Added support for Matrixd and Matrixf implementations, with the default
Matrix typedef's to either Matrixd or Matrixf.
This commit is contained in:
parent
604e478f52
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5b93250eb0
@ -273,7 +273,15 @@ SOURCE=..\..\src\osg\Material.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osg\Matrix.cpp
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SOURCE=..\..\src\osg\Matrixf.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osg\Matrixd.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osg\Matrix_implementation.cpp
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# End Source File
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# Begin Source File
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@ -665,6 +673,14 @@ SOURCE=..\..\Include\Osg\Matrix
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# End Source File
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# Begin Source File
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SOURCE=..\..\Include\Osg\Matrixf
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# End Source File
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# Begin Source File
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SOURCE=..\..\Include\Osg\Matrixd
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# End Source File
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# Begin Source File
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SOURCE=..\..\Include\Osg\MatrixTransform
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# End Source File
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# Begin Source File
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@ -184,7 +184,7 @@ void GliderManipulator::addMouseEvent(const GUIEventAdapter& ea)
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void GliderManipulator::setByMatrix(const osg::Matrix& matrix)
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{
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_eye = matrix.getTrans();
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_rotation.set(matrix);
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matrix.get(_rotation);
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_distance = 1.0f;
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}
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@ -214,7 +214,7 @@ void GliderManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv
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_eye = eye;
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_distance = lv.length();
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_rotation.set(rotation_matrix);
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rotation_matrix.get(_rotation);
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_rotation = _rotation.inverse();
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}
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@ -182,7 +182,7 @@ void TestManipulator::addMouseEvent(const GUIEventAdapter& ea)
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void TestManipulator::setByMatrix(const osg::Matrix& matrix)
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{
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_center = matrix.getTrans();
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_rotation.set(matrix);
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matrix.get(_rotation);
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_distance = 1.0f;
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}
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@ -212,7 +212,7 @@ void TestManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv,c
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_center = eye+lv;
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_distance = lv.length();
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_rotation.set(rotation_matrix);
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rotation_matrix.get(_rotation);
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_rotation = _rotation.inverse();
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}
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@ -258,8 +258,7 @@ bool TestManipulator::calcMovement()
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}
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else if (buttonMask==GUIEventAdapter::RIGHT_MOUSE_BUTTON)
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{
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osg::Matrix rotation_matrix;
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_rotation.get(rotation_matrix);
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osg::Matrix rotation_matrix(_rotation);
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osg::Vec3 uv = osg::Vec3(0.0f,1.0f,0.0f)*rotation_matrix;
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@ -86,7 +86,7 @@ class PrerenderCullCallback : public osg::NodeCallback
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};
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osg::Quat q;
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q.set(cv->getModelViewMatrix());
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cv->getModelViewMatrix().get(q);
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const osg::Matrix C = osg::Matrix::rotate( q.inverse() );
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_texmat->setMatrix(C);
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@ -336,7 +336,7 @@ struct DrawableCullCallback : public osg::Drawable::CullCallback
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if (cv)
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{
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osg::Quat q;
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q.set(cv->getModelViewMatrix());
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cv->getModelViewMatrix().get(q);
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const osg::Matrix C = osg::Matrix::rotate( q.inverse() );
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_texmat->setMatrix(C);
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}
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@ -72,7 +72,7 @@ class CreateShadowTextureCullCallback : public osg::NodeCallback
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virtual void apply(osg::State& state) const
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{
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glPushMatrix();
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_matrix.glLoadMatrix();
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glLoadMatrix(_matrix.ptr());
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TexGen::apply(state);
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glPopMatrix();
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}
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@ -183,7 +183,7 @@ public:
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osg::Matrix::rotate( osg::DegreesToRadians(90.0f), 1.0f,0.0f,0.0f);
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osg::Quat q;
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q.set(MV);
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MV.get(q);
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const osg::Matrix C = osg::Matrix::rotate( q.inverse() );
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_texMat.setMatrix( C*R );
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@ -74,14 +74,14 @@ class SG_EXPORT AnimationPath : public virtual osg::Object
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inline void getMatrix(Matrix& matrix) const
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{
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matrix.makeScale(_scale);
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matrix.postMult(_rotation.getMatrix());
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matrix.postMult(osg::Matrix::rotate(_rotation));
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matrix.postMult(osg::Matrix::translate(_position));
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}
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inline void getInverse(Matrix& matrix) const
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{
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matrix.makeScale(1.0f/_scale.x(),1.0f/_scale.y(),1.0f/_scale.y());
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matrix.postMult(_rotation.inverse().getMatrix());
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matrix.postMult(osg::Matrix::rotate(_rotation.inverse()));
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matrix.postMult(osg::Matrix::translate(-_position));
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}
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};
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@ -90,4 +90,10 @@
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#endif // WIN32
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inline void glLoadMatrix(const float* mat) { glLoadMatrixf((GLfloat*)mat); }
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inline void glLoadMatrix(const double* mat) { glLoadMatrixd((GLdouble*)mat); }
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inline void glMultMatrix(const float* mat) { glMultMatrixf((GLfloat*)mat); }
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inline void glMultMatrix(const double* mat) { glMultMatrixd((GLdouble*)mat); }
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#endif // __osgGL_h
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@ -14,454 +14,14 @@
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#ifndef OSG_MATRIX
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#define OSG_MATRIX 1
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#include <osg/Object>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <string.h>
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#include <iostream>
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#include <algorithm>
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#include <osg/Matrixd>
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#include <osg/Matrixf>
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namespace osg {
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class Quat;
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class SG_EXPORT Matrix
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{
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public:
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typedef float value_type;
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inline Matrix() { makeIdentity(); }
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inline Matrix( const Matrix& other) { set(other.ptr()); }
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inline explicit Matrix( float const * const ptr ) { set(ptr); }
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inline explicit Matrix( double const * const ptr ) { set(ptr); }
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Matrix( value_type a00, value_type a01, value_type a02, value_type a03,
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value_type a10, value_type a11, value_type a12, value_type a13,
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value_type a20, value_type a21, value_type a22, value_type a23,
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value_type a30, value_type a31, value_type a32, value_type a33);
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~Matrix() {}
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int compare(const Matrix& m) const { return memcmp(_mat,m._mat,sizeof(_mat)); }
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bool operator < (const Matrix& m) const { return compare(m)<0; }
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bool operator == (const Matrix& m) const { return compare(m)==0; }
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bool operator != (const Matrix& m) const { return compare(m)!=0; }
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inline value_type& operator()(int row, int col) { return _mat[row][col]; }
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inline value_type operator()(int row, int col) const { return _mat[row][col]; }
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inline bool valid() const { return !isNaN(); }
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inline bool isNaN() const { return osg::isNaN(_mat[0][0]) || osg::isNaN(_mat[0][1]) || osg::isNaN(_mat[0][2]) || osg::isNaN(_mat[0][3]) ||
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osg::isNaN(_mat[1][0]) || osg::isNaN(_mat[1][1]) || osg::isNaN(_mat[1][2]) || osg::isNaN(_mat[1][3]) ||
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osg::isNaN(_mat[2][0]) || osg::isNaN(_mat[2][1]) || osg::isNaN(_mat[2][2]) || osg::isNaN(_mat[2][3]) ||
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osg::isNaN(_mat[3][0]) || osg::isNaN(_mat[3][1]) || osg::isNaN(_mat[3][2]) || osg::isNaN(_mat[3][3]); }
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inline Matrix& operator = (const Matrix& other)
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{
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if( &other == this ) return *this;
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set(other.ptr());
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return *this;
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}
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inline void set(const Matrix& other)
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{
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set(other.ptr());
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}
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inline void set(float const * const ptr)
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{
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std::copy(ptr,ptr+16,(value_type*)_mat);
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}
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inline void set(double const * const ptr)
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{
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std::copy(ptr,ptr+16,(value_type*)_mat);
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}
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void set( value_type a00, value_type a01, value_type a02, value_type a03,
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value_type a10, value_type a11, value_type a12, value_type a13,
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value_type a20, value_type a21, value_type a22, value_type a23,
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value_type a30, value_type a31, value_type a32, value_type a33);
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value_type * ptr() { return (value_type*)_mat; }
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const value_type * ptr() const { return (const value_type *)_mat; }
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void makeIdentity();
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void makeScale( const Vec3& );
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void makeScale( value_type, value_type, value_type );
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void makeTranslate( const Vec3& );
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void makeTranslate( value_type, value_type, value_type );
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void makeRotate( const Vec3& from, const Vec3& to );
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void makeRotate( float angle, const Vec3& axis );
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void makeRotate( float angle, float x, float y, float z );
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void makeRotate( const Quat& );
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void makeRotate( float angle1, const Vec3& axis1,
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float angle2, const Vec3& axis2,
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float angle3, const Vec3& axis3);
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/** Set to a orthographic projection. See glOrtho for further details.*/
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void makeOrtho(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Get the othorgraphic settings of the orthographic projection matrix.
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* Note, if matrix is not an orthographic matrix then invalid values will be returned.*/
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void getOrtho(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar);
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/** Set to a 2D orthographic projection. See glOrtho2D for further details.*/
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inline void makeOrtho2D(double left, double right,
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double bottom, double top)
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{
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makeOrtho(left,right,bottom,top,-1.0,1.0);
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}
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/** Set to a perspective projection. See glFrustum for further details.*/
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void makeFrustum(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Get the frustum setting of a perspective projection matrix.
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* Note, if matrix is not an perspective matrix then invalid values will be returned.*/
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void getFrustum(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar);
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/** Set to a symmetrical perspective projection, See gluPerspective for further details.
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* Aspect ratio is defined as width/height.*/
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void makePerspective(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Set to the position and orientation modelview matrix, using the same convention as gluLookAt. */
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void makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance=1.0f);
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bool invert( const Matrix& );
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//basic utility functions to create new matrices
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inline static Matrix identity( void );
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inline static Matrix scale( const Vec3& sv);
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inline static Matrix scale( value_type sx, value_type sy, value_type sz);
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inline static Matrix translate( const Vec3& dv);
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inline static Matrix translate( value_type x, value_type y, value_type z);
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inline static Matrix rotate( const Vec3& from, const Vec3& to);
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inline static Matrix rotate( float angle, float x, float y, float z);
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inline static Matrix rotate( float angle, const Vec3& axis);
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inline static Matrix rotate( float angle1, const Vec3& axis1,
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float angle2, const Vec3& axis2,
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float angle3, const Vec3& axis3);
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inline static Matrix rotate( const Quat& quat);
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inline static Matrix inverse( const Matrix& matrix);
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/** Create a orthographic projection. See glOrtho for further details.*/
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inline static Matrix ortho(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Create a 2D orthographic projection. See glOrtho for further details.*/
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inline static Matrix ortho2D(double left, double right,
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double bottom, double top);
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/** Create a perspective projection. See glFrustum for further details.*/
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inline static Matrix frustum(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Create a symmetrical perspective projection, See gluPerspective for further details.
