OpenSceneGraph/src/osg/Matrix_implementation.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
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#include <osg/Quat>
#include <osg/Notify>
#include <osg/Math>
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#include <osg/GL>
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#include <stdlib.h>
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using namespace osg;
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#define SET_ROW(row, v1, v2, v3, v4 ) \
_mat[(row)][0] = (v1); \
_mat[(row)][1] = (v2); \
_mat[(row)][2] = (v3); \
_mat[(row)][3] = (v4);
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#define INNER_PRODUCT(a,b,r,c) \
((a)._mat[r][0] * (b)._mat[0][c]) \
+((a)._mat[r][1] * (b)._mat[1][c]) \
+((a)._mat[r][2] * (b)._mat[2][c]) \
+((a)._mat[r][3] * (b)._mat[3][c])
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Matrix_implementation::Matrix_implementation( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13,
value_type a20, value_type a21, value_type a22, value_type a23,
value_type a30, value_type a31, value_type a32, value_type a33)
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{
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SET_ROW(0, a00, a01, a02, a03 )
SET_ROW(1, a10, a11, a12, a13 )
SET_ROW(2, a20, a21, a22, a23 )
SET_ROW(3, a30, a31, a32, a33 )
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}
void Matrix_implementation::set( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13,
value_type a20, value_type a21, value_type a22, value_type a23,
value_type a30, value_type a31, value_type a32, value_type a33)
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{
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SET_ROW(0, a00, a01, a02, a03 )
SET_ROW(1, a10, a11, a12, a13 )
SET_ROW(2, a20, a21, a22, a23 )
SET_ROW(3, a30, a31, a32, a33 )
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}
#define QX q._v[0]
#define QY q._v[1]
#define QZ q._v[2]
#define QW q._v[3]
void Matrix_implementation::set(const Quat& q)
{
// Source: Gamasutra, Rotating Objects Using Quaternions
//
//http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
double wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
// calculate coefficients
x2 = QX + QX;
y2 = QY + QY;
z2 = QZ + QZ;
xx = QX * x2;
xy = QX * y2;
xz = QX * z2;
yy = QY * y2;
yz = QY * z2;
zz = QZ * z2;
wx = QW * x2;
wy = QW * y2;
wz = QW * z2;
// Note. Gamasutra gets the matrix assignments inverted, resulting
// in left-handed rotations, which is contrary to OpenGL and OSG's
// methodology. The matrix assignment has been altered in the next
// few lines of code to do the right thing.
// Don Burns - Oct 13, 2001
_mat[0][0] = 1.0f - (yy + zz);
_mat[1][0] = xy - wz;
_mat[2][0] = xz + wy;
_mat[3][0] = 0.0f;
_mat[0][1] = xy + wz;
_mat[1][1] = 1.0f - (xx + zz);
_mat[2][1] = yz - wx;
_mat[3][1] = 0.0f;
_mat[0][2] = xz - wy;
_mat[1][2] = yz + wx;
_mat[2][2] = 1.0f - (xx + yy);
_mat[3][2] = 0.0f;
_mat[0][3] = 0;
_mat[1][3] = 0;
_mat[2][3] = 0;
_mat[3][3] = 1;
}
void Matrix_implementation::get( Quat& q ) const
{
// Source: Gamasutra, Rotating Objects Using Quaternions
//
//http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
value_type tr, s;
value_type tq[4];
int i, j, k;
int nxt[3] = {1, 2, 0};
tr = _mat[0][0] + _mat[1][1] + _mat[2][2];
// check the diagonal
if (tr > 0.0)
{
s = (value_type)sqrt (tr + 1.0);
QW = s / 2.0f;
s = 0.5f / s;
QX = (_mat[1][2] - _mat[2][1]) * s;
QY = (_mat[2][0] - _mat[0][2]) * s;
QZ = (_mat[0][1] - _mat[1][0]) * s;
}
else
{
// diagonal is negative
i = 0;
if (_mat[1][1] > _mat[0][0])
i = 1;
if (_mat[2][2] > _mat[i][i])
i = 2;
j = nxt[i];
k = nxt[j];
s = (value_type)sqrt ((_mat[i][i] - (_mat[j][j] + _mat[k][k])) + 1.0);
tq[i] = s * 0.5f;
if (s != 0.0f)
s = 0.5f / s;
tq[3] = (_mat[j][k] - _mat[k][j]) * s;
tq[j] = (_mat[i][j] + _mat[j][i]) * s;
tq[k] = (_mat[i][k] + _mat[k][i]) * s;
QX = tq[0];
QY = tq[1];
QZ = tq[2];
QW = tq[3];
}
}
void Matrix_implementation::setTrans( value_type tx, value_type ty, value_type tz )
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{
