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.
This commit is contained in:
Don BURNS
2001-09-19 23:41:39 +00:00
parent 959c5d6858
commit 81f553aaee
22 changed files with 3038 additions and 0 deletions

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#!smake
include ../../../Make/makedefs
C++FILES = \
broadcaster.cpp\
receiver.cpp\
osgcluster.cpp
C++FLAGS += -g
TARGET = ../../../bin/osgcluster
TARGET_BIN_FILES = osgcluster
#note, use this library list when using the Performer osgPlugin.
#LIBS = ${PFLIBS} -losgGLUT -losgUtil -losgDB -losg $(GLUTLIB) -lGLU -lGL -lm -lXmu -lX11 -lXi
#note, standard library list.
LIBS = -losgGLUT -losgUtil -losgDB -losg $(GLUTLIB) -lGLU -lGL -lm -lXmu -lX11 -lXi
C++FLAGS += -I../../../include
LDFLAGS += -L../../../lib
include ../../../Make/makerules

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osgcluster demonstates basic clustering of machines across a local area
network using UDP packets to send camera position updates from a master viewer
to slave viewers.
Note, the broadcaster and reciever classes have currently been implement
for Linux/IRIX, hence osgcluster will only work on these systems. It should
also work with little extra work on other Unix based OS's. Support for
WinSocket needs to be added to allow support for Windows. Anybody know
WinSocket enough to tackle this? If so let us know.
-
On the master machine run:
osgcluster -m -f 30 mymodel.osg
On the slave machines run:
for left channel:
osgcluster -s -f 30 -o 30 mymodel.osg
for right channel:
osgcluster -s -f 30 -o 30 mymodel.osg
The options are :
-m set to viewer to master so that it broadcasts its camera postion.
-s set to viewer to slave so that it recivers its camera postion.
-n set the socket number to communicate over, defaults to 8100.
-o set offset the slave camera from the master position by specified
number of degress. positive offset turns camera towards right.
-f set the horizontal field of view of the camera.
Sepetember 2001.
Robert Osfield.
Note: Using sgv with Peformer (for IRIX and Linux users only)
=============================================================
If you find problems with loading .pfb files its likely that its due to undefined
symbols. This isn't a problem with the OSG implementation, but alas the only
current solution is to directly link you app with the Performer libraries. The
Makefile contains two library list. In Makefile you'll see something like :
#note, use this library list when using the Performer osgPlugin.
#LIBS = ${PFLIBS} -losgGLUT -losgDB -losg -lGLU -lGL -lm -lXmu -lX11 -lXi
#note, standard library list.
LIBS = -losgGLUT -losgDB -losg -lGLU -lGL -lm -lXmu -lX11 -lXi
Simple comment in the LIBS line with PFLIBS and comment out the standard LIBS,
then :
make clean
make
Hopefully the Performer distribution will eventually work as a dynamic plugin
but until that day we're stuck with this 'hack'...
Robert Osfield,
March 20001.