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* Aspect ratio is defined as width/height.*/
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inline static Matrix perspective(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Create the position and orientation as per a camera, using the same convention as gluLookAt. */
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inline static Matrix lookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
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inline Vec3 preMult( const Vec3& v ) const;
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inline Vec3 postMult( const Vec3& v ) const;
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inline Vec3 operator* ( const Vec3& v ) const;
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inline Vec4 preMult( const Vec4& v ) const;
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inline Vec4 postMult( const Vec4& v ) const;
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inline Vec4 operator* ( const Vec4& v ) const;
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void setTrans( value_type tx, value_type ty, value_type tz );
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void setTrans( const Vec3& v );
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inline Vec3 getTrans() const { return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
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inline Vec3 getScale() const { return Vec3(_mat[0][0],_mat[1][1],_mat[2][2]); }
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/** apply apply an 3x3 transform of v*M[0..2,0..2] */
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inline static Vec3 transform3x3(const Vec3& v,const Matrix& m);
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/** apply apply an 3x3 transform of M[0..2,0..2]*v */
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inline static Vec3 transform3x3(const Matrix& m,const Vec3& v);
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// basic Matrix multiplication, our workhorse methods.
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void mult( const Matrix&, const Matrix& );
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void preMult( const Matrix& );
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void postMult( const Matrix& );
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inline void operator *= ( const Matrix& other )
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{ if( this == &other ) {
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Matrix temp(other);
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postMult( temp );
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}
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else postMult( other );
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}
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inline Matrix operator * ( const Matrix &m ) const
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{
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osg::Matrix r;
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r.mult(*this,m);
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return r;
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}
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/** call glLoadMatixf with this matrix.*/
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void glLoadMatrix() const;
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/** call glMultMatixf with this matrix.*/
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void glMultMatrix() const;
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protected:
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value_type _mat[4][4];
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};
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class RefMatrix : public Object, public Matrix
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{
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public:
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RefMatrix():Matrix() {}
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RefMatrix( const Matrix& other) : Matrix(other) {}
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RefMatrix( const RefMatrix& other) : Object(other), Matrix(other) {}
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explicit RefMatrix( float const * const def ):Matrix(def) {}
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RefMatrix( float a00, float a01, float a02, float a03,
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float a10, float a11, float a12, float a13,
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float a20, float a21, float a22, float a23,
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float a30, float a31, float a32, float a33):
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Matrix(a00, a01, a02, a03,
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a10, a11, a12, a13,
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a20, a21, a22, a23,
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a30, a31, a32, a33) {}
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virtual Object* cloneType() const { return new RefMatrix(); }
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virtual Object* clone(const CopyOp&) const { return new RefMatrix(*this); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const RefMatrix*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "Matrix"; }
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protected:
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virtual ~RefMatrix() {}
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};
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//static utility methods
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inline Matrix Matrix::identity(void)
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{
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Matrix m;
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m.makeIdentity();
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return m;
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}
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inline Matrix Matrix::scale(value_type sx, value_type sy, value_type sz)
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{
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Matrix m;
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m.makeScale(sx,sy,sz);
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return m;
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}
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inline Matrix Matrix::scale(const Vec3& v )
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{
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return scale(v.x(), v.y(), v.z() );
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}
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inline Matrix Matrix::translate(value_type tx, value_type ty, value_type tz)
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{
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Matrix m;
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m.makeTranslate(tx,ty,tz);
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return m;
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}
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inline Matrix Matrix::translate(const Vec3& v )
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{
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return translate(v.x(), v.y(), v.z() );
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}
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inline Matrix Matrix::rotate( const Quat& q )
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{
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Matrix m;
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m.makeRotate( q );
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return m;
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}
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inline Matrix Matrix::rotate(float angle, float x, float y, float z )
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{
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Matrix m;
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m.makeRotate(angle,x,y,z);
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return m;
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}
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inline Matrix Matrix::rotate(float angle, const Vec3& axis )
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{
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Matrix m;
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m.makeRotate(angle,axis);
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return m;
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}
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inline Matrix Matrix::rotate( float angle1, const Vec3& axis1,
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float angle2, const Vec3& axis2,
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float angle3, const Vec3& axis3)
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{
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Matrix m;
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m.makeRotate(angle1,axis1,angle2,axis2,angle3,axis3);
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return m;
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}
|
||||
inline Matrix Matrix::rotate(const Vec3& from, const Vec3& to )
|
||||
{
|
||||
Matrix m;
|
||||
m.makeRotate(from,to);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrix Matrix::inverse( const Matrix& matrix)
|
||||
{
|
||||
Matrix m;
|
||||
m.invert(matrix);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrix Matrix::ortho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrix m;
|
||||
m.makeOrtho(left,right,bottom,top,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrix Matrix::ortho2D(double left, double right,
|
||||
double bottom, double top)
|
||||
{
|
||||
Matrix m;
|
||||
m.makeOrtho2D(left,right,bottom,top);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrix Matrix::frustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrix m;
|
||||
m.makeFrustum(left,right,bottom,top,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrix Matrix::perspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrix m;
|
||||
m.makePerspective(fovy,aspectRatio,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrix Matrix::lookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
|
||||
{
|
||||
Matrix m;
|
||||
m.makeLookAt(eye,center,up);
|
||||
return m;
|
||||
}
|
||||
|
||||
|
||||
inline Vec3 Matrix::postMult( const Vec3& v ) const
|
||||
{
|
||||
float d = 1.0f/(_mat[3][0]*v.x()+_mat[3][1]*v.y()+_mat[3][2]*v.z()+_mat[3][3]) ;
|
||||
return Vec3( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3])*d,
|
||||
(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3])*d,
|
||||
(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3])*d) ;
|
||||
}
|
||||
|
||||
inline Vec3 Matrix::preMult( const Vec3& v ) const
|
||||
{
|
||||
float d = 1.0f/(_mat[0][3]*v.x()+_mat[1][3]*v.y()+_mat[2][3]*v.z()+_mat[3][3]) ;
|
||||
return Vec3( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0])*d,
|
||||
(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1])*d,
|
||||
(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2])*d);
|
||||
}
|
||||
|
||||
inline Vec4 Matrix::postMult( const Vec4& v ) const
|
||||
{
|
||||
return Vec4( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3]*v.w()),
|
||||
(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3]*v.w()),
|
||||
(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3]*v.w()),
|
||||
(_mat[3][0]*v.x() + _mat[3][1]*v.y() + _mat[3][2]*v.z() + _mat[3][3]*v.w())) ;
|
||||
}
|
||||
|
||||
inline Vec4 Matrix::preMult( const Vec4& v ) const
|
||||
{
|
||||
return Vec4( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0]*v.w()),
|
||||
(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1]*v.w()),
|
||||
(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2]*v.w()),
|
||||
(_mat[0][3]*v.x() + _mat[1][3]*v.y() + _mat[2][3]*v.z() + _mat[3][3]*v.w()));
|
||||
}
|
||||
inline Vec3 Matrix::transform3x3(const Vec3& v,const Matrix& m)
|
||||
{
|
||||
return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z()),
|
||||
(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z()),
|
||||
(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z()));
|
||||
}
|
||||
|
||||
inline Vec3 Matrix::transform3x3(const Matrix& m,const Vec3& v)
|
||||
{
|
||||
return Vec3( (m._mat[0][0]*v.x() + m._mat[0][1]*v.y() + m._mat[0][2]*v.z()),
|
||||
(m._mat[1][0]*v.x() + m._mat[1][1]*v.y() + m._mat[1][2]*v.z()),
|
||||
(m._mat[2][0]*v.x() + m._mat[2][1]*v.y() + m._mat[2][2]*v.z()) ) ;
|
||||
}
|
||||
|
||||
|
||||
inline Vec3 operator* (const Vec3& v, const Matrix& m )
|
||||
{
|
||||
return m.preMult(v);
|
||||
}
|
||||
inline Vec4 operator* (const Vec4& v, const Matrix& m )
|
||||
{
|
||||
return m.preMult(v);
|
||||
}
|
||||
|
||||
inline Vec3 Matrix::operator* (const Vec3& v) const
|
||||
{
|
||||
return postMult(v);
|
||||
}
|
||||
inline Vec4 Matrix::operator* (const Vec4& v) const
|
||||
{
|
||||
return postMult(v);
|
||||
}
|
||||
|
||||
inline std::ostream& operator<< (std::ostream& os, const Matrix& m )
|
||||
{
|
||||
os << "{"<<std::endl;
|
||||
for(int row=0; row<4; ++row) {
|
||||
os << "\t";
|
||||
for(int col=0; col<4; ++col)
|
||||
os << m(row,col) << " ";
|
||||
os << std::endl;
|
||||
}
|
||||
os << "}" << std::endl;
|
||||
return os;
|
||||
}
|
||||
typedef Matrixd Matrix;
|
||||
typedef RefMatrixd RefMatrix;
|
||||
|
||||
|
||||
} //namespace osg
|
||||
|
468
include/osg/Matrixd
Normal file
468
include/osg/Matrixd
Normal file
@ -0,0 +1,468 @@
|
||||
/* -*-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.