_mat[3][0] = tx;
_mat[3][1] = ty;
_mat[3][2] = tz;
}
void Matrix_implementation::setTrans( const Vec3& v )
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{
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_mat[3][0] = v[0];
_mat[3][1] = v[1];
_mat[3][2] = v[2];
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}
void Matrix_implementation::makeIdentity()
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{
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SET_ROW(0, 1, 0, 0, 0 )
SET_ROW(1, 0, 1, 0, 0 )
SET_ROW(2, 0, 0, 1, 0 )
SET_ROW(3, 0, 0, 0, 1 )
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}
void Matrix_implementation::makeScale( const Vec3& v )
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{
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makeScale(v[0], v[1], v[2] );
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}
void Matrix_implementation::makeScale( value_type x, value_type y, value_type z )
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{
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SET_ROW(0, x, 0, 0, 0 )
SET_ROW(1, 0, y, 0, 0 )
SET_ROW(2, 0, 0, z, 0 )
SET_ROW(3, 0, 0, 0, 1 )
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}
void Matrix_implementation::makeTranslate( const Vec3& v )
{
makeTranslate( v[0], v[1], v[2] );
}
void Matrix_implementation::makeTranslate( value_type x, value_type y, value_type z )
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{
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SET_ROW(0, 1, 0, 0, 0 )
SET_ROW(1, 0, 1, 0, 0 )
SET_ROW(2, 0, 0, 1, 0 )
SET_ROW(3, x, y, z, 1 )
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}
void Matrix_implementation::makeRotate( const Vec3& from, const Vec3& to )
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{
Quat quat;
quat.makeRotate(from,to);
set(quat);
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}
void Matrix_implementation::makeRotate( float angle, const Vec3& axis )
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{
Quat quat;
quat.makeRotate( angle, axis);
set(quat);
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}
void Matrix_implementation::makeRotate( float angle, float x, float y, float z )
{
Quat quat;
quat.makeRotate( angle, x, y, z);
set(quat);
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}
void Matrix_implementation::makeRotate( const Quat& quat )
{
set(quat);
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}
void Matrix_implementation::makeRotate( float angle1, const Vec3& axis1,
float angle2, const Vec3& axis2,
float angle3, const Vec3& axis3)
{
Quat quat;
quat.makeRotate(angle1, axis1,
angle2, axis2,
angle3, axis3);
set(quat);
}
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void Matrix_implementation::mult( const Matrix_implementation& lhs, const Matrix_implementation& rhs )
{
if (&lhs==this)
{
postMult(rhs);
return;
}
if (&rhs==this)
{
preMult(lhs);
return;
}
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// PRECONDITION: We assume neither &lhs nor &rhs == this
// if it did, use preMult or postMult instead
_mat[0][0] = INNER_PRODUCT(lhs, rhs, 0, 0);
_mat[0][1] = INNER_PRODUCT(lhs, rhs, 0, 1);
_mat[0][2] = INNER_PRODUCT(lhs, rhs, 0, 2);
_mat[0][3] = INNER_PRODUCT(lhs, rhs, 0, 3);
_mat[1][0] = INNER_PRODUCT(lhs, rhs, 1, 0);
_mat[1][1] = INNER_PRODUCT(lhs, rhs, 1, 1);
_mat[1][2] = INNER_PRODUCT(lhs, rhs, 1, 2);
_mat[1][3] = INNER_PRODUCT(lhs, rhs, 1, 3);
_mat[2][0] = INNER_PRODUCT(lhs, rhs, 2, 0);
_mat[2][1] = INNER_PRODUCT(lhs, rhs, 2, 1);
_mat[2][2] = INNER_PRODUCT(lhs, rhs, 2, 2);
_mat[2][3] = INNER_PRODUCT(lhs, rhs, 2, 3);
_mat[3][0] = INNER_PRODUCT(lhs, rhs, 3, 0);
_mat[3][1] = INNER_PRODUCT(lhs, rhs, 3, 1);
_mat[3][2] = INNER_PRODUCT(lhs, rhs, 3, 2);
_mat[3][3] = INNER_PRODUCT(lhs, rhs, 3, 3);
}
void Matrix_implementation::preMult( const Matrix_implementation& other )
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{
// brute force method requiring a copy
//Matrix_implementation tmp(other* *this);
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// *this = tmp;
// more efficient method just use a float[4] for temporary storage.
