OpenSceneGraph/include/osg/Matrix.old
Don BURNS 81f553aaee o Updated Metrowerks files for MacOS. They aren't 100% there yet,
but getting there.

  o First cut of osgcluster demo.  Very simple beginings.  Alas
    I only one PC here so I can't test it in its current guise.

  o New support for NodeCallbacks, via AppCallback attached to
    osg::Node's, and a default osgUtil::AppVisitor which calls them on
    each frame.

  o Support for traversal masks in osg::NodeVisitor, osg::Node
    which allows nodes to be switched on or off via a bit mask.

  o Suppport for traversal number (frame number) and reference time
    into osg::NodeVisitor to handle syncronization of app and cull
    traversals.  This also assist clustering as traversal number
    master to slaves.
2001-09-19 23:41:39 +00:00

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#ifndef OSG_MATRIX
#define OSG_MATRIX 1
#include <osg/Object>
#include <osg/Vec3>
#include <osg/Vec4>
#ifdef OSG_USE_IO_DOT_H
#include <iostream.h>
#else
#include <iostream>
using namespace std;
#endif
namespace osg {
/** 4x4 Matrix for storage & manipulation of transformations in scene graph.
Provides basic maths operations, IO and via osg::Object reference counting.
You can directly load the matrix with OpenGL's LoadMatrixf() function via
the public member _mat as the matrix is stored in the OpenGL format.
Caution: The disadvantage of this feature is, that the matrix access is
'transposed' if you compare it with the standard C/C++ 2d-array-access
convention . I.e. _mat[i][j] accesses the ith column of the jth row in the
4x4 matrix.
*/
class SG_EXPORT Matrix : public Object
{
public:
Matrix();
Matrix(const Matrix& matrix);
Matrix( float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13,
float a20, float a21, float a22, float a23,
float a30, float a31, float a32, float a33);
Matrix& operator = (const Matrix& matrix);
virtual ~Matrix();
virtual Object* clone() const { return new Matrix(); }
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Matrix*>(obj)!=NULL; }
virtual const char* className() const { return "Matrix"; }
void makeIdent();
void set(const float* m);
void set( float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13,
float a20, float a21, float a22, float a23,
float a30, float a31, float a32, float a33);
void copy(const Matrix& matrix);
void makeScale(float sx, float sy, float sz);
void preScale( float sx, float sy, float sz, const Matrix& m );
void postScale( const Matrix& m, float sx, float sy, float sz );
void preScale( float sx, float sy, float sz );
void postScale( float sx, float sy, float sz );
void makeTrans( float tx, float ty, float tz );
void preTrans( float tx, float ty, float tz, const Matrix& m );
void postTrans( const Matrix& m, float tx, float ty, float tz );
void preTrans( float tx, float ty, float tz );
void postTrans( float tx, float ty, float tz );
/**
* Calc the rotation matrix which aligns vector \a old_vec with
* vector \a new_vec. Both \a old_vec and \a new_vec must have
* length 1.0.
*/
void makeRot( const Vec3& old_vec, const Vec3& new_vec );
void makeRot( float deg, float x, float y, float z );
void preRot( float deg, float x, float y, float z, const Matrix& m );
void postRot( const Matrix& m, float deg, float x, float y, float z );
void preRot( float deg, float x, float y, float z );
void postRot( float deg, float x, float y, float z );
void setTrans( float tx, float ty, float tz );
void setTrans( const Vec3& v );
Vec3 getTrans() const { return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
void preMult(const Matrix& m);
void postMult(const Matrix& m);
void mult(const Matrix& lhs,const Matrix& rhs);
Matrix operator * (const Matrix& m) const;
/** apply apply an 3x3 transform of v*M[0..2,0..2] */
inline static Vec3 transform3x3(const Vec3& v,const Matrix& m);
/** apply apply an 3x3 transform of M[0..2,0..2]*v */
inline static Vec3 transform3x3(const Matrix& m,const Vec3& v);
/** post multipy v. ie. (m*v) */
inline Vec3 operator * (const Vec3& v) const;
/** pre multipy v. ie. (v*m) */
friend inline Vec3 operator * (const Vec3& v,const Matrix& m);
/** post multipy v. ie. (m*v) */
inline Vec4 operator * (const Vec4& v) const;
/** pre multipy v. ie. (v*m) */
friend inline Vec4 operator * (const Vec4& v,const Matrix& m);
friend inline ostream& operator << (ostream& output, const Matrix& matrix);
bool invert(const Matrix& m);
public :
float _mat[4][4];
protected:
};
inline Vec3 Matrix::operator * (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 operator * (const Vec3& v,const Matrix& m)
{
float d = 1.0f/(m._mat[0][3]*v.x()+m._mat[1][3]*v.y()+m._mat[2][3]*v.z()+m._mat[3][3]) ;
return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z() + m._mat[3][0])*d,
(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z() + m._mat[3][1])*d,
(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z() + m._mat[3][2])*d);
}
inline Vec4 Matrix::operator * (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 operator * (const Vec4& v,const Matrix& m)
{
return Vec4( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z() + m._mat[3][0]*v.w()),
(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z() + m._mat[3][1]*v.w()),
(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z() + m._mat[3][2]*v.w()),
(m._mat[0][3]*v.x() + m._mat[1][3]*v.y() + m._mat[2][3]*v.z() + m._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 ostream& operator << (ostream& output, const Matrix& matrix)
{
output << "{"<<endl
<< " " << matrix._mat[0][0] << " " << matrix._mat[0][1] << " " << matrix._mat[0][2] << " " << matrix._mat[0][3] << endl
<< " " << matrix._mat[1][0] << " " << matrix._mat[1][1] << " " << matrix._mat[1][2] << " " << matrix._mat[1][3] << endl
<< " " << matrix._mat[2][0] << " " << matrix._mat[2][1] << " " << matrix._mat[2][2] << " " << matrix._mat[2][3] << endl
<< " " << matrix._mat[3][0] << " " << matrix._mat[3][1] << " " << matrix._mat[3][2] << " " << matrix._mat[3][3] << endl
<< "}" << endl;
return output; // to enable cascading
}
};
#endif