|
||||
*/
|
||||
|
||||
#ifndef OSG_MATRIXD
|
||||
#define OSG_MATRIXD 1
|
||||
|
||||
#include <osg/Object>
|
||||
#include <osg/Vec3>
|
||||
#include <osg/Vec4>
|
||||
#include <osg/Quat>
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
namespace osg {
|
||||
|
||||
class SG_EXPORT Matrixd
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
typedef double value_type;
|
||||
|
||||
inline Matrixd() { makeIdentity(); }
|
||||
inline Matrixd( const Matrixd& other) { set(other.ptr()); }
|
||||
inline explicit Matrixd( float const * const ptr ) { set(ptr); }
|
||||
inline explicit Matrixd( double const * const ptr ) { set(ptr); }
|
||||
inline explicit Matrixd( const Quat& quat ) { set(quat); }
|
||||
|
||||
Matrixd( 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);
|
||||
|
||||
~Matrixd() {}
|
||||
|
||||
int compare(const Matrixd& m) const { return memcmp(_mat,m._mat,sizeof(_mat)); }
|
||||
|
||||
bool operator < (const Matrixd& m) const { return compare(m)<0; }
|
||||
bool operator == (const Matrixd& m) const { return compare(m)==0; }
|
||||
bool operator != (const Matrixd& m) const { return compare(m)!=0; }
|
||||
|
||||
inline value_type& operator()(int row, int col) { return _mat[row][col]; }
|
||||
inline value_type operator()(int row, int col) const { return _mat[row][col]; }
|
||||
|
||||
inline bool valid() const { return !isNaN(); }
|
||||
inline bool isNaN() const { return osg::isNaN(_mat[0][0]) || osg::isNaN(_mat[0][1]) || osg::isNaN(_mat[0][2]) || osg::isNaN(_mat[0][3]) ||
|
||||
osg::isNaN(_mat[1][0]) || osg::isNaN(_mat[1][1]) || osg::isNaN(_mat[1][2]) || osg::isNaN(_mat[1][3]) ||
|
||||
osg::isNaN(_mat[2][0]) || osg::isNaN(_mat[2][1]) || osg::isNaN(_mat[2][2]) || osg::isNaN(_mat[2][3]) ||
|
||||
osg::isNaN(_mat[3][0]) || osg::isNaN(_mat[3][1]) || osg::isNaN(_mat[3][2]) || osg::isNaN(_mat[3][3]); }
|
||||
|
||||
inline Matrixd& operator = (const Matrixd& other)
|
||||
{
|
||||
if( &other == this ) return *this;
|
||||
set(other.ptr());
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline void set(const Matrixd& other)
|
||||
{
|
||||
set(other.ptr());
|
||||
}
|
||||
|
||||
inline void set(float const * const ptr)
|
||||
{
|
||||
std::copy(ptr,ptr+16,(value_type*)_mat);
|
||||
}
|
||||
|
||||
inline void set(double const * const ptr)
|
||||
{
|
||||
std::copy(ptr,ptr+16,(value_type*)_mat);
|
||||
}
|
||||
|
||||
void 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);
|
||||
|
||||
void set(const Quat& q);
|
||||
|
||||
void get(Quat& q) const;
|
||||
|
||||
value_type * ptr() { return (value_type*)_mat; }
|
||||
const value_type * ptr() const { return (const value_type *)_mat; }
|
||||
|
||||
void makeIdentity();
|
||||
|
||||
void makeScale( const Vec3& );
|
||||
void makeScale( value_type, value_type, value_type );
|
||||
|
||||
void makeTranslate( const Vec3& );
|
||||
void makeTranslate( value_type, value_type, value_type );
|
||||
|
||||
void makeRotate( const Vec3& from, const Vec3& to );
|
||||
void makeRotate( float angle, const Vec3& axis );
|
||||
void makeRotate( float angle, float x, float y, float z );
|
||||
void makeRotate( const Quat& );
|
||||
void makeRotate( float angle1, const Vec3& axis1,
|
||||
float angle2, const Vec3& axis2,
|
||||
float angle3, const Vec3& axis3);
|
||||
|
||||
|
||||
|
||||
/** Set to a orthographic projection. See glOrtho for further details.*/
|
||||
void makeOrtho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Get the othorgraphic settings of the orthographic projection matrix.
|
||||
* Note, if matrix is not an orthographic matrix then invalid values will be returned.*/
|
||||
void getOrtho(double& left, double& right,
|
||||
double& bottom, double& top,
|
||||
double& zNear, double& zFar);
|
||||
|
||||
/** Set to a 2D orthographic projection. See glOrtho2D for further details.*/
|
||||
inline void makeOrtho2D(double left, double right,
|
||||
double bottom, double top)
|
||||
{
|
||||
makeOrtho(left,right,bottom,top,-1.0,1.0);
|
||||
}
|
||||
|
||||
|
||||
/** Set to a perspective projection. See glFrustum for further details.*/
|
||||
void makeFrustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Get the frustum setting of a perspective projection matrix.
|
||||
* Note, if matrix is not an perspective matrix then invalid values will be returned.*/
|
||||
void getFrustum(double& left, double& right,
|
||||
double& bottom, double& top,
|
||||
double& zNear, double& zFar);
|
||||
|
||||
/** Set to a symmetrical perspective projection, See gluPerspective for further details.
|
||||
* Aspect ratio is defined as width/height.*/
|
||||
void makePerspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Set to the position and orientation modelview matrix, using the same convention as gluLookAt. */
|
||||
void makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
|
||||
|
||||
/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
|
||||
void getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance=1.0f);
|
||||
|
||||
bool invert( const Matrixd& );
|
||||
|
||||
//basic utility functions to create new matrices
|
||||
inline static Matrixd identity( void );
|
||||
inline static Matrixd scale( const Vec3& sv);
|
||||
inline static Matrixd scale( value_type sx, value_type sy, value_type sz);
|
||||
inline static Matrixd translate( const Vec3& dv);
|
||||
inline static Matrixd translate( value_type x, value_type y, value_type z);
|
||||
inline static Matrixd rotate( const Vec3& from, const Vec3& to);
|
||||
inline static Matrixd rotate( float angle, float x, float y, float z);
|
||||
inline static Matrixd rotate( float angle, const Vec3& axis);
|
||||
inline static Matrixd rotate( float angle1, const Vec3& axis1,
|
||||
float angle2, const Vec3& axis2,
|
||||
float angle3, const Vec3& axis3);
|
||||
inline static Matrixd rotate( const Quat& quat);
|
||||
inline static Matrixd inverse( const Matrixd& matrix);
|
||||
|
||||
/** Create a orthographic projection. See glOrtho for further details.*/
|
||||
inline static Matrixd ortho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Create a 2D orthographic projection. See glOrtho for further details.*/
|
||||
inline static Matrixd ortho2D(double left, double right,
|
||||
double bottom, double top);
|
||||
|
||||
/** Create a perspective projection. See glFrustum for further details.*/
|
||||
inline static Matrixd frustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Create a symmetrical perspective projection, See gluPerspective for further details.
|
||||
* Aspect ratio is defined as width/height.*/
|
||||
inline static Matrixd perspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Create the position and orientation as per a camera, using the same convention as gluLookAt. */
|
||||
inline static Matrixd lookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
|
||||
|
||||
|
||||
|
||||
|
||||
inline Vec3 preMult( const Vec3& v ) const;
|
||||
inline Vec3 postMult( const Vec3& v ) const;
|
||||
inline Vec3 operator* ( const Vec3& v ) const;
|
||||
inline Vec4 preMult( const Vec4& v ) const;
|
||||
inline Vec4 postMult( const Vec4& v ) const;
|
||||
inline Vec4 operator* ( const Vec4& v ) const;
|
||||
|
||||
void setTrans( value_type tx, value_type ty, value_type tz );
|
||||
void setTrans( const Vec3& v );
|
||||
inline Vec3 getTrans() const { return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
|
||||
|
||||
inline Vec3 getScale() const { return Vec3(_mat[0][0],_mat[1][1],_mat[2][2]); }
|
||||
|
||||
/** apply apply an 3x3 transform of v*M[0..2,0..2] */
|
||||
inline static Vec3 transform3x3(const Vec3& v,const Matrixd& m);
|
||||
/** apply apply an 3x3 transform of M[0..2,0..2]*v */
|
||||
inline static Vec3 transform3x3(const Matrixd& m,const Vec3& v);
|
||||
|
||||
|
||||
// basic Matrixd multiplication, our workhorse methods.
|
||||
void mult( const Matrixd&, const Matrixd& );
|
||||
void preMult( const Matrixd& );
|
||||
void postMult( const Matrixd& );
|
||||
|
||||
inline void operator *= ( const Matrixd& other )
|
||||
{ if( this == &other ) {
|
||||
Matrixd temp(other);
|
||||
postMult( temp );
|
||||
}
|
||||
else postMult( other );
|
||||
}
|
||||
|
||||
inline Matrixd operator * ( const Matrixd &m ) const
|
||||
{
|
||||
osg::Matrixd r;
|
||||
r.mult(*this,m);
|
||||
return r;
|
||||
}
|
||||
|
||||
protected:
|
||||
value_type _mat[4][4];
|
||||
|
||||
};
|
||||
|
||||
class RefMatrixd : public Object, public Matrixd
|
||||
{
|
||||
public:
|
||||
|
||||
RefMatrixd():Matrixd() {}
|
||||
RefMatrixd( const Matrixd& other) : Matrixd(other) {}
|
||||
RefMatrixd( const RefMatrixd& other) : Object(other), Matrixd(other) {}
|
||||
explicit RefMatrixd( Matrixd::value_type const * const def ):Matrixd(def) {}
|
||||
RefMatrixd( Matrixd::value_type a00, Matrixd::value_type a01, Matrixd::value_type a02, Matrixd::value_type a03,
|
||||
Matrixd::value_type a10, Matrixd::value_type a11, Matrixd::value_type a12, Matrixd::value_type a13,
|
||||
Matrixd::value_type a20, Matrixd::value_type a21, Matrixd::value_type a22, Matrixd::value_type a23,
|
||||
Matrixd::value_type a30, Matrixd::value_type a31, Matrixd::value_type a32, Matrixd::value_type a33):
|
||||
Matrixd(a00, a01, a02, a03,
|
||||
a10, a11, a12, a13,
|
||||
a20, a21, a22, a23,
|
||||
a30, a31, a32, a33) {}
|
||||
|
||||
virtual Object* cloneType() const { return new RefMatrixd(); }
|
||||
virtual Object* clone(const CopyOp&) const { return new RefMatrixd(*this); }
|
||||
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const RefMatrixd*>(obj)!=NULL; }
|
||||
virtual const char* libraryName() const { return "osg"; }
|
||||
virtual const char* className() const { return "Matrix"; }
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
virtual ~RefMatrixd() {}
|
||||
};
|
||||
|
||||
|
||||
//static utility methods
|
||||
inline Matrixd Matrixd::identity(void)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeIdentity();
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::scale(value_type sx, value_type sy, value_type sz)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeScale(sx,sy,sz);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::scale(const Vec3& v )
|
||||
{
|
||||
return scale(v.x(), v.y(), v.z() );
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::translate(value_type tx, value_type ty, value_type tz)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeTranslate(tx,ty,tz);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::translate(const Vec3& v )
|
||||
{
|
||||
return translate(v.x(), v.y(), v.z() );
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::rotate( const Quat& q )
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeRotate( q );
|
||||
return m;
|
||||
}
|
||||
inline Matrixd Matrixd::rotate(float angle, float x, float y, float z )
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeRotate(angle,x,y,z);
|
||||
return m;
|
||||
}
|
||||
inline Matrixd Matrixd::rotate(float angle, const Vec3& axis )
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeRotate(angle,axis);
|
||||
return m;
|
||||
}
|
||||