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#include <stdio.h>
#include <unistd.h>
#include <fcntl.h>
#include <sys/ioctl.h>
#include <sys/types.h>
#include <sys/uio.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <sys/time.h>
#include <net/if.h>
#include <netdb.h>
#include <string.h>
#ifdef __linux
#include <linux/sockios.h>
#else
#include <net/soioctl.h>
#endif
#include "broadcaster.h"
#define _VERBOSE 1
Broadcaster::Broadcaster( void )
{
_port = 0;
_initialized = false;
_buffer = 0L;
_address = 0;
}
Broadcaster::~Broadcaster( void )
{
close( _so );
}
bool Broadcaster::init( void )
{
if( _port == 0 )
{
fprintf( stderr, "Broadcaster::init() - port not defined\n" );
return false;
}
if( (_so = socket( AF_INET, SOCK_DGRAM, 0 )) < 0 )
{
perror( "socket" );
return false;
}
int on = 1;
setsockopt( _so, SOL_SOCKET, SO_REUSEADDR, &on, sizeof(on));
saddr.sin_family = AF_INET;
saddr.sin_port = htons( _port );
if( _address == 0 )
{
struct ifreq ifr;
setsockopt( _so, SOL_SOCKET, SO_BROADCAST, &on, sizeof(on));
#ifdef __linux
strcpy( ifr.ifr_name, "eth0" );
#else
strcpy( ifr.ifr_name, "ef0" );
#endif
if( (ioctl( _so, SIOCGIFBRDADDR, &ifr)) < 0 )
{
perror( "Broadcaster::init() Cannot get Broadcast Address" );
return false;
}
saddr.sin_addr.s_addr = (
((sockaddr_in *)&ifr.ifr_broadaddr)->sin_addr.s_addr);
}
else
{
saddr.sin_addr.s_addr = _address;
}
#ifdef _VERBOSE
unsigned char *ptr = (unsigned char *)&saddr.sin_addr.s_addr;
printf( "Broadcast address : %u.%u.%u.%u\n", ptr[0], ptr[1], ptr[2], ptr[3] );
#endif
_initialized = true;
return _initialized;
}
void Broadcaster::setHost( const char *hostname )
{
struct hostent *h;
if( (h = gethostbyname( hostname )) == 0L )
{
fprintf( stderr, "Broadcaster::setHost() - Cannot resolv an address for \"%s\".\n", hostname );
_address = 0;
}
else
_address = *(( unsigned long *)h->h_addr);
}
void Broadcaster::setPort( const short port )
{
_port = port;
}
void Broadcaster::setBuffer( void *buffer, const unsigned int size )
{
_buffer = buffer;
_buffer_size = size;
}
void Broadcaster::sync( void )
{
_initialized || init();
if( _buffer == 0L )
{
fprintf( stderr, "Broadcaster::sync() - No buffer\n" );
return;
}
unsigned int size = sizeof( struct sockaddr_in );
sendto( _so, (const void *)_buffer, _buffer_size,
0, (struct sockaddr *)&saddr, size );
}

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#ifndef __BROADCASTER_H
#define __BROADCASTER_H
////////////////////////////////////////////////////////////
// Broadcaster.h
//
// Class definition for broadcasting a buffer to a LAN
//
#include <netinet/in.h>
class Broadcaster
{
public :
Broadcaster( void );
~Broadcaster( void );
// Set the broadcast port
void setPort( const short port );
// Set the buffer to be broadcast
void setBuffer( void *buffer, const unsigned int buffer_size );
// Set a recipient host. If this is used, the Broadcaster
// no longer broadcasts, but rather directs UDP packets at
// host.
void setHost( const char *hostname );
// Sync broadcasts the buffer
void sync( void );
private :
bool init( void );
private :
int _so;
bool _initialized;
short _port;
void *_buffer;
unsigned int _buffer_size;
struct sockaddr_in saddr;
unsigned long _address;
};
#endif

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#ifdef USE_MEM_CHECK
#include <mcheck.h>
#endif
#include <osg/Group>
#include <osg/Notify>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgUtil/TrackballManipulator>