float t[4];
for(int col=0; col<4; ++col) {
t[0] = INNER_PRODUCT( other, *this, 0, col );
t[1] = INNER_PRODUCT( other, *this, 1, col );
t[2] = INNER_PRODUCT( other, *this, 2, col );
t[3] = INNER_PRODUCT( other, *this, 3, col );
_mat[0][col] = t[0];
_mat[1][col] = t[1];
_mat[2][col] = t[2];
_mat[3][col] = t[3];
}
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}
void Matrix_implementation::postMult( const Matrix_implementation& other )
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{
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// brute force method requiring a copy
//Matrix_implementation tmp(*this * other);
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// *this = tmp;
// more efficient method just use a float[4] for temporary storage.
value_type t[4];
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for(int row=0; row<4; ++row)
{
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t[0] = INNER_PRODUCT( *this, other, row, 0 );
t[1] = INNER_PRODUCT( *this, other, row, 1 );
t[2] = INNER_PRODUCT( *this, other, row, 2 );
t[3] = INNER_PRODUCT( *this, other, row, 3 );
SET_ROW(row, t[0], t[1], t[2], t[3] )
}
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}
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#undef INNER_PRODUCT
template <class T>
inline T SGL_ABS(T a)
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{
return (a >= 0 ? a : -a);
}
#ifndef SGL_SWAP
#define SGL_SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp))
#endif
bool Matrix_implementation::invert( const Matrix_implementation& mat )
{
if (&mat==this) {
Matrix_implementation tm(mat);
return invert(tm);
}
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unsigned int indxc[4], indxr[4], ipiv[4];
unsigned int i,j,k,l,ll;
unsigned int icol = 0;
unsigned int irow = 0;
double temp, pivinv, dum, big;
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// copy in place this may be unnecessary
*this = mat;
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for (j=0; j<4; j++) ipiv[j]=0;
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for(i=0;i<4;i++)
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{
big=(float)0.0;
for (j=0; j<4; j++)
if (ipiv[j] != 1)
for (k=0; k<4; k++)
{
if (ipiv[k] == 0)
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{
if (SGL_ABS(operator()(j,k)) >= big)
{
big = SGL_ABS(operator()(j,k));
irow=j;
icol=k;
}
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}
else if (ipiv[k] > 1)
return false;
}
++(ipiv[icol]);
if (irow != icol)
for (l=0; l<4; l++) SGL_SWAP(operator()(irow,l),
operator()(icol,l),
temp);
indxr[i]=irow;
indxc[i]=icol;
if (operator()(icol,icol) == 0)
return false;
pivinv = 1.0/operator()(icol,icol);
operator()(icol,icol) = 1;
for (l=0; l<4; l++) operator()(icol,l) *= pivinv;
for (ll=0; ll<4; ll++)
if (ll != icol)
{
dum=operator()(ll,icol);
operator()(ll,icol) = 0;
for (l=0; l<4; l++) operator()(ll,l) -= operator()(icol,l)*dum;
}
}
for (int lx=4; lx>0; --lx)
{
if (indxr[lx-1] != indxc[lx-1])
for (k=0; k<4; k++) SGL_SWAP(operator()(k,indxr[lx-1]),
operator()(k,indxc[lx-1]),temp);
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}
return true;
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}
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void Matrix_implementation::makeOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar)
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{