inline Matrixd Matrixd::rotate( float angle1, const Vec3& axis1,
|
||||
float angle2, const Vec3& axis2,
|
||||
float angle3, const Vec3& axis3)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeRotate(angle1,axis1,angle2,axis2,angle3,axis3);
|
||||
return m;
|
||||
}
|
||||
inline Matrixd Matrixd::rotate(const Vec3& from, const Vec3& to )
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeRotate(from,to);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::inverse( const Matrixd& matrix)
|
||||
{
|
||||
Matrixd m;
|
||||
m.invert(matrix);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::ortho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeOrtho(left,right,bottom,top,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::ortho2D(double left, double right,
|
||||
double bottom, double top)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeOrtho2D(left,right,bottom,top);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::frustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeFrustum(left,right,bottom,top,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::perspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makePerspective(fovy,aspectRatio,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixd Matrixd::lookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
|
||||
{
|
||||
Matrixd m;
|
||||
m.makeLookAt(eye,center,up);
|
||||
return m;
|
||||
}
|
||||
|
||||
|
||||
inline Vec3 Matrixd::postMult( const Vec3& v ) const
|
||||
{
|
||||
float d = 1.0f/(_mat[3][0]*v.x()+_mat[3][1]*v.y()+_mat[3][2]*v.z()+_mat[3][3]) ;
|
||||
return Vec3( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3])*d,
|
||||
(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3])*d,
|
||||
(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3])*d) ;
|
||||
}
|
||||
|
||||
inline Vec3 Matrixd::preMult( const Vec3& v ) const
|
||||
{
|
||||
float d = 1.0f/(_mat[0][3]*v.x()+_mat[1][3]*v.y()+_mat[2][3]*v.z()+_mat[3][3]) ;
|
||||
return Vec3( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0])*d,
|
||||
(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1])*d,
|
||||
(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2])*d);
|
||||
}
|
||||
|
||||
inline Vec4 Matrixd::postMult( const Vec4& v ) const
|
||||
{
|
||||
return Vec4( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3]*v.w()),
|
||||
(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3]*v.w()),
|
||||
(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3]*v.w()),
|
||||
(_mat[3][0]*v.x() + _mat[3][1]*v.y() + _mat[3][2]*v.z() + _mat[3][3]*v.w())) ;
|
||||
}
|
||||
|
||||
inline Vec4 Matrixd::preMult( const Vec4& v ) const
|
||||
{
|
||||
return Vec4( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0]*v.w()),
|
||||
(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1]*v.w()),
|
||||
(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2]*v.w()),
|
||||
(_mat[0][3]*v.x() + _mat[1][3]*v.y() + _mat[2][3]*v.z() + _mat[3][3]*v.w()));
|
||||
}
|
||||
inline Vec3 Matrixd::transform3x3(const Vec3& v,const Matrixd& m)
|
||||
{
|
||||
return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z()),
|
||||
(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z()),
|
||||
(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z()));
|
||||
}
|
||||
|
||||
inline Vec3 Matrixd::transform3x3(const Matrixd& m,const Vec3& v)
|
||||
{
|
||||
return Vec3( (m._mat[0][0]*v.x() + m._mat[0][1]*v.y() + m._mat[0][2]*v.z()),
|
||||
(m._mat[1][0]*v.x() + m._mat[1][1]*v.y() + m._mat[1][2]*v.z()),
|
||||
(m._mat[2][0]*v.x() + m._mat[2][1]*v.y() + m._mat[2][2]*v.z()) ) ;
|
||||
}
|
||||
|
||||
|
||||
inline Vec3 operator* (const Vec3& v, const Matrixd& m )
|
||||
{
|
||||
return m.preMult(v);
|
||||
}
|
||||
inline Vec4 operator* (const Vec4& v, const Matrixd& m )
|
||||
{
|
||||
return m.preMult(v);
|
||||
}
|
||||
|
||||
inline Vec3 Matrixd::operator* (const Vec3& v) const
|
||||
{
|
||||
return postMult(v);
|
||||
}
|
||||
inline Vec4 Matrixd::operator* (const Vec4& v) const
|
||||
{
|
||||
return postMult(v);
|
||||
}
|
||||
|
||||
inline std::ostream& operator<< (std::ostream& os, const Matrixd& m )
|
||||
{
|
||||
os << "{"<<std::endl;
|
||||
for(int row=0; row<4; ++row) {
|
||||
os << "\t";
|
||||
for(int col=0; col<4; ++col)
|
||||
os << m(row,col) << " ";
|
||||
os << std::endl;
|
||||
}
|
||||
os << "}" << std::endl;
|
||||
return os;
|
||||
}
|
||||
|
||||
|
||||
} //namespace osg
|
||||
|
||||
|
||||
#endif
|
466
include/osg/Matrixf
Normal file
466
include/osg/Matrixf
Normal file
@ -0,0 +1,466 @@
|
||||
/* -*-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.
|
||||
*/
|
||||
|
||||
#ifndef OSG_MATRIXF
|
||||
#define OSG_MATRIXF 1
|
||||
|
||||
#include <osg/Object>
|
||||
#include <osg/Vec3>
|
||||
#include <osg/Vec4>
|
||||
#include <osg/Quat>
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
namespace osg {
|
||||
|
||||
class SG_EXPORT Matrixf
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
typedef float value_type;
|
||||
|
||||
inline Matrixf() { makeIdentity(); }
|
||||
inline Matrixf( const Matrixf& other) { set(other.ptr()); }
|
||||
inline explicit Matrixf( float const * const ptr ) { set(ptr); }
|
||||
inline explicit Matrixf( double const * const ptr ) { set(ptr); }
|
||||
inline explicit Matrixf( const Quat& quat ) { set(quat); }
|
||||
|
||||
Matrixf( 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);
|
||||
|
||||
~Matrixf() {}
|
||||
|
||||
int compare(const Matrixf& m) const { return memcmp(_mat,m._mat,sizeof(_mat)); }
|
||||
|
||||
bool operator < (const Matrixf& m) const { return compare(m)<0; }
|
||||
bool operator == (const Matrixf& m) const { return compare(m)==0; }
|
||||
bool operator != (const Matrixf& m) const { return compare(m)!=0; }
|
||||
|
||||
inline value_type& operator()(int row, int col) { return _mat[row][col]; }
|
||||
inline value_type operator()(int row, int col) const { return _mat[row][col]; }
|
||||
|
||||
inline bool valid() const { return !isNaN(); }
|
||||
inline bool isNaN() const { return osg::isNaN(_mat[0][0]) || osg::isNaN(_mat[0][1]) || osg::isNaN(_mat[0][2]) || osg::isNaN(_mat[0][3]) ||
|
||||
osg::isNaN(_mat[1][0]) || osg::isNaN(_mat[1][1]) || osg::isNaN(_mat[1][2]) || osg::isNaN(_mat[1][3]) ||
|
||||
osg::isNaN(_mat[2][0]) || osg::isNaN(_mat[2][1]) || osg::isNaN(_mat[2][2]) || osg::isNaN(_mat[2][3]) ||
|
||||
osg::isNaN(_mat[3][0]) || osg::isNaN(_mat[3][1]) || osg::isNaN(_mat[3][2]) || osg::isNaN(_mat[3][3]); }
|
||||
|
||||
inline Matrixf& operator = (const Matrixf& other)
|
||||
{
|
||||
if( &other == this ) return *this;
|
||||
set(other.ptr());
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline void set(const Matrixf& other)
|
||||
{
|
||||
set(other.ptr());
|
||||
}
|
||||
|
||||
inline void set(float const * const ptr)
|
||||
{
|
||||
std::copy(ptr,ptr+16,(value_type*)_mat);
|
||||
}
|
||||
|
||||
inline void set(double const * const ptr)
|
||||
{
|
||||
std::copy(ptr,ptr+16,(value_type*)_mat);
|
||||
}
|
||||
|
||||
void 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);
|
||||
|
||||
void set(const Quat& q);
|
||||
|
||||
void get(Quat& q) const;
|
||||
|
||||
value_type * ptr() { return (value_type*)_mat; }
|
||||
const value_type * ptr() const { return (const value_type *)_mat; }
|
||||
|
||||
void makeIdentity();
|
||||
|
||||
void makeScale( const Vec3& );
|
||||
void makeScale( value_type, value_type, value_type );
|
||||
|
||||
void makeTranslate( const Vec3& );
|
||||
void makeTranslate( value_type, value_type, value_type );
|
||||
|
||||
void makeRotate( const Vec3& from, const Vec3& to );
|
||||
void makeRotate( float angle, const Vec3& axis );
|
||||
void makeRotate( float angle, float x, float y, float z );
|
||||
void makeRotate( const Quat& );
|
||||
void makeRotate( float angle1, const Vec3& axis1,
|
||||
float angle2, const Vec3& axis2,
|
||||
float angle3, const Vec3& axis3);
|
||||
|
||||
|
||||
|
||||
/** Set to a orthographic projection. See glOrtho for further details.*/
|
||||
void makeOrtho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Get the othorgraphic settings of the orthographic projection matrix.
|
||||
* Note, if matrix is not an orthographic matrix then invalid values will be returned.*/
|
||||
void getOrtho(double& left, double& right,
|
||||
double& bottom, double& top,
|
||||
double& zNear, double& zFar);
|
||||
|
||||
/** Set to a 2D orthographic projection. See glOrtho2D for further details.*/
|
||||
inline void makeOrtho2D(double left, double right,
|
||||
double bottom, double top)
|
||||
{
|
||||
makeOrtho(left,right,bottom,top,-1.0,1.0);
|
||||
}
|
||||
|
||||
|
||||
/** Set to a perspective projection. See glFrustum for further details.*/
|
||||
void makeFrustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Get the frustum setting of a perspective projection matrix.
|
||||
* Note, if matrix is not an perspective matrix then invalid values will be returned.*/
|
||||
void getFrustum(double& left, double& right,
|
||||
double& bottom, double& top,
|
||||
double& zNear, double& zFar);
|
||||
|
||||
/** Set to a symmetrical perspective projection, See gluPerspective for further details.
|
||||
* Aspect ratio is defined as width/height.*/
|
||||
void makePerspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Set to the position and orientation modelview matrix, using the same convention as gluLookAt. */
|
||||
void makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
|
||||
|
||||
/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
|
||||
void getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance=1.0f);
|
||||
|
||||
bool invert( const Matrixf& );
|
||||
|
||||
//basic utility functions to create new matrices
|
||||
inline static Matrixf identity( void );
|
||||
inline static Matrixf scale( const Vec3& sv);
|
||||
inline static Matrixf scale( value_type sx, value_type sy, value_type sz);
|
||||
inline static Matrixf translate( const Vec3& dv);
|
||||
inline static Matrixf translate( value_type x, value_type y, value_type z);
|
||||
inline static Matrixf rotate( const Vec3& from, const Vec3& to);
|
||||
inline static Matrixf rotate( float angle, float x, float y, float z);
|
||||
inline static Matrixf rotate( float angle, const Vec3& axis);
|
||||
inline static Matrixf rotate( float angle1, const Vec3& axis1,
|
||||
float angle2, const Vec3& axis2,
|
||||
float angle3, const Vec3& axis3);
|
||||
inline static Matrixf rotate( const Quat& quat);
|
||||
inline static Matrixf inverse( const Matrixf& matrix);
|
||||
|
||||
/** Create a orthographic projection. See glOrtho for further details.*/
|
||||
inline static Matrixf ortho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Create a 2D orthographic projection. See glOrtho for further details.*/
|
||||
inline static Matrixf ortho2D(double left, double right,
|
||||
double bottom, double top);
|
||||
|
||||
/** Create a perspective projection. See glFrustum for further details.*/
|
||||
inline static Matrixf frustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Create a symmetrical perspective projection, See gluPerspective for further details.
