Added support for Matrixd and Matrixf implementations, with the default
Matrix typedef's to either Matrixd or Matrixf.
This commit is contained in:
@@ -136,7 +136,7 @@ void AutoTransform::accept(NodeVisitor& nv)
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if (getAutoRotateToScreen())
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{
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osg::Quat rotation;
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rotation.set(cs->getModelViewMatrix());
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cs->getModelViewMatrix().get(rotation);
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setRotation(rotation.inverse());
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}
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@@ -32,7 +32,7 @@ void ColorMatrix::apply(State&) const
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if (s_ARB_imaging)
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{
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glMatrixMode( GL_COLOR );
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_matrix.glLoadMatrix();
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glLoadMatrix(_matrix.ptr());
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glMatrixMode( GL_MODELVIEW );
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}
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}
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@@ -171,7 +171,7 @@ void FragmentProgram::apply(State& state) const
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++itr)
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{
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glMatrixMode((*itr).first);
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(*itr).second.glLoadMatrix();
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glLoadMatrix((*itr).second.ptr());
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}
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glMatrixMode(GL_MODELVIEW); // restore matrix mode
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}
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@@ -48,7 +48,8 @@ CXXFILES =\
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LineStipple.cpp\
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LineWidth.cpp\
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Material.cpp\
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Matrix.cpp\
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Matrixf.cpp\
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Matrixd.cpp\
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MatrixTransform.cpp\
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Node.cpp\
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NodeCallback.cpp\
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@@ -10,7 +10,7 @@
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/Matrix>
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#include <osg/Quat>
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#include <osg/Notify>
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#include <osg/Math>
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@@ -34,7 +34,7 @@ using namespace osg;
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+((a)._mat[r][3] * (b)._mat[3][c])
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Matrix::Matrix( value_type a00, value_type a01, value_type a02, value_type a03,
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Matrix_implementation::Matrix_implementation( 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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@@ -45,7 +45,7 @@ Matrix::Matrix( value_type a00, value_type a01, value_type a02, value_type a03,
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SET_ROW(3, a30, a31, a32, a33 )
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}
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void Matrix::set( value_type a00, value_type a01, value_type a02, value_type a03,
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void Matrix_implementation::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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@@ -56,7 +56,117 @@ void Matrix::set( value_type a00, value_type a01, value_type a02, value_type a03
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SET_ROW(3, a30, a31, a32, a33 )
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}
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void Matrix::setTrans( value_type tx, value_type ty, value_type tz )
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#define QX q._fv[0]
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#define QY q._fv[1]
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#define QZ q._fv[2]
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#define QW q._fv[3]
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void Matrix_implementation::set(const Quat& q)
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{
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// Source: Gamasutra, Rotating Objects Using Quaternions
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//
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//http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
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double wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
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// calculate coefficients
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x2 = QX + QX;
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y2 = QY + QY;
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z2 = QZ + QZ;
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xx = QX * x2;
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xy = QX * y2;
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xz = QX * z2;
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yy = QY * y2;
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yz = QY * z2;
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zz = QZ * z2;
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wx = QW * x2;
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wy = QW * y2;
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wz = QW * z2;
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// Note. Gamasutra gets the matrix assignments inverted, resulting
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// in left-handed rotations, which is contrary to OpenGL and OSG's
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// methodology. The matrix assignment has been altered in the next
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// few lines of code to do the right thing.