#include <osgUtil/FlightManipulator>
#include <osgUtil/DriveManipulator>
#include <GL/glut.h>
#include <osgGLUT/Viewer>
#include <osg/Quat>
#include "receiver.h"
#include "broadcaster.h"
class CameraPacket {
public:
CameraPacket():_masterKilled(false) {}
void setPacket(const osg::Camera& camera,int tnum, double rtime)
{
_eye = camera.getEyePoint();
_center = camera.getCenterPoint();
_up = camera.getUpVector();
_traversalNumber = tnum;
_referenceTime = rtime;
}
void getCamera(osg::Camera& camera,float angle_offset=0.0f)
{
osg::Vec3 lv = _center-_eye;
osg::Matrix matrix;
matrix.makeIdent();
matrix.makeRot(angle_offset,_up.x(),_up.y(),_up.z());
lv = lv*matrix;
camera.setLookAt(_eye,_eye+lv,_up);
}
void getSceneViewUpdate(osgUtil::SceneView& sv)
{
sv.setTraversalNumber(_traversalNumber);
sv.setReferenceTime(_referenceTime);
}
void setMasterKilled(const bool flag) { _masterKilled = flag; }
const bool getMasterKilled() const { return _masterKilled; }
bool _masterKilled;
osg::Vec3 _eye;
osg::Vec3 _center;
osg::Vec3 _up;
bool _attachMatrix;
osg::Matrix _matrix;
int _traversalNumber;
double _referenceTime;
};
class MySceneView : public osgUtil::SceneView {
public:
enum ViewerMode
{
STAND_ALONE,
SLAVE,
MASTER
};
MySceneView(ViewerMode viewerMode,int socketNumber,float camera_fov, float camera_offset):
_viewerMode(viewerMode),_socketNumber(socketNumber),
_camera_fov(camera_fov), _camera_offset(camera_offset)
{
setDefaults();
getCamera()->setAdjustAspectRatioMode(osg::Camera::ADJUST_VERTICAL);
getCamera()->setFOV(camera_fov,camera_fov*(600.0f/800.0f),1.0f,1000.0f);
_bc.setPort(socketNumber);
_rc.setPort(socketNumber);
};
~MySceneView()
{
if (_viewerMode==MASTER)
{
// need to broadcast my death.
CameraPacket cp;
cp.setPacket(*getCamera(),getTraversalNumber(),getReferenceTime());
cp.setMasterKilled(true);
_bc.setBuffer(&cp, sizeof( CameraPacket ));
_bc.sync();
cout << "broadcasting death"<<endl;
}
}
// override the basic SceneView::app traversal.
virtual void app()
{
osgUtil::SceneView::app();
switch (_viewerMode)
{
case(MASTER):
{
CameraPacket cp;
cp.setPacket(*getCamera(),getTraversalNumber(),getReferenceTime());
_bc.setBuffer(&cp, sizeof( CameraPacket ));
_bc.sync();
}
break;
case(SLAVE):
{
CameraPacket cp;
_rc.setBuffer(&cp, sizeof( CameraPacket ));
_rc.sync();
cp.getCamera(*getCamera(),_camera_offset);
cp.getSceneViewUpdate(*this);
if (cp.getMasterKilled())
{
cout << "recieved master killed"<<endl;
_viewerMode = STAND_ALONE;
}
}
break;
default:
// no need to anything here, just a normal interactive viewer.
break;
}
}
protected:
ViewerMode _viewerMode;
int _socketNumber;
float _camera_fov;
float _camera_offset;
Broadcaster _bc;
Receiver _rc;
};
/*
* Function to read several files (typically one) as specified on the command
* line, and return them in an osg::Node
*/
osg::Node* getNodeFromFiles(int argc,char **argv,
MySceneView::ViewerMode& viewerMode, int& socketNumber,
float& camera_fov, float& camera_offset)
{
osg::Node *rootnode = new osg::Node;
int i;
typedef std::vector<osg::Node*> NodeList;
NodeList nodeList;
for( i = 1; i < argc; i++ )
{
if (argv[i][0]=='-')
{
switch(argv[i][1])
{
case('m'):
viewerMode = MySceneView::MASTER;
break;
case('s'):
viewerMode = MySceneView::SLAVE;
break;
case('n'):
++i;
if (i<argc)
{
socketNumber = atoi(argv[i]);
}
break;
case('f'):
++i;
if (i<argc)
{
camera_fov = atoi(argv[i]);
}
break;
case('o'):
++i;
if (i<argc)
{
camera_offset = atoi(argv[i]);