|
||||
* Aspect ratio is defined as width/height.*/
|
||||
inline static Matrixf perspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar);
|
||||
|
||||
/** Create the position and orientation as per a camera, using the same convention as gluLookAt. */
|
||||
inline static Matrixf lookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
|
||||
|
||||
|
||||
|
||||
|
||||
inline Vec3 preMult( const Vec3& v ) const;
|
||||
inline Vec3 postMult( const Vec3& v ) const;
|
||||
inline Vec3 operator* ( const Vec3& v ) const;
|
||||
inline Vec4 preMult( const Vec4& v ) const;
|
||||
inline Vec4 postMult( const Vec4& v ) const;
|
||||
inline Vec4 operator* ( const Vec4& v ) const;
|
||||
|
||||
void setTrans( value_type tx, value_type ty, value_type tz );
|
||||
void setTrans( const Vec3& v );
|
||||
inline Vec3 getTrans() const { return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
|
||||
|
||||
inline Vec3 getScale() const { return Vec3(_mat[0][0],_mat[1][1],_mat[2][2]); }
|
||||
|
||||
/** apply apply an 3x3 transform of v*M[0..2,0..2] */
|
||||
inline static Vec3 transform3x3(const Vec3& v,const Matrixf& m);
|
||||
/** apply apply an 3x3 transform of M[0..2,0..2]*v */
|
||||
inline static Vec3 transform3x3(const Matrixf& m,const Vec3& v);
|
||||
|
||||
|
||||
// basic Matrixf multiplication, our workhorse methods.
|
||||
void mult( const Matrixf&, const Matrixf& );
|
||||
void preMult( const Matrixf& );
|
||||
void postMult( const Matrixf& );
|
||||
|
||||
inline void operator *= ( const Matrixf& other )
|
||||
{ if( this == &other ) {
|
||||
Matrixf temp(other);
|
||||
postMult( temp );
|
||||
}
|
||||
else postMult( other );
|
||||
}
|
||||
|
||||
inline Matrixf operator * ( const Matrixf &m ) const
|
||||
{
|
||||
osg::Matrixf r;
|
||||
r.mult(*this,m);
|
||||
return r;
|
||||
}
|
||||
|
||||
protected:
|
||||
value_type _mat[4][4];
|
||||
|
||||
};
|
||||
|
||||
class RefMatrixf : public Object, public Matrixf
|
||||
{
|
||||
public:
|
||||
|
||||
RefMatrixf():Matrixf() {}
|
||||
RefMatrixf( const Matrixf& other) : Matrixf(other) {}
|
||||
RefMatrixf( const RefMatrixf& other) : Object(other), Matrixf(other) {}
|
||||
explicit RefMatrixf( Matrixf::value_type const * const def ):Matrixf(def) {}
|
||||
RefMatrixf( Matrixf::value_type a00, Matrixf::value_type a01, Matrixf::value_type a02, Matrixf::value_type a03,
|
||||
Matrixf::value_type a10, Matrixf::value_type a11, Matrixf::value_type a12, Matrixf::value_type a13,
|
||||
Matrixf::value_type a20, Matrixf::value_type a21, Matrixf::value_type a22, Matrixf::value_type a23,
|
||||
Matrixf::value_type a30, Matrixf::value_type a31, Matrixf::value_type a32, Matrixf::value_type a33):
|
||||
Matrixf(a00, a01, a02, a03,
|
||||
a10, a11, a12, a13,
|
||||
a20, a21, a22, a23,
|
||||
a30, a31, a32, a33) {}
|
||||
|
||||
virtual Object* cloneType() const { return new RefMatrixf(); }
|
||||
virtual Object* clone(const CopyOp&) const { return new RefMatrixf(*this); }
|
||||
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const RefMatrixf*>(obj)!=NULL; }
|
||||
virtual const char* libraryName() const { return "osg"; }
|
||||
virtual const char* className() const { return "Matrix"; }
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
virtual ~RefMatrixf() {}
|
||||
};
|
||||
|
||||
|
||||
//static utility methods
|
||||
inline Matrixf Matrixf::identity(void)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeIdentity();
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::scale(value_type sx, value_type sy, value_type sz)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeScale(sx,sy,sz);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::scale(const Vec3& v )
|
||||
{
|
||||
return scale(v.x(), v.y(), v.z() );
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::translate(value_type tx, value_type ty, value_type tz)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeTranslate(tx,ty,tz);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::translate(const Vec3& v )
|
||||
{
|
||||
return translate(v.x(), v.y(), v.z() );
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::rotate( const Quat& q )
|
||||
{
|
||||
return Matrixf(q);
|
||||
}
|
||||
inline Matrixf Matrixf::rotate(float angle, float x, float y, float z )
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeRotate(angle,x,y,z);
|
||||
return m;
|
||||
}
|
||||
inline Matrixf Matrixf::rotate(float angle, const Vec3& axis )
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeRotate(angle,axis);
|
||||
return m;
|
||||
}
|
||||
inline Matrixf Matrixf::rotate( float angle1, const Vec3& axis1,
|
||||
float angle2, const Vec3& axis2,
|
||||
float angle3, const Vec3& axis3)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeRotate(angle1,axis1,angle2,axis2,angle3,axis3);
|
||||
return m;
|
||||
}
|
||||
inline Matrixf Matrixf::rotate(const Vec3& from, const Vec3& to )
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeRotate(from,to);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::inverse( const Matrixf& matrix)
|
||||
{
|
||||
Matrixf m;
|
||||
m.invert(matrix);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::ortho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeOrtho(left,right,bottom,top,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::ortho2D(double left, double right,
|
||||
double bottom, double top)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeOrtho2D(left,right,bottom,top);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::frustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeFrustum(left,right,bottom,top,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::perspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makePerspective(fovy,aspectRatio,zNear,zFar);
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Matrixf Matrixf::lookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
|
||||
{
|
||||
Matrixf m;
|
||||
m.makeLookAt(eye,center,up);
|
||||
return m;
|
||||
}
|
||||
|
||||
|
||||
inline Vec3 Matrixf::postMult( const Vec3& v ) const
|
||||
{
|
||||
float d = 1.0f/(_mat[3][0]*v.x()+_mat[3][1]*v.y()+_mat[3][2]*v.z()+_mat[3][3]) ;
|
||||
return Vec3( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3])*d,
|
||||
(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3])*d,
|
||||
(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3])*d) ;
|
||||
}
|
||||
|
||||
inline Vec3 Matrixf::preMult( const Vec3& v ) const
|
||||
{
|
||||
float d = 1.0f/(_mat[0][3]*v.x()+_mat[1][3]*v.y()+_mat[2][3]*v.z()+_mat[3][3]) ;
|
||||
return Vec3( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0])*d,
|
||||
(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1])*d,
|
||||
(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2])*d);
|
||||
}
|
||||
|
||||
inline Vec4 Matrixf::postMult( const Vec4& v ) const
|
||||
{
|
||||
return Vec4( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3]*v.w()),
|
||||
(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3]*v.w()),
|
||||
(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3]*v.w()),
|
||||
(_mat[3][0]*v.x() + _mat[3][1]*v.y() + _mat[3][2]*v.z() + _mat[3][3]*v.w())) ;
|
||||
}
|
||||
|
||||
inline Vec4 Matrixf::preMult( const Vec4& v ) const
|
||||
{
|
||||
return Vec4( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0]*v.w()),
|
||||
(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1]*v.w()),
|
||||
(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2]*v.w()),
|
||||
(_mat[0][3]*v.x() + _mat[1][3]*v.y() + _mat[2][3]*v.z() + _mat[3][3]*v.w()));
|
||||
}
|
||||
inline Vec3 Matrixf::transform3x3(const Vec3& v,const Matrixf& m)
|
||||
{
|
||||
return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z()),
|
||||
(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z()),
|
||||
(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z()));
|
||||
}
|
||||
|
||||
inline Vec3 Matrixf::transform3x3(const Matrixf& m,const Vec3& v)
|
||||
{
|
||||
return Vec3( (m._mat[0][0]*v.x() + m._mat[0][1]*v.y() + m._mat[0][2]*v.z()),
|
||||
(m._mat[1][0]*v.x() + m._mat[1][1]*v.y() + m._mat[1][2]*v.z()),
|
||||
(m._mat[2][0]*v.x() + m._mat[2][1]*v.y() + m._mat[2][2]*v.z()) ) ;
|
||||
}
|
||||
|
||||
|
||||
inline Vec3 operator* (const Vec3& v, const Matrixf& m )
|
||||
{
|
||||
return m.preMult(v);
|
||||
}
|
||||
inline Vec4 operator* (const Vec4& v, const Matrixf& m )
|
||||
{
|
||||
return m.preMult(v);
|
||||
}
|
||||
|
||||
inline Vec3 Matrixf::operator* (const Vec3& v) const
|
||||
{
|
||||
return postMult(v);
|
||||
}
|
||||
inline Vec4 Matrixf::operator* (const Vec4& v) const
|
||||
{
|
||||
return postMult(v);
|
||||
}
|
||||
|
||||
inline std::ostream& operator<< (std::ostream& os, const Matrixf& m )
|
||||
{
|
||||
os << "{"<<std::endl;
|
||||
for(int row=0; row<4; ++row) {
|
||||
os << "\t";
|
||||
for(int col=0; col<4; ++col)
|
||||
os << m(row,col) << " ";
|
||||
os << std::endl;
|
||||
}
|
||||
os << "}" << std::endl;
|
||||
return os;
|
||||
}
|
||||
|
||||
|
||||
} //namespace osg
|
||||
|
||||
|
||||
#endif
|
@ -14,9 +14,9 @@
|
||||
#ifndef OSG_QUAT
|
||||
#define OSG_QUAT 1
|
||||
|
||||
#include <osg/Export>
|
||||
#include <osg/Vec3>
|
||||
#include <osg/Vec4>
|
||||
#include <osg/Matrix>
|
||||
|
||||
namespace osg {
|
||||
|
||||
@ -266,20 +266,6 @@ class SG_EXPORT Quat
|
||||
As t goes from 0 to 1, the Quat object goes from "from" to "to". */
|
||||
void slerp ( float t, const Quat& from, const Quat& to);
|
||||
|
||||
/** Set quaternion to be equivalent to specified matrix.*/
|
||||
void set( const Matrix& m );
|
||||
|
||||
/** Get the equivalent matrix for this quaternion.*/
|
||||
void get( Matrix& m ) const;
|
||||
|
||||
/** Get the equivalent matrix for this quaternion.*/
|
||||