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// Don Burns - Oct 13, 2001
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_mat[0][0] = 1.0f - (yy + zz);
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_mat[1][0] = xy - wz;
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_mat[2][0] = xz + wy;
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_mat[3][0] = 0.0f;
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_mat[0][1] = xy + wz;
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_mat[1][1] = 1.0f - (xx + zz);
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_mat[2][1] = yz - wx;
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_mat[3][1] = 0.0f;
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_mat[0][2] = xz - wy;
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_mat[1][2] = yz + wx;
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_mat[2][2] = 1.0f - (xx + yy);
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_mat[3][2] = 0.0f;
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_mat[0][3] = 0;
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_mat[1][3] = 0;
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_mat[2][3] = 0;
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_mat[3][3] = 1;
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}
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void Matrix_implementation::get( Quat& q ) const
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{
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// Source: Gamasutra, Rotating Objects Using Quaternions
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//
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//http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
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value_type tr, s;
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value_type tq[4];
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int i, j, k;
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int nxt[3] = {1, 2, 0};
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tr = _mat[0][0] + _mat[1][1] + _mat[2][2];
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// check the diagonal
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if (tr > 0.0)
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{
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s = (value_type)sqrt (tr + 1.0);
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QW = s / 2.0f;
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s = 0.5f / s;
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QX = (_mat[1][2] - _mat[2][1]) * s;
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QY = (_mat[2][0] - _mat[0][2]) * s;
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QZ = (_mat[0][1] - _mat[1][0]) * s;
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}
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else
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{
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// diagonal is negative
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i = 0;
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if (_mat[1][1] > _mat[0][0])
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i = 1;
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if (_mat[2][2] > _mat[i][i])
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i = 2;
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j = nxt[i];
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k = nxt[j];
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s = (value_type)sqrt ((_mat[i][i] - (_mat[j][j] + _mat[k][k])) + 1.0);
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tq[i] = s * 0.5f;
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if (s != 0.0f)
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s = 0.5f / s;
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tq[3] = (_mat[j][k] - _mat[k][j]) * s;
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tq[j] = (_mat[i][j] + _mat[j][i]) * s;
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tq[k] = (_mat[i][k] + _mat[k][i]) * s;
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QX = tq[0];
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QY = tq[1];
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QZ = tq[2];
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QW = tq[3];
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}
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}
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void Matrix_implementation::setTrans( value_type tx, value_type ty, value_type tz )
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{
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_mat[3][0] = tx;
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_mat[3][1] = ty;
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@@ -64,14 +174,14 @@ void Matrix::setTrans( value_type tx, value_type ty, value_type tz )
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}
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void Matrix::setTrans( const Vec3& v )
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void Matrix_implementation::setTrans( const Vec3& v )
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{
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_mat[3][0] = v[0];
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_mat[3][1] = v[1];
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_mat[3][2] = v[2];
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}
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void Matrix::makeIdentity()
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void Matrix_implementation::makeIdentity()
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{
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SET_ROW(0, 1, 0, 0, 0 )
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SET_ROW(1, 0, 1, 0, 0 )
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@@ -79,12 +189,12 @@ void Matrix::makeIdentity()
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SET_ROW(3, 0, 0, 0, 1 )
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}
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void Matrix::makeScale( const Vec3& v )
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void Matrix_implementation::makeScale( const Vec3& v )
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{
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makeScale(v[0], v[1], v[2] );
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}
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void Matrix::makeScale( value_type x, value_type y, value_type z )
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void Matrix_implementation::makeScale( value_type x, value_type y, value_type z )
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{
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SET_ROW(0, x, 0, 0, 0 )
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SET_ROW(1, 0, y, 0, 0 )
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@@ -92,12 +202,12 @@ void Matrix::makeScale( value_type x, value_type y, value_type z )
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SET_ROW(3, 0, 0, 0, 1 )
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}
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void Matrix::makeTranslate( const Vec3& v )
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void Matrix_implementation::makeTranslate( const Vec3& v )
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{
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makeTranslate( v[0], v[1], v[2] );
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}
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void Matrix::makeTranslate( value_type x, value_type y, value_type z )
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void Matrix_implementation::makeTranslate( value_type x, value_type y, value_type z )
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{
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SET_ROW(0, 1, 0, 0, 0 )
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SET_ROW(1, 0, 1, 0, 0 )
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@@ -105,33 +215,33 @@ void Matrix::makeTranslate( value_type x, value_type y, value_type z )
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SET_ROW(3, x, y, z, 1 )
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}
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void Matrix::makeRotate( const Vec3& from, const Vec3& to )
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void Matrix_implementation::makeRotate( const Vec3& from, const Vec3& to )
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{
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Quat quat;
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quat.makeRotate(from,to);
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quat.get(*this);
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set(quat);
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}
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void Matrix::makeRotate( float angle, const Vec3& axis )
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void Matrix_implementation::makeRotate( float angle, const Vec3& axis )
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{
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Quat quat;
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quat.makeRotate( angle, axis);
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quat.get(*this);
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set(quat);
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}
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void Matrix::makeRotate( float angle, float x, float y, float z )
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void Matrix_implementation::makeRotate( float angle, float x, float y, float z )
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{
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Quat quat;
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quat.makeRotate( angle, x, y, z);
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quat.get(*this);
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set(quat);
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}
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void Matrix::makeRotate( const Quat& q )
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void Matrix_implementation::makeRotate( const Quat& quat )
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{
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q.get(*this);
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set(quat);
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}
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void Matrix::makeRotate( float angle1, const Vec3& axis1,
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void Matrix_implementation::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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{
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@@ -139,10 +249,10 @@ void Matrix::makeRotate( float angle1, const Vec3& axis1,
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quat.makeRotate(angle1, axis1,
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angle2, axis2,
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angle3, axis3);
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quat.get(*this);
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set(quat);
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}
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void Matrix::mult( const Matrix& lhs, const Matrix& rhs )
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void Matrix_implementation::mult( const Matrix_implementation& lhs, const Matrix_implementation& rhs )
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{
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if (&lhs==this)
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{
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@@ -175,10 +285,10 @@ void Matrix::mult( const Matrix& lhs, const Matrix& rhs )
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_mat[3][3] = INNER_PRODUCT(lhs, rhs, 3, 3);
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}
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void Matrix::preMult( const Matrix& other )
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void Matrix_implementation::preMult( const Matrix_implementation& other )
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{
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// brute force method requiring a copy
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//Matrix tmp(other* *this);
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//Matrix_implementation tmp(other* *this);
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// *this = tmp;
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// more efficient method just use a float[4] for temporary storage.