}
break;
case('l'):
++i;
if (i<argc)
{
osgDB::Registry::instance()->loadLibrary(argv[i]);
}
break;
case('e'):
++i;
if (i<argc)
{
std::string libName = osgDB::Registry::instance()->createLibraryNameForExt(argv[i]);
osgDB::Registry::instance()->loadLibrary(libName);
}
break;
}
} else
{
osg::Node *node = osgDB::readNodeFile( argv[i] );
if( node != (osg::Node *)0L )
{
if (node->getName().empty()) node->setName( argv[i] );
nodeList.push_back(node);
}
}
}
if (nodeList.size()==0)
{
osg::notify(osg::WARN) << "No data loaded."<<endl;
exit(0);
}
/*
if (master) osg::notify(osg::NOTICE)<<"set to MASTER, broadcasting on socketNumber "<<socketNumber<<endl;
else osg::notify(osg::NOTICE)<<"set to SLAVE, reciving on socketNumber "<<socketNumber<<endl;
*/
if (nodeList.size()==1)
{
rootnode = nodeList.front();
}
else // size >1
{
osg::Group* group = new osg::Group();
for(NodeList::iterator itr=nodeList.begin();
itr!=nodeList.end();
++itr)
{
group->addChild(*itr);
}
rootnode = group;
}
return rootnode;
}
int main( int argc, char **argv )
{
#ifdef USE_MEM_CHECK
mtrace();
#endif
// initialize the GLUT
glutInit( &argc, argv );
if (argc<2)
{
osg::notify(osg::NOTICE)<<"usage:"<<endl;
osg::notify(osg::NOTICE)<<" osgcluster [options] infile1 [infile2 ...]"<<endl;
osg::notify(osg::NOTICE)<<endl;
osg::notify(osg::NOTICE)<<"options:"<<endl;
osg::notify(osg::NOTICE)<<" -m - set this viewer to be master"<<endl;
osg::notify(osg::NOTICE)<<" -s - set this viewer to be a slave"<<endl;
osg::notify(osg::NOTICE)<<" -o - offset the slave camera from the master position"<<endl;
osg::notify(osg::NOTICE)<<" by specified number of degress. A positive offset "<<endl;
osg::notify(osg::NOTICE)<<" turns camera towards right."<<endl;
osg::notify(osg::NOTICE)<<" -f - set the horizontal field of view of the camera."<<endl;
osg::notify(osg::NOTICE)<<" -n SocketNumber - set the socket number, defaults to 8100."<<endl;
osg::notify(osg::NOTICE)<<" to broadcast on if a master"<<endl;
osg::notify(osg::NOTICE)<<" to reciever on if a slave"<<endl;
osg::notify(osg::NOTICE)<<endl;
osg::notify(osg::NOTICE)<<" -l libraryName - load plugin of name libraryName"<<endl;
osg::notify(osg::NOTICE)<<" i.e. -l osgdb_pfb"<<endl;
osg::notify(osg::NOTICE)<<" Useful for loading reader/writers which can load"<<endl;
osg::notify(osg::NOTICE)<<" other file formats in addition to its extension."<<endl;
osg::notify(osg::NOTICE)<<" -e extensionName - load reader/wrter plugin for file extension"<<endl;
osg::notify(osg::NOTICE)<<" i.e. -e pfb"<<endl;
osg::notify(osg::NOTICE)<<" Useful short hand for specifying full library name as"<<endl;
osg::notify(osg::NOTICE)<<" done with -l above, as it automatically expands to the"<<endl;
osg::notify(osg::NOTICE)<<" full library name appropriate for each platform."<<endl;
osg::notify(osg::NOTICE)<<endl;
return 0;
}
osg::Timer timer;
osg::Timer_t before_load = timer.tick();
MySceneView::ViewerMode viewerMode = MySceneView::STAND_ALONE;
int socketNumber=8100;
float camera_fov=45.0f;
float camera_offset=45.0f;
osg::Node* rootnode = getNodeFromFiles( argc, argv, viewerMode, socketNumber,camera_fov,camera_offset);
osg::Timer_t after_load = timer.tick();
cout << "Time for load = "<<timer.delta_s(before_load,after_load)<<" seconds"<<endl;
osg::ref_ptr<MySceneView> mySceneView = new MySceneView(viewerMode,socketNumber,camera_fov,camera_offset);
mySceneView->setSceneData(rootnode);
// initialize the viewer.