Matrix getMatrix() const
|
||||
{
|
||||
Matrix matrix;
|
||||
get(matrix);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
friend inline std::ostream& operator << (std::ostream& output, const Quat& vec);
|
||||
|
||||
protected:
|
||||
|
@ -218,7 +218,7 @@ class Box : public Shape
|
||||
|
||||
inline void setRotation(const Quat& quat) { _rotation = quat; }
|
||||
inline const Quat& getRotation() const { return _rotation; }
|
||||
inline Matrix getRotationMatrix() const { Matrix matrix; _rotation.get(matrix); return matrix; }
|
||||
inline Matrix getRotationMatrix() const { return Matrix(_rotation); }
|
||||
inline bool zeroRotation() const { return _rotation.zeroRotation(); }
|
||||
|
||||
protected:
|
||||
@ -276,7 +276,7 @@ class Cone : public Shape
|
||||
|
||||
inline void setRotation(const Quat& quat) { _rotation = quat; }
|
||||
inline const Quat& getRotation() const { return _rotation; }
|
||||
inline Matrix getRotationMatrix() const { Matrix matrix; _rotation.get(matrix); return matrix; }
|
||||
inline Matrix getRotationMatrix() const { return Matrix(_rotation); }
|
||||
inline bool zeroRotation() const { return _rotation.zeroRotation(); }
|
||||
|
||||
inline float getBaseOffsetFactor() const { return 0.25f; }
|
||||
@ -336,7 +336,7 @@ class Cylinder : public Shape
|
||||
|
||||
inline void setRotation(const Quat& quat) { _rotation = quat; }
|
||||
inline const Quat& getRotation() const { return _rotation; }
|
||||
inline Matrix getRotationMatrix() const { Matrix matrix; _rotation.get(matrix); return matrix; }
|
||||
inline Matrix getRotationMatrix() const { return Matrix(_rotation); }
|
||||
bool zeroRotation() const { return _rotation.zeroRotation(); }
|
||||
|
||||
protected:
|
||||
@ -452,7 +452,7 @@ class SG_EXPORT HeightField : public Shape
|
||||
|
||||
inline void setRotation(const Quat& quat) { _rotation = quat; }
|
||||
inline const Quat& getRotation() const { return _rotation; }
|
||||
inline Matrix getRotationMatrix() const { Matrix matrix; _rotation.get(matrix); return matrix; }
|
||||
inline Matrix getRotationMatrix() const { return Matrix(_rotation); }
|
||||
inline bool zeroRotation() const { return _rotation.zeroRotation(); }
|
||||
|
||||
protected:
|
||||
|
@ -100,7 +100,7 @@ class SG_EXPORT State : public Referenced
|
||||
if (matrix)
|
||||
{
|
||||
_projection=matrix;
|
||||
matrix->glLoadMatrix();
|
||||
glLoadMatrix(matrix->ptr());
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -123,7 +123,7 @@ class SG_EXPORT State : public Referenced
|
||||
if (matrix)
|
||||
{
|
||||
_modelView=matrix;
|
||||
matrix->glLoadMatrix();
|
||||
glLoadMatrix(matrix->ptr());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -71,6 +71,11 @@ class OSGPRODUCER_EXPORT Viewer : public OsgCameraGroup, public osgGA::GUIAction
|
||||
|
||||
void setUpViewer(unsigned int options=STANDARD_SETTINGS);
|
||||
|
||||
|
||||
void setDone(bool done) { _done = done; }
|
||||
|
||||
bool getDone() const { return _done; }
|
||||
|
||||
/** return true if the application is done and should exit.*/
|
||||
virtual bool done() const;
|
||||
|
||||
|
@ -19,6 +19,7 @@
|
||||
#include <osg/Quat>
|
||||
#include <osg/Vec3>
|
||||
#include <osg/Vec4>
|
||||
#include <osg/Object>
|
||||
#include <osg/ref_ptr>
|
||||
|
||||
#include <vector>
|
||||
|
@ -20,6 +20,7 @@
|
||||
#include <osg/Vec3>
|
||||
#include <osg/Vec4>
|
||||
#include <osg/Math>
|
||||
#include <osg/Object>
|
||||
|
||||
namespace osgSim {
|
||||
|
||||
|
@ -136,7 +136,7 @@ void AutoTransform::accept(NodeVisitor& nv)
|
||||
if (getAutoRotateToScreen())
|
||||
{
|
||||
osg::Quat rotation;
|
||||
rotation.set(cs->getModelViewMatrix());
|
||||
cs->getModelViewMatrix().get(rotation);
|
||||
setRotation(rotation.inverse());
|
||||
}
|
||||
|
||||
|
@ -32,7 +32,7 @@ void ColorMatrix::apply(State&) const
|
||||
if (s_ARB_imaging)
|
||||
{
|
||||
glMatrixMode( GL_COLOR );
|
||||
_matrix.glLoadMatrix();
|
||||
glLoadMatrix(_matrix.ptr());
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
}
|
||||
}
|
||||
|
@ -171,7 +171,7 @@ void FragmentProgram::apply(State& state) const
|
||||
++itr)
|
||||
{
|
||||
glMatrixMode((*itr).first);
|
||||
(*itr).second.glLoadMatrix();
|
||||
glLoadMatrix((*itr).second.ptr());
|
||||
}
|
||||
glMatrixMode(GL_MODELVIEW); // restore matrix mode
|
||||
}
|
||||
|
@ -48,7 +48,8 @@ CXXFILES =\
|
||||
LineStipple.cpp\
|
||||
LineWidth.cpp\
|
||||
Material.cpp\
|
||||
Matrix.cpp\
|
||||
Matrixf.cpp\
|
||||
Matrixd.cpp\
|
||||
MatrixTransform.cpp\
|
||||
Node.cpp\
|
||||
NodeCallback.cpp\
|
||||
|
@ -10,7 +10,7 @@
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* OpenSceneGraph Public License for more details.
|
||||
*/
|
||||
#include <osg/Matrix>
|
||||
|
||||
#include <osg/Quat>
|
||||
#include <osg/Notify>
|
||||
#include <osg/Math>
|
||||
@ -34,7 +34,7 @@ using namespace osg;
|
||||
+((a)._mat[r][3] * (b)._mat[3][c])
|
||||
|
||||
|
||||
Matrix::Matrix( value_type a00, value_type a01, value_type a02, value_type a03,
|
||||
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)
|
||||
@ -45,7 +45,7 @@ Matrix::Matrix( value_type a00, value_type a01, value_type a02, value_type a03,
|
||||
SET_ROW(3, a30, a31, a32, a33 )
|
||||
}
|
||||
|
||||
void Matrix::set( value_type a00, value_type a01, value_type a02, value_type a03,
|
||||
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)
|
||||
@ -56,7 +56,117 @@ void Matrix::set( value_type a00, value_type a01, value_type a02, value_type a03
|
||||
SET_ROW(3, a30, a31, a32, a33 )
|
||||
}
|
||||
|
||||
void Matrix::setTrans( value_type tx, value_type ty, value_type tz )
|
||||
#define QX q._fv[0]
|
||||
#define QY q._fv[1]
|
||||
#define QZ q._fv[2]
|
||||
#define QW q._fv[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 )
|
||||
{
|
||||
_mat[3][0] = tx;
|
||||
_mat[3][1] = ty;
|
||||
@ -64,14 +174,14 @@ void Matrix::setTrans( value_type tx, value_type ty, value_type tz )
|
||||
}
|
||||
|
||||
|
||||
void Matrix::setTrans( const Vec3& v )
|
||||
void Matrix_implementation::setTrans( const Vec3& v )
|
||||
{
|
||||
_mat[3][0] = v[0];
|
||||
_mat[3][1] = v[1];
|
||||
_mat[3][2] = v[2];
|
||||
}
|
||||
|
||||
void Matrix::makeIdentity()
|
||||
void Matrix_implementation::makeIdentity()
|
||||
{
|
||||
SET_ROW(0, 1, 0, 0, 0 )
|
||||
SET_ROW(1, 0, 1, 0, 0 )
|
||||
@ -79,12 +189,12 @@ void Matrix::makeIdentity()
|
||||
SET_ROW(3, 0, 0, 0, 1 )
|
||||
}
|
||||
|
||||
void Matrix::makeScale( const Vec3& v )
|
||||
void Matrix_implementation::makeScale( const Vec3& v )
|
||||
{
|
||||
makeScale(v[0], v[1], v[2] );
|
||||
}
|
||||
|
||||
void Matrix::makeScale( value_type x, value_type y, value_type z )
|
||||
void Matrix_implementation::makeScale( value_type x, value_type y, value_type z )
|
||||
{
|
||||
SET_ROW(0, x, 0, 0, 0 )
|
||||
SET_ROW(1, 0, y, 0, 0 )
|
||||
@ -92,12 +202,12 @@ void Matrix::makeScale( value_type x, value_type y, value_type z )
|
||||
SET_ROW(3, 0, 0, 0, 1 )
|
||||
}
|
||||
|
||||
void Matrix::makeTranslate( const Vec3& v )
|
||||
void Matrix_implementation::makeTranslate( const Vec3& v )
|
||||
{
|
||||
makeTranslate( v[0], v[1], v[2] );
|
||||
}
|
||||
|
||||
void Matrix::makeTranslate( value_type x, value_type y, value_type z )
|
||||
void Matrix_implementation::makeTranslate( value_type x, value_type y, value_type z )
|
||||
{
|
||||
SET_ROW(0, 1, 0, 0, 0 )
|
||||
SET_ROW(1, 0, 1, 0, 0 )
|
||||
@ -105,33 +215,33 @@ void Matrix::makeTranslate( value_type x, value_type y, value_type z )
|
||||
SET_ROW(3, x, y, z, 1 )
|
||||
}
|
||||
|
||||
void Matrix::makeRotate( const Vec3& from, const Vec3& to )
|
||||
void Matrix_implementation::makeRotate( const Vec3& from, const Vec3& to )
|
||||
{
|
||||
Quat quat;
|
||||
quat.makeRotate(from,to);
|
||||
quat.get(*this);
|
||||
set(quat);
|
||||
}
|
||||
|
||||
void Matrix::makeRotate( float angle, const Vec3& axis )
|
||||
void Matrix_implementation::makeRotate( float angle, const Vec3& axis )
|
||||
{
|
||||
Quat quat;
|
||||
quat.makeRotate( angle, axis);
|
||||
quat.get(*this);
|
||||
set(quat);
|
||||
}
|
||||
|
||||
void Matrix::makeRotate( float angle, float x, float y, float z )
|
||||
void Matrix_implementation::makeRotate( float angle, float x, float y, float z )
|
||||
{
|
||||
Quat quat;
|
||||
quat.makeRotate( angle, x, y, z);
|
||||
quat.get(*this);
|
||||
set(quat);
|
||||
}
|
||||
|
||||
void Matrix::makeRotate( const Quat& q )
|
||||
void Matrix_implementation::makeRotate( const Quat& quat )
|
||||
{
|
||||
q.get(*this);
|
||||
set(quat);
|
||||
}
|
||||
|
||||
void Matrix::makeRotate( float angle1, const Vec3& axis1,
|
||||
void Matrix_implementation::makeRotate( float angle1, const Vec3& axis1,
|
||||
float angle2, const Vec3& axis2,
|
||||
float angle3, const Vec3& axis3)
|
||||
{
|
||||
@ -139,10 +249,10 @@ void Matrix::makeRotate( float angle1, const Vec3& axis1,
|
||||
quat.makeRotate(angle1, axis1,
|
||||
angle2, axis2,
|
||||
angle3, axis3);
|
||||
quat.get(*this);
|
||||
set(quat);
|
||||
}
|
||||
|
||||
void Matrix::mult( const Matrix& lhs, const Matrix& rhs )
|
||||
void Matrix_implementation::mult( const Matrix_implementation& lhs, const Matrix_implementation& rhs )
|
||||
{
|
||||
if (&lhs==this)
|
||||
{
|
||||
@ -175,10 +285,10 @@ void Matrix::mult( const Matrix& lhs, const Matrix& rhs )
|
||||
_mat[3][3] = INNER_PRODUCT(lhs, rhs, 3, 3);
|
||||
}
|
||||
|
||||
void Matrix::preMult( const Matrix& other )
|
||||
void Matrix_implementation::preMult( const Matrix_implementation& other )
|
||||
{
|
||||
// brute force method requiring a copy
|
||||
//Matrix tmp(other* *this);
|
||||
//Matrix_implementation tmp(other* *this);
|
||||
// *this = tmp;
|
||||
|
||||
// more efficient method just use a float[4] for temporary storage.
|
||||
@ -196,14 +306,14 @@ void Matrix::preMult( const Matrix& other )
|
||||
|
||||
}
|
||||
|
||||
void Matrix::postMult( const Matrix& other )
|
||||
void Matrix_implementation::postMult( const Matrix_implementation& other )
|
||||
{
|
||||
// brute force method requiring a copy
|
||||
//Matrix tmp(*this * other);
|
||||
//Matrix_implementation tmp(*this * other);
|
||||
// *this = tmp;
|
||||
|
||||
// more efficient method just use a float[4] for temporary storage.
|
||||
float t[4];
|
||||
value_type t[4];
|
||||
for(int row=0; row<4; ++row)
|
||||
{
|
||||
t[0] = INNER_PRODUCT( *this, other, row, 0 );
|
||||
@ -227,10 +337,10 @@ inline T SGL_ABS(T a)
|
||||
#define SGL_SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp))
|
||||
#endif
|
||||
|
||||
bool Matrix::invert( const Matrix& mat )
|
||||
bool Matrix_implementation::invert( const Matrix_implementation& mat )
|
||||
{
|
||||
if (&mat==this) {
|
||||
Matrix tm(mat);
|
||||
Matrix_implementation tm(mat);
|
||||
return invert(tm);
|
||||
}
|
||||
|
||||
@ -296,11 +406,11 @@ bool Matrix::invert( const Matrix& mat )
|
||||
return true;
|
||||
}
|
||||
|
||||
void Matrix::makeOrtho(double left, double right,
|
||||
void Matrix_implementation::makeOrtho(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
// note transpose of Matrix wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
|
||||
// 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);
|
||||
@ -310,7 +420,7 @@ void Matrix::makeOrtho(double left, double right,
|
||||
SET_ROW(3, tx, ty, tz, 1.0f )
|
||||
}
|
||||
|
||||
void Matrix::getOrtho(double& left, double& right,
|
||||
void Matrix_implementation::getOrtho(double& left, double& right,
|
||||
double& bottom, double& top,
|
||||
double& zNear, double& zFar)
|
||||
{
|
||||
@ -325,11 +435,11 @@ void Matrix::getOrtho(double& left, double& right,
|
||||
}
|
||||
|
||||
|
||||
void Matrix::makeFrustum(double left, double right,
|
||||
void Matrix_implementation::makeFrustum(double left, double right,
|
||||
double bottom, double top,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
// note transpose of Matrix wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
|
||||
// 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);
|
||||
@ -340,7 +450,7 @@ void Matrix::makeFrustum(double left, double right,
|
||||
SET_ROW(3, 0.0f, 0.0f, D, 0.0f )
|
||||
}
|
||||
|
||||
void Matrix::getFrustum(double& left, double& right,
|
||||
void Matrix_implementation::getFrustum(double& left, double& right,
|
||||
double& bottom, double& top,
|
||||
double& zNear, double& zFar)
|
||||
{
|
||||
@ -355,7 +465,7 @@ void Matrix::getFrustum(double& left, double& right,
|
||||
}
|
||||
|
||||
|
||||
void Matrix::makePerspective(double fovy,double aspectRatio,
|
||||
void Matrix_implementation::makePerspective(double fovy,double aspectRatio,
|
||||
double zNear, double zFar)
|
||||
{
|
||||
// calculate the appropriate left, right etc.
|
||||
@ -368,7 +478,7 @@ void Matrix::makePerspective(double fovy,double aspectRatio,
|
||||
}
|
||||
|
||||
|
||||
void Matrix::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
|
||||
void Matrix_implementation::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
|
||||
{
|
||||
Vec3 f(center-eye);
|
||||
f.normalize();
|
||||
@ -383,12 +493,12 @@ void Matrix::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
|
||||
s[2], u[2], -f[2], 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
preMult(Matrix::translate(-eye));
|
||||
preMult(Matrix_implementation::translate(-eye));
|
||||
}
|
||||
|
||||
void Matrix::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
|
||||
void Matrix_implementation::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
|
||||
{
|
||||
Matrix inv;
|
||||
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));
|
||||
@ -397,18 +507,4 @@ void Matrix::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
|
||||
center = eye + center*lookDistance;
|
||||
}
|
||||
|
||||
void my_glLoadMatrix(float* mat) { glLoadMatrixf((GLfloat*)mat); }
|
||||
void my_glLoadMatrix(double* mat) { glLoadMatrixd((GLdouble*)mat); }
|
||||
void my_glMultMatrix(float* mat) { glMultMatrixf((GLfloat*)mat); }
|
||||
void my_glMultMatrix(double* mat) { glMultMatrixd((GLdouble*)mat); }
|
||||
|
||||
void Matrix::glLoadMatrix() const
|
||||
{
|
||||
my_glLoadMatrix((value_type*)_mat);
|
||||
}
|
||||
|
||||
void Matrix::glMultMatrix() const
|
||||
{
|
||||
my_glMultMatrix((value_type*)_mat);
|
||||
}
|
||||
#undef SET_ROW
|
20
src/osg/Matrixd.cpp
Normal file
20
src/osg/Matrixd.cpp
Normal file
@ -0,0 +1,20 @@
|
||||
/* -*-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.
|
||||
*/
|
||||
|
||||
#include <osg/Matrixd>
|
||||
|
||||
// specialise Matrix_implementaiton to be Matrixd
|
||||
#define Matrix_implementation Matrixd
|
||||
|
||||
// now compile up Matrix via Matrix_implementation
|
||||
#include "Matrix_implementation.cpp"
|
20
src/osg/Matrixf.cpp
Normal file
20
src/osg/Matrixf.cpp
Normal file
@ -0,0 +1,20 @@
|
||||
/* -*-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.
|
||||
*/
|
||||
|
||||
#include <osg/Matrixf>
|
||||
|
||||
// specialise Matrix_implementaiton to be Matrixf
|
||||
#define Matrix_implementation Matrixf
|
||||
|
||||
// now compile up Matrix via Matrix_implementation
|
||||
#include "Matrix_implementation.cpp"
|
103
src/osg/Quat.cpp
103
src/osg/Quat.cpp
@ -196,109 +196,6 @@ void Quat::slerp( float t, const Quat& from, const Quat& to )
|
||||
#define QZ _fv[2]
|
||||
#define QW _fv[3]
|
||||
|
||||
void Quat::set( const Matrix& m )
|
||||
{
|
||||
// Source: Gamasutra, Rotating Objects Using Quaternions
|
||||
//
|
||||
//http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
|
||||
|
||||
float tr, s;
|
||||
float tq[4];
|
||||
int i, j, k;
|
||||
|
||||
int nxt[3] = {1, 2, 0};
|
||||
|
||||
tr = m(0,0) + m(1,1) + m(2,2);
|
||||
|
||||
// check the diagonal
|
||||
if (tr > 0.0)
|
||||
{
|
||||
s = (float)sqrt (tr + 1.0);
|
||||
QW = s / 2.0f;
|
||||
s = 0.5f / s;
|
||||
QX = (m(1,2) - m(2,1)) * s;
|
||||
QY = (m(2,0) - m(0,2)) * s;
|
||||
QZ = (m(0,1) - m(1,0)) * s;
|
||||
}
|
||||
else
|
||||
{
|
||||
// diagonal is negative
|
||||
i = 0;
|
||||
if (m(1,1) > m(0,0))
|
||||
i = 1;
|
||||
if (m(2,2) > m(i,i))
|
||||
i = 2;
|
||||
j = nxt[i];
|
||||
k = nxt[j];
|
||||
|
||||
s = (float)sqrt ((m(i,i) - (m(j,j) + m(k,k))) + 1.0);
|
||||
|
||||
tq[i] = s * 0.5f;
|
||||
|
||||
if (s != 0.0f)
|
||||
s = 0.5f / s;
|
||||
|
||||
tq[3] = (m(j,k) - m(k,j)) * s;
|
||||
tq[j] = (m(i,j) + m(j,i)) * s;
|
||||
tq[k] = (m(i,k) + m(k,i)) * s;
|
||||
|
||||
QX = tq[0];
|
||||
QY = tq[1];
|
||||
QZ = tq[2];
|
||||
QW = tq[3];
|
||||
}
|
||||
}
|
||||
|
||||
void Quat::get( Matrix& m ) const
|
||||
{
|
||||
// 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
|
||||
m(0,0) = 1.0f - (yy + zz);
|
||||
m(1,0) = xy - wz;
|
||||
m(2,0) = xz + wy;
|
||||
m(3,0) = 0.0f;
|
||||
|
||||
m(0,1) = xy + wz;
|
||||
m(1,1) = 1.0f - (xx + zz);
|
||||
m(2,1) = yz - wx;
|
||||
m(3,1) = 0.0f;
|
||||
|
||||
m(0,2) = xz - wy;
|
||||
m(1,2) = yz + wx;
|
||||
m(2,2) = 1.0f - (xx + yy);
|
||||
m(3,2) = 0.0f;
|
||||
|
||||
m(0,3) = 0;
|
||||
m(1,3) = 0;
|
||||
m(2,3) = 0;
|
||||
m(3,3) = 1;
|
||||
}
|
||||
|
||||
#ifdef OSG_USE_UNIT_TESTS
|
||||
void test_Quat_Eueler(float heading,float pitch,float roll)
|
||||
|
@ -168,7 +168,7 @@ void DrawShapeVisitor::apply(const Box& box)
|
||||
if (!box.zeroRotation())
|
||||
{
|
||||
Matrix rotation(box.getRotationMatrix());
|
||||
rotation.glMultMatrix();
|
||||
glMultMatrix(rotation.ptr());
|
||||
}
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
@ -284,7 +284,7 @@ void DrawShapeVisitor::apply(const Cone& cone)
|
||||
if (!cone.zeroRotation())
|
||||
{
|
||||
Matrix rotation(cone.getRotationMatrix());
|
||||
rotation.glMultMatrix();
|
||||