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@@ -196,14 +306,14 @@ void Matrix::preMult( const Matrix& other )
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}
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void Matrix::postMult( const Matrix& other )
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void Matrix_implementation::postMult( const Matrix_implementation& other )
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{
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// brute force method requiring a copy
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//Matrix tmp(*this * other);
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//Matrix_implementation tmp(*this * other);
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// *this = tmp;
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// more efficient method just use a float[4] for temporary storage.
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float t[4];
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value_type t[4];
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for(int row=0; row<4; ++row)
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{
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t[0] = INNER_PRODUCT( *this, other, row, 0 );
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@@ -227,10 +337,10 @@ inline T SGL_ABS(T a)
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#define SGL_SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp))
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#endif
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bool Matrix::invert( const Matrix& mat )
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bool Matrix_implementation::invert( const Matrix_implementation& mat )
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{
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if (&mat==this) {
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Matrix tm(mat);
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Matrix_implementation tm(mat);
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return invert(tm);
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}
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@@ -296,11 +406,11 @@ bool Matrix::invert( const Matrix& mat )
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return true;
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}
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void Matrix::makeOrtho(double left, double right,
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void Matrix_implementation::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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{
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// note transpose of Matrix wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
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// note transpose of Matrix_implementation wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
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double tx = -(right+left)/(right-left);
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double ty = -(top+bottom)/(top-bottom);
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double tz = -(zFar+zNear)/(zFar-zNear);
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@@ -310,7 +420,7 @@ void Matrix::makeOrtho(double left, double right,
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SET_ROW(3, tx, ty, tz, 1.0f )
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}
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void Matrix::getOrtho(double& left, double& right,
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void Matrix_implementation::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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{
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@@ -325,11 +435,11 @@ void Matrix::getOrtho(double& left, double& right,
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}
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void Matrix::makeFrustum(double left, double right,
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void Matrix_implementation::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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{
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// note transpose of Matrix wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
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// note transpose of Matrix_implementation wr.t OpenGL documentation, since the OSG use post multiplication rather than pre.
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double A = (right+left)/(right-left);
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double B = (top+bottom)/(top-bottom);
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double C = -(zFar+zNear)/(zFar-zNear);
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@@ -340,7 +450,7 @@ void Matrix::makeFrustum(double left, double right,
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SET_ROW(3, 0.0f, 0.0f, D, 0.0f )
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}
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void Matrix::getFrustum(double& left, double& right,
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void Matrix_implementation::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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{
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@@ -355,7 +465,7 @@ void Matrix::getFrustum(double& left, double& right,
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}
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void Matrix::makePerspective(double fovy,double aspectRatio,
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void Matrix_implementation::makePerspective(double fovy,double aspectRatio,
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double zNear, double zFar)
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{
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// calculate the appropriate left, right etc.