osgGLUT::Viewer viewer;
viewer.addViewport( mySceneView.get() );
// register trackball, flight and drive.
viewer.registerCameraManipulator(new osgUtil::TrackballManipulator);
viewer.registerCameraManipulator(new osgUtil::FlightManipulator);
viewer.registerCameraManipulator(new osgUtil::DriveManipulator);
viewer.open();
viewer.run();
return 0;
}

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#include <stdio.h>
#include <unistd.h>
#include <fcntl.h>
#include <sys/types.h>
#include <sys/uio.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <sys/time.h>
#include "receiver.h"
Receiver::Receiver( void )
{
_port = 0;
_initialized = false;
_buffer = 0L;
}
Receiver::~Receiver( void )
{
close( _so );
}
bool Receiver::init( void )
{
if( _port == 0 )
{
fprintf( stderr, "Receiver::init() - port not defined\n" );
return false;
}
if( (_so = socket( AF_INET, SOCK_DGRAM, 0 )) < 0 )
{
perror( "socket" );
return false;
}
int on = 1;
setsockopt( _so, SOL_SOCKET, SO_REUSEADDR, &on, sizeof(on));
struct sockaddr_in saddr;
saddr.sin_family = AF_INET;
saddr.sin_port = htons( _port );
saddr.sin_addr.s_addr = 0;
if( bind( _so, (struct sockaddr *)&saddr, sizeof( saddr )) < 0 )
{
perror( "bind" );
return false;
}
_initialized = true;
return _initialized;
}
void Receiver::setPort( const short port )
{
_port = port;
}
void Receiver::setBuffer( void *buffer, const unsigned int size )
{
_buffer = buffer;
_buffer_size = size;
}
void Receiver::sync( void )
{
_initialized || init();
if( _buffer == 0L )
{
fprintf( stderr, "Receiver::sync() - No buffer\n" );
return;
}
#ifdef __linux
socklen_t
#else
int
#endif
size = sizeof( struct sockaddr_in );
fd_set fdset;
FD_ZERO( &fdset );
FD_SET( _so, &fdset );
struct timeval tv;
tv.tv_sec = 0;
tv.tv_usec = 0;
recvfrom( _so, (caddr_t)_buffer, _buffer_size, 0, 0, &size );
while( select( _so+1, &fdset, 0L, 0L, &tv ) )
{
if( FD_ISSET( _so, &fdset ) )
{
recvfrom( _so, (caddr_t)_buffer, _buffer_size, 0, 0, &size );
}
}
}

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#ifndef __RECEIVER_H
#define __RECEIVER_H
////////////////////////////////////////////////////////////
// Receiver.h
//
// Class definition for the recipient of a broadcasted message
//
class Receiver
{
public :
Receiver();
~Receiver();
// setBuffer defines the buffer into which the broadcasted
// message will be received.