glMultMatrix(rotation.ptr());
|
||||
}
|
||||
|
||||
// evaluate hints
|
||||
@ -402,7 +402,7 @@ void DrawShapeVisitor::apply(const Cylinder& cylinder)
|
||||
if (!cylinder.zeroRotation())
|
||||
{
|
||||
Matrix rotation(cylinder.getRotationMatrix());
|
||||
rotation.glMultMatrix();
|
||||
glMultMatrix(rotation.ptr());
|
||||
}
|
||||
|
||||
// evaluate hints
|
||||
@ -568,7 +568,7 @@ void DrawShapeVisitor::apply(const HeightField& field)
|
||||
if (!field.zeroRotation())
|
||||
{
|
||||
Matrix rotation(field.getRotationMatrix());
|
||||
rotation.glMultMatrix();
|
||||
glMultMatrix(rotation.ptr());
|
||||
}
|
||||
|
||||
float dx = field.getXInterval();
|
||||
|
@ -27,6 +27,6 @@ TexMat::~TexMat()
|
||||
void TexMat::apply(State&) const
|
||||
{
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
_matrix.glLoadMatrix();
|
||||
glLoadMatrix(_matrix.ptr());
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
}
|
||||
|
@ -171,7 +171,7 @@ void VertexProgram::apply(State& state) const
|
||||
++itr)
|
||||
{
|
||||
glMatrixMode((*itr).first);
|
||||
(*itr).second.glLoadMatrix();
|
||||
glLoadMatrix((*itr).second.ptr());
|
||||
}
|
||||
glMatrixMode(GL_MODELVIEW); // restore matrix mode
|
||||
}
|
||||
|
@ -62,7 +62,7 @@ namespace
|
||||
if (first_context_ == -1) {
|
||||
first_context_ = state.getContextID();
|
||||
}
|
||||
if (state.getContextID() == first_context_) {
|
||||
if (state.getContextID() == (unsigned int)first_context_) {
|
||||
if (vp_.valid()) {
|
||||
osg::Matrix M = state.getInitialInverseViewMatrix();
|
||||
for (int i=0; i<4; ++i) {
|
||||
|
@ -67,7 +67,7 @@ namespace
|
||||
osg::Vec3(lightvec.x(), lightvec.y(), lightvec.z()),
|
||||
eye_light_ref);
|
||||
|
||||
(LM * osg::Matrix::inverse(M)).glLoadMatrix();
|
||||
glLoadMatrix((LM * osg::Matrix::inverse(M)).ptr());
|
||||
|
||||
} else {
|
||||
glLoadIdentity();
|
||||
|
@ -167,7 +167,7 @@ void DriveManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
|
||||
osg::Vec3 ep = _eye;
|
||||
|
||||
Matrix rotation_matrix;
|
||||
_rotation.get(rotation_matrix);
|
||||
rotation_matrix.get(_rotation);
|
||||
osg::Vec3 sv = osg::Vec3(1.0f,0.0f,0.0f) * rotation_matrix;
|
||||
osg::Vec3 bp = ep;
|
||||
bp.z() -= _modelScale;
|
||||
@ -356,7 +356,7 @@ void DriveManipulator::addMouseEvent(const GUIEventAdapter& ea)
|
||||
void DriveManipulator::setByMatrix(const osg::Matrix& matrix)
|
||||
{
|
||||
_eye = matrix.getTrans();
|
||||
_rotation.set(matrix);
|
||||
matrix.get(_rotation);
|
||||
}
|
||||
|
||||
osg::Matrix DriveManipulator::getMatrix() const
|
||||
@ -384,7 +384,7 @@ void DriveManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv,
|
||||
0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
_eye = eye;
|
||||
_rotation.set(rotation_matrix);
|
||||
rotation_matrix.get(_rotation);
|
||||
_rotation = _rotation.inverse();
|
||||
}
|
||||
|
||||
|
@ -183,7 +183,7 @@ void FlightManipulator::addMouseEvent(const GUIEventAdapter& ea)
|
||||
void FlightManipulator::setByMatrix(const osg::Matrix& matrix)
|
||||
{
|
||||
_eye = matrix.getTrans();
|
||||
_rotation.set(matrix);
|
||||
matrix.get(_rotation);
|
||||
_distance = 1.0f;
|
||||
}
|
||||
|
||||
@ -213,7 +213,7 @@ void FlightManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv
|
||||
|
||||
_eye = eye;
|
||||
_distance = lv.length();
|
||||
_rotation.set(rotation_matrix);
|
||||
rotation_matrix.get(_rotation);
|
||||
_rotation = _rotation.inverse();
|
||||
}
|
||||
|
||||
|
@ -192,10 +192,9 @@ void TrackballManipulator::addMouseEvent(const GUIEventAdapter& ea)
|
||||
void TrackballManipulator::setByMatrix(const osg::Matrix& matrix)
|
||||
{
|
||||
_center = osg::Vec3(0.0f,0.0f,-_distance)*matrix;//matrix.getTrans();
|
||||
_rotation.set(matrix);
|
||||
matrix.get(_rotation);
|
||||
|
||||
osg::Matrix rotation_matrix;
|
||||
_rotation.get(rotation_matrix);
|
||||
osg::Matrix rotation_matrix(_rotation);
|
||||
// _center -= osg::Vec3(0.0f,0.0f,_distance)*rotation_matrix;
|
||||
|
||||
}
|
||||
@ -229,7 +228,7 @@ void TrackballManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3&
|
||||
|
||||
_center = center;
|
||||
_distance = lv.length();
|
||||
_rotation.set(rotation_matrix);
|
||||
rotation_matrix.get(_rotation);
|
||||
_rotation = _rotation.inverse();
|
||||
}
|
||||
|
||||
@ -282,7 +281,7 @@ bool TrackballManipulator::calcMovement()
|
||||
float scale = -0.5f*_distance;
|
||||
|
||||
osg::Matrix rotation_matrix;
|
||||
_rotation.get(rotation_matrix);
|
||||
rotation_matrix.set(_rotation);
|
||||
|
||||
osg::Vec3 dv(dx*scale,dy*scale,0.0f);
|
||||
|
||||
@ -311,8 +310,7 @@ bool TrackballManipulator::calcMovement()
|
||||
// push the camera forward.
|
||||
float scale = -fd;
|
||||
|
||||
osg::Matrix rotation_matrix;
|
||||
_rotation.get(rotation_matrix);
|
||||
osg::Matrix rotation_matrix(_rotation);
|
||||
|
||||
osg::Vec3 dv = (osg::Vec3(0.0f,0.0f,-1.0f)*rotation_matrix)*(dy*scale);
|
||||
|
||||
@ -356,8 +354,7 @@ void TrackballManipulator::trackball(osg::Vec3& axis,float& angle, float p1x, fl
|
||||
* deformed sphere
|
||||
*/
|
||||
|
||||
osg::Matrix rotation_matrix;
|
||||
_rotation.get(rotation_matrix);
|
||||
osg::Matrix rotation_matrix(_rotation);
|
||||
|
||||
|
||||
osg::Vec3 uv = osg::Vec3(0.0f,1.0f,0.0f)*rotation_matrix;
|
||||
|
@ -128,7 +128,7 @@ void osgParticle::Particle::render(const osg::Vec3 &xpos, const osg::Vec3 &px, c
|
||||
case QUAD_TRIANGLESTRIP:
|
||||
glPushMatrix();
|
||||
glTranslatef(xpos.x(), xpos.y(), xpos.z());
|
||||
R.glMultMatrix();
|
||||
glMultMatrix(R.ptr());
|
||||
// we must glBegin() and glEnd() here, because each particle is a single strip
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(1, 1);
|
||||
@ -146,7 +146,7 @@ void osgParticle::Particle::render(const osg::Vec3 &xpos, const osg::Vec3 &px, c
|
||||
case HEXAGON:
|
||||
glPushMatrix();
|
||||
glTranslatef(xpos.x(), xpos.y(), xpos.z());
|
||||
R.glMultMatrix();
|
||||
glMultMatrix(R.ptr());
|
||||
// we must glBegin() and glEnd() here, because each particle is a single fan
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glTexCoord2f(0.5f, 0.5f);
|
||||
|
@ -13,7 +13,7 @@
|
||||
#include <osgDB/FileNameUtils>
|
||||
#include <osgDB/Registry>
|
||||
|
||||
#if defined(_WIN32) && !defined(__CYGWIN__)
|
||||
#if defined(WIN32) && !defined(__CYGWIN__)
|
||||
#include <direct.h>
|
||||
#else
|
||||
#include <unistd.h>
|
||||
@ -40,11 +40,13 @@ class ReaderWriterZIP : public osgDB::ReaderWriter
|
||||
char dirname[128];
|
||||
char command[1024];
|
||||
|
||||
#if defined(_WIN32) && !defined(__CYGWIN__)
|
||||
strcpy(dirname, "C:/Windows/Temp/.osgdb_zip");
|
||||
#if defined(WIN32) && !defined(__CYGWIN__)
|
||||
strcpy(dirname, getenv("TEMP"));
|
||||
strcat(dirname, "\\.osgdb_zip");
|
||||
|
||||
mkdir(dirname);
|
||||
sprintf( command,
|
||||
"unzip %s -d %s",
|
||||
"unzip -o -qq %s -d %s",
|
||||
fileName.c_str(), dirname);
|
||||
|
||||
system( command );
|
||||
@ -84,10 +86,10 @@ class ReaderWriterZIP : public osgDB::ReaderWriter
|
||||
|
||||
osgDB::Registry::instance()->setCreateNodeFromImage(prevCreateNodeFromImage);
|
||||
|
||||
#if defined(_WIN32) && !defined(__CYGWIN__)
|
||||
#if defined(WIN32) && !defined(__CYGWIN__)
|
||||
// note, is this the right command for windows?
|
||||
// is there any way of overiding the Y/N option? RO.
|
||||
sprintf( command, "erase %s", dirname );
|
||||
sprintf( command, "erase /S /Q %s", dirname );
|
||||
system( command );
|
||||
#else
|
||||
|
||||
|
@ -455,7 +455,7 @@ void Viewer::frame()
|
||||
osg::Matrix matrix;
|
||||
matrix.invert(getViewMatrix());
|
||||
osg::Quat quat;
|
||||
quat.set(matrix);
|
||||
matrix.get(quat);
|
||||
getAnimationPath()->insert(_frameStamp->getReferenceTime(),osg::AnimationPath::ControlPoint(matrix.getTrans(),quat));
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user