// note transpose of Matrix_implementation wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
double tx = -(right+left)/(right-left);
double ty = -(top+bottom)/(top-bottom);
double tz = -(zFar+zNear)/(zFar-zNear);
SET_ROW(0, 2.0f/(right-left), 0.0f, 0.0f, 0.0f )
SET_ROW(1, 0.0f, 2.0f/(top-bottom), 0.0f, 0.0f )
SET_ROW(2, 0.0f, 0.0f, -2.0f/(zFar-zNear), 0.0f )
SET_ROW(3, tx, ty, tz, 1.0f )
}
bool Matrix_implementation::getOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
if (_mat[0][3]!=0.0f || _mat[1][3]==!0.0f || _mat[2][3]!=0.0f || _mat[3][3]!=1.0f) return false;
zNear = (_mat[3][2]+1.0f) / _mat[2][2];
zFar = (_mat[3][2]-1.0f) / _mat[2][2];
left = -(1.0f+_mat[3][0]) / _mat[0][0];
right = (1.0f-_mat[3][0]) / _mat[0][0];
bottom = -(1.0f+_mat[3][1]) / _mat[1][1];
top = (1.0f-_mat[3][1]) / _mat[1][1];
return true;
}
void Matrix_implementation::makeFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
// note transpose of Matrix_implementation wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
double A = (right+left)/(right-left);
double B = (top+bottom)/(top-bottom);
double C = -(zFar+zNear)/(zFar-zNear);
double D = -2.0*zFar*zNear/(zFar-zNear);
SET_ROW(0, 2.0f*zNear/(right-left), 0.0f, 0.0f, 0.0f )
SET_ROW(1, 0.0f, 2.0f*zNear/(top-bottom), 0.0f, 0.0f )
SET_ROW(2, A, B, C, -1.0f )
SET_ROW(3, 0.0f, 0.0f, D, 0.0f )
}
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bool Matrix_implementation::getFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
if (_mat[0][3]!=0.0f || _mat[1][3]==!0.0f || _mat[2][3]!=-1.0f || _mat[3][3]!=0.0f) return false;
zNear = _mat[3][2] / (_mat[2][2]-1.0f);
zFar = _mat[3][2] / (1.0f+_mat[2][2]);
left = zNear * (_mat[2][0]-1.0f) / _mat[0][0];
right = zNear * (1.0f+_mat[2][0]) / _mat[0][0];
top = zNear * (1.0f+_mat[2][1]) / _mat[1][1];
bottom = zNear * (_mat[2][1]-1.0f) / _mat[1][1];
return true;
}
void Matrix_implementation::makePerspective(double fovy,double aspectRatio,
double zNear, double zFar)
{
// calculate the appropriate left, right etc.
double tan_fovy = tan(DegreesToRadians(fovy*0.5));
double right = tan_fovy * aspectRatio * zNear;
double left = -right;
double top = tan_fovy * zNear;
double bottom = -top;
makeFrustum(left,right,bottom,top,zNear,zFar);
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}
bool Matrix_implementation::getPerspective(double& fovy,double& aspectRatio,
double& zNear, double& zFar)
{
double right = 0.0;
double left = 0.0;
double top = 0.0;
double bottom = 0.0;
if (getFrustum(left,right,bottom,top,zNear,zFar))
{
fovy = RadiansToDegrees(atan(top/zNear)-atan(bottom/zNear));
aspectRatio = (right-left)/(top-bottom);
return true;
}
return false;
}
void Matrix_implementation::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
{
Vec3 f(center-eye);
f.normalize();
Vec3 s(f^up);
s.normalize();
Vec3 u(s^f);
u.normalize();
set(
s[0], u[0], -f[0], 0.0f,
s[1], u[1], -f[1], 0.0f,
s[2], u[2], -f[2], 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
preMult(Matrix_implementation::translate(-eye));
}
void Matrix_implementation::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
{
Matrix_implementation inv;
inv.invert(*this);
eye = osg::Vec3(0.0f,0.0f,0.0f)*inv;
up = transform3x3(*this,osg::Vec3(0.0f,1.0f,0.0f));
center = transform3x3(*this,osg::Vec3(0.0f,0.0f,-1));
center.normalize();
center = eye + center*lookDistance;
}
#undef SET_ROW