void setBuffer( void *buffer, const unsigned int size );
// Define what port to listen and bind to
void setPort( const short port );
// Sync does a blocking wait to recieve next message
void sync( void );
private :
bool init( void );
private :
int _so;
bool _initialized;
short _port;
void *_buffer;
unsigned int _buffer_size;
};
#endif

558
src/osg/Matrix.cpp.new Normal file
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#include <osg/Matrix>
#include <osg/Quat>
#include <osg/Notify>
#include <cstdlib> //memcpy
#include <cmath> //acos
using namespace osg;
#define WARN_DEPRECATED
Matrix::Matrix() : Object(), fully_realized(false) {}
Matrix::Matrix( const Matrix& other ) : Object() {
set( (float const * const) other._mat );
}
Matrix::Matrix( float const * const def ) {
set( def );
}
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)
{
_mat[0][0] = a00;
_mat[0][1] = a01;
_mat[0][2] = a02;
_mat[0][3] = a03;
_mat[1][0] = a10;
_mat[1][1] = a11;
_mat[1][2] = a12;
_mat[1][3] = a13;
_mat[2][0] = a20;
_mat[2][1] = a21;
_mat[2][2] = a22;
_mat[2][3] = a23;
_mat[3][0] = a30;
_mat[3][1] = a31;
_mat[3][2] = a32;
_mat[3][3] = a33;
}
Matrix& Matrix::operator = (const Matrix& other ) {
if( &other == this ) return *this;
set((const float*)other._mat);
return *this;
}
void Matrix::set( float const * const def ) {
memcpy( _mat, def, sizeof(_mat) );
fully_realized = true;
}
void Matrix::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)
{
_mat[0][0] = a00;
_mat[0][1] = a01;
_mat[0][2] = a02;
_mat[0][3] = a03;
_mat[1][0] = a10;
_mat[1][1] = a11;
_mat[1][2] = a12;
_mat[1][3] = a13;
_mat[2][0] = a20;
_mat[2][1] = a21;
_mat[2][2] = a22;
_mat[2][3] = a23;
_mat[3][0] = a30;
_mat[3][1] = a31;
_mat[3][2] = a32;
_mat[3][3] = a33;
}
#define SET_ROW(row, v1, v2, v3, v4 ) \
_mat[0][(row)] = (v1); \
_mat[1][(row)] = (v2); \
_mat[2][(row)] = (v3); \
_mat[3][(row)] = (v4);
void Matrix::makeIdent() {
SET_ROW(0, 1, 0, 0, 0 )
SET_ROW(1, 0, 1, 0, 0 )
SET_ROW(2, 0, 0, 1, 0 )
SET_ROW(3, 0, 0, 0, 1 )
fully_realized = true;
}
void Matrix::makeScale( const Vec3& v ) {
makeScale(v[0], v[1], v[2] );
}
void Matrix::makeScale( float x, float y, float z ) {
SET_ROW(0, x, 0, 0, 0 )
SET_ROW(1, 0, y, 0, 0 )
SET_ROW(2, 0, 0, z, 0 )
SET_ROW(3, 0, 0, 0, 1 )
fully_realized = true;
}
void Matrix::makeTrans( const Vec3& v ) {
makeTrans( v[0], v[1], v[2] );
}
void Matrix::makeTrans( float x, float y, float z ) {
SET_ROW(0, 1, 0, 0, x )
SET_ROW(1, 0, 1, 0, y )
SET_ROW(2, 0, 0, 1, z )
SET_ROW(3, 0, 0, 0, 1 )
fully_realized = true;
}
void Matrix::makeRot( const Vec3& from, const Vec3& to ) {
double d = from * to; // dot product == cos( angle between from & to )
if( d < 0.9999 ) {
double angle = acos(d);
Vec3 axis = to ^ from; //we know ((to) x (from)) is perpendicular to both
makeRot( angle, axis );
}
else
makeIdent();
}
void Matrix::makeRot( float angle, const Vec3& axis ) {
makeRot( angle, axis.x(), axis.y(), axis.z() );
}
void Matrix::makeRot( float angle, float x, float y, float z ) {
float d = sqrt( x*x + y*y + z*z );
if( d == 0 )
return;
float sin_half = sin( angle/2 );
float cos_half = cos( angle/2 );
Quat q( sin_half * (x/d),
sin_half * (y/d),
sin_half * (z/d),
cos_half );
makeRot( q );
}
void Matrix::makeRot( const Quat& q ) {
// taken from Shoemake/ACM SIGGRAPH 89
Vec4 v = q.asVec4();
double xs = 2 * v.x(); //assume q is already normalized? assert?
double ys = 2 * v.y(); // if not, xs = 2 * v.x() / d, ys = 2 * v.y() / d
double zs = 2 * v.z(); // and zs = 2 * v.z() /d where d = v.length2()
double xx = xs * v.x();
double xy = ys * v.x();
double xz = zs * v.x();
double yy = ys * v.y();
double yz = zs * v.y();
double zz = zs * v.z();
double wx = xs * v.w();
double wy = ys * v.w();
double wz = zs * v.w();
SET_ROW(0, 1.0-(yy+zz), xy - wz, xz + wz, 0.0 )
SET_ROW(1, xy + wz, 1.0-(xx+zz),yz - wx, 0.0 )
SET_ROW(2, xz - wy, yz + wx, 1.0-(xx+yy),0.0 )
SET_ROW(3, 0.0, 0.0, 0.0, 1.0 )
fully_realized = true;
}
void Matrix::makeRot( float yaw, float pitch, float roll) {
// lifted straight from SOLID library v1.01 Quaternion.h
// available from http://www.win.tue.nl/~gino/solid/
// and also distributed under the LGPL
float cosYaw = cos(yaw / 2);
float sinYaw = sin(yaw / 2);
float cosPitch = cos(pitch / 2);
float sinPitch = sin(pitch / 2);
float cosRoll = cos(roll / 2);
float sinRoll = sin(roll / 2);
Quat q(sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw,
cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw,
cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw,
cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw);
makeRot( q );
}
#define INNER_PRODUCT(a,b,c,r) \
((a)._mat[0][r] * (b)._mat[c][0]) \
+((a)._mat[1][r] * (b)._mat[c][1]) \
+((a)._mat[2][r] * (b)._mat[c][2]) \
+((a)._mat[3][r] * (b)._mat[c][3])
void Matrix::mult( const Matrix& lhs, const Matrix& rhs ) {
// PRECONDITION: We assume neither &lhs nor &rhs == this
// if it did, use preMult or postMult instead
_mat[0][0] = INNER_PRODUCT(lhs, rhs, 0, 0);
_mat[0][1] = INNER_PRODUCT(lhs, rhs, 0, 1);
_mat[0][2] = INNER_PRODUCT(lhs, rhs, 0, 2);
_mat[0][3] = INNER_PRODUCT(lhs, rhs, 0, 3);
_mat[1][0] = INNER_PRODUCT(lhs, rhs, 1, 0);
_mat[1][1] = INNER_PRODUCT(lhs, rhs, 1, 1);
_mat[1][2] = INNER_PRODUCT(lhs, rhs, 1, 2);
_mat[1][3] = INNER_PRODUCT(lhs, rhs, 1, 3);
_mat[2][0] = INNER_PRODUCT(lhs, rhs, 2, 0);
_mat[2][1] = INNER_PRODUCT(lhs, rhs, 2, 1);
_mat[2][2] = INNER_PRODUCT(lhs, rhs, 2, 2);
_mat[2][3] = INNER_PRODUCT(lhs, rhs, 2, 3);
_mat[3][0] = INNER_PRODUCT(lhs, rhs, 3, 0);
_mat[3][1] = INNER_PRODUCT(lhs, rhs, 3, 1);
_mat[3][2] = INNER_PRODUCT(lhs, rhs, 3, 2);
_mat[3][3] = INNER_PRODUCT(lhs, rhs, 3, 3);
fully_realized = true;
}
void Matrix::preMult( const Matrix& other ) {
float t1,t2,t3,t4;
if( !fully_realized ) {
//act as if this were an identity Matrix
set((const float*)other._mat);
return;
}
for(int col=0; col<4; ++col) {
t1 = INNER_PRODUCT( other, *this, col, 0 );
t2 = INNER_PRODUCT( other, *this, col, 1 );
t3 = INNER_PRODUCT( other, *this, col, 2 );
t4 = INNER_PRODUCT( other, *this, col, 3 );
_mat[col][0] = t1;
_mat[col][1] = t2;
_mat[col][2] = t3;
_mat[col][3] = t4;
}
}
void Matrix::postMult( const Matrix& other ) {
float t[4];
if( !fully_realized ