big = temp;
}
}
// We throw the value out only if it's smaller than our "small" threshold
// squared. This helps reduce overly-sensitive rejections.
if (IS_THRESHOLD_ZERO(big, (NEARLY_ZERO(FLOATTYPE) * NEARLY_ZERO(FLOATTYPE)))) {
// if (IS_NEARLY_ZERO(big)) {
return false;
}
vv[i] = 1.0f / 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 = 0.0f;
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) == 0.0f) {
(*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));
}
}