308 lines
10 KiB
Plaintext
308 lines
10 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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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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#ifdef OSG_USE_IO_DOT_H
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#include <iostream.h>
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#else
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#include <iostream>
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using namespace std;
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#endif
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// temporary #define to keep backwards compatibility.
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#define USE_DEPRECATED_MATRIX_METHODS
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namespace osg {
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class Quat;
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class SG_EXPORT Matrix : public Object
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{
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private:
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float _mat[4][4];
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bool fully_realized;
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public:
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META_Object(Matrix);
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Matrix();
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Matrix( const Matrix& other );
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explicit Matrix( float const * const def );
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Matrix( 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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virtual ~Matrix() {}
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Matrix& operator = (const Matrix& );
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int compare(const Matrix& m) const { ensureRealized(); m.ensureRealized(); 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 float& operator()(int row, int col) { ensureRealized(); return _mat[row][col]; }
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inline float operator()(int row, int col) const { ensureRealized(); return _mat[row][col]; }
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void set( float const * const );
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void set( 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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float * ptr() { ensureRealized(); return (float *)_mat; }
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const float * ptr() const { ensureRealized(); return (const float *)_mat; }
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inline void ensureRealized() const { if (!fully_realized) const_cast<Matrix*>(this)->makeIdent();}
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void makeIdent();
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void makeScale( const Vec3& );
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void makeScale( float, float, float );
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void makeTrans( const Vec3& );
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void makeTrans( float, float, float );
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//TODO: original preTrans was optimized (M=Tr*M)
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// but also has the assumption that M (this) is an affine transformation Matrix
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// can I still do something to optimize the same case now?
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void makeRot( const Vec3& from, const Vec3& to );
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void makeRot( float angle, const Vec3& orientation );
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void makeRot( float angle, float x, float y, float z );
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void makeRot( const Quat& );
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void makeRot( float, float, float ); //Euler angles
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bool invert( const Matrix& );
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bool invertAffine( const Matrix& );
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//basic utility functions to create new matrices or vectors
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inline static Matrix scale( const Vec3& );
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inline static Matrix scale( float, float, float );
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inline static Matrix trans( const Vec3& );
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inline static Matrix trans( float, float, float );
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inline static Matrix rotate( const Vec3&, const Vec3& );
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inline static Matrix rotate( float, float, float, float );
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inline static Matrix rotate( const Quat& );
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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( float tx, float ty, float tz );
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void setTrans( const Vec3& v );
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Vec3 getTrans() const { ensureRealized(); return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
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#ifdef USE_DEPRECATED_MATRIX_METHODS
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void copy( const Matrix& );
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void preScale( float sx, float sy, float sz, const Matrix& m );
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void postScale( const Matrix& m, float sx, float sy, float sz );
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void preScale( float sx, float sy, float sz );
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void postScale( float sx, float sy, float sz );
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void preTrans( float tx, float ty, float tz, const Matrix& m );
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void postTrans( const Matrix& m, float tx, float ty, float tz );
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void preTrans( float tx, float ty, float tz);
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void postTrans( float tx, float ty, float tz );
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void preRot( float deg, float x, float y, float z, const Matrix& m );
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void postRot( const Matrix& m, float deg, float x, float y, float z );
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void preRot( float deg, float x, float y, float z );
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void postRot( float deg, float x, float y, float z );
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#endif
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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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//end of Deprecated methods
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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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// Helper class to optimize product expressions somewhat
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class MatrixProduct {
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public:
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const Matrix& A;
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const Matrix& B;
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MatrixProduct( const Matrix& lhs, const Matrix& rhs ) : A(lhs), B(rhs) {}
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};
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inline MatrixProduct operator * ( const Matrix& other ) const
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{ return MatrixProduct(*this, other); }
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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 void operator = ( const MatrixProduct& p )
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{
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if( this == &(p.A)) postMult(p.B);
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else if( this == &(p.B)) preMult(p.A);
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else mult( p.A, p.B );
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}
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Matrix( const MatrixProduct& p ) //allows implicit evaluation of the product
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{ mult( p.A, p.B ); }
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Matrix operator *( const Matrix &m )
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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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float * operator [] ( int i ) { return &_mat[i][0]; }
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};
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//static utility methods
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inline Matrix Matrix::scale(float sx, float sy, float 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::trans(float tx, float ty, float tz)
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{
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Matrix m;
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m.makeTrans(tx,ty,tz);
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return m;
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}
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inline Matrix Matrix::trans(const Vec3& v )
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{
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return trans(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.makeRot( 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.makeRot(angle,x,y,z);
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return m;
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}
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inline Matrix Matrix::rotate(const Vec3& from, const Vec3& to )
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{
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Matrix m;
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m.makeRot(from,to);
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return m;
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}
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inline Vec3 Matrix::postMult( const Vec3& v ) const
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{
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float d = 1.0f/(_mat[3][0]*v.x()+_mat[3][1]*v.y()+_mat[3][2]*v.z()+_mat[3][3]) ;
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return Vec3( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3])*d,
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(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3])*d,
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(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3])*d) ;
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}
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inline Vec3 Matrix::preMult( const Vec3& v ) const
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{
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float d = 1.0f/(_mat[0][3]*v.x()+_mat[1][3]*v.y()+_mat[2][3]*v.z()+_mat[3][3]) ;
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return Vec3( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0])*d,
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(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1])*d,
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(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2])*d);
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}
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inline Vec4 Matrix::postMult( const Vec4& v ) const
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{
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return Vec4( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3]*v.w()),
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(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3]*v.w()),
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(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3]*v.w()),
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(_mat[3][0]*v.x() + _mat[3][1]*v.y() + _mat[3][2]*v.z() + _mat[3][3]*v.w())) ;
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}
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inline Vec4 Matrix::preMult( const Vec4& v ) const
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{
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return Vec4( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0]*v.w()),
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(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1]*v.w()),
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(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2]*v.w()),
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(_mat[0][3]*v.x() + _mat[1][3]*v.y() + _mat[2][3]*v.z() + _mat[3][3]*v.w()));
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}
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inline Vec3 Matrix::transform3x3(const Vec3& v,const Matrix& m)
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{
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return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z()),
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(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z()),
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(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z()));
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}
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inline Vec3 Matrix::transform3x3(const Matrix& m,const Vec3& v)
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{
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return Vec3( (m._mat[0][0]*v.x() + m._mat[0][1]*v.y() + m._mat[0][2]*v.z()),
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(m._mat[1][0]*v.x() + m._mat[1][1]*v.y() + m._mat[1][2]*v.z()),
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(m._mat[2][0]*v.x() + m._mat[2][1]*v.y() + m._mat[2][2]*v.z()) ) ;
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}
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inline Vec3 operator* (const Vec3& v, const Matrix& m )
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{
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return m.preMult(v);
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}
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inline Vec4 operator* (const Vec4& v, const Matrix& m )
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{
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return m.preMult(v);
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}
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inline Vec3 Matrix::operator* (const Vec3& v) const
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{
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return postMult(v);
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}
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inline Vec4 Matrix::operator* (const Vec4& v) const
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{
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return postMult(v);
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}
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inline ostream& operator<< (ostream& os, const Matrix& m )
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{
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os << "{"<<endl;
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for(int row=0; row<4; ++row) {
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os << "\t";
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for(int col=0; col<4; ++col)
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os << m(col,row) << " ";
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os << endl;
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}
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os << "}" << endl;
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return os;
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}
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}; //namespace osg
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#endif
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