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@@ -368,7 +478,7 @@ void Matrix::makePerspective(double fovy,double aspectRatio,
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}
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void Matrix::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
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void Matrix_implementation::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
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{
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Vec3 f(center-eye);
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f.normalize();
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@@ -383,12 +493,12 @@ void Matrix::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
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s[2], u[2], -f[2], 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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preMult(Matrix::translate(-eye));
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preMult(Matrix_implementation::translate(-eye));
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}
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void Matrix::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
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void Matrix_implementation::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
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{
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Matrix inv;
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Matrix_implementation inv;
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inv.invert(*this);
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eye = osg::Vec3(0.0f,0.0f,0.0f)*inv;
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up = transform3x3(*this,osg::Vec3(0.0f,1.0f,0.0f));
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@@ -397,18 +507,4 @@ void Matrix::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
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center = eye + center*lookDistance;
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}
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void my_glLoadMatrix(float* mat) { glLoadMatrixf((GLfloat*)mat); }
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void my_glLoadMatrix(double* mat) { glLoadMatrixd((GLdouble*)mat); }
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void my_glMultMatrix(float* mat) { glMultMatrixf((GLfloat*)mat); }
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void my_glMultMatrix(double* mat) { glMultMatrixd((GLdouble*)mat); }
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void Matrix::glLoadMatrix() const
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{
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my_glLoadMatrix((value_type*)_mat);
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}
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void Matrix::glMultMatrix() const
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{
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my_glMultMatrix((value_type*)_mat);
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}
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#undef SET_ROW
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20
src/osg/Matrixd.cpp
Normal file
20
src/osg/Matrixd.cpp
Normal file
@@ -0,0 +1,20 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
|
||||
* 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
|
||||
}
|
||||
|
||||
@@ -14,19 +14,19 @@ using namespace osgFX;
|
||||
namespace
|
||||
{
|
||||
|
||||
// a state attribute class that grabs the initial inverse view matrix
|
||||
// and sends it to a VertexProgram.
|
||||
// NOTE: due to lack of support for per-context parameters in VertexProgram,
|
||||
// this class will send the matrix to the vp only while the first context
|
||||
// is being rendered. All subsequent contexts will use the first context's
|
||||
// matrix.
|
||||
// a state attribute class that grabs the initial inverse view matrix
|
||||
// and sends it to a VertexProgram.
|
||||
// NOTE: due to lack of support for per-context parameters in VertexProgram,
|
||||
// this class will send the matrix to the vp only while the first context
|
||||
// is being rendered. All subsequent contexts will use the first context's
|
||||
// matrix.
|
||||
class ViewMatrixExtractor: public osg::StateAttribute {
|
||||
public:
|
||||
ViewMatrixExtractor()
|
||||
: osg::StateAttribute(),
|
||||
vp_(0),
|
||||
param_(0),
|
||||
first_context_(-1)
|
||||
first_context_(-1)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -34,7 +34,7 @@ namespace
|
||||
: osg::StateAttribute(copy, copyop),
|
||||
vp_(static_cast<osg::VertexProgram *>(copyop(copy.vp_.get()))),
|
||||
param_(copy.param_),
|
||||
first_context_(-1)
|
||||
first_context_(-1)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace
|
||||
: osg::StateAttribute(),
|
||||
vp_(vp),
|
||||
param_(param),
|
||||
first_context_(-1)
|
||||
first_context_(-1)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -59,23 +59,23 @@ namespace
|
||||
|
||||
void apply(osg::State &state) const
|
||||
{
|
||||
if (first_context_ == -1) {
|
||||
first_context_ = state.getContextID();
|
||||
}
|
||||
if (state.getContextID() == first_context_) {
|
||||
if (vp_.valid()) {
|
||||
osg::Matrix M = state.getInitialInverseViewMatrix();
|
||||
for (int i=0; i<4; ++i) {
|
||||
vp_->setProgramLocalParameter(param_+i, osg::Vec4(M(0, i), M(1, i), M(2, i), M(3, i)));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (first_context_ == -1) {
|
||||
first_context_ = state.getContextID();
|
||||
}
|
||||
if (state.getContextID() == (unsigned int)first_context_) {
|
||||
if (vp_.valid()) {
|
||||
osg::Matrix M = state.getInitialInverseViewMatrix();
|
||||
for (int i=0; i<4; ++i) {
|
||||
vp_->setProgramLocalParameter(param_+i, osg::Vec4(M(0, i), M(1, i), M(2, i), M(3, i)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
mutable osg::ref_ptr<osg::VertexProgram> vp_;
|
||||
int param_;
|
||||
mutable int first_context_;
|
||||
mutable int first_context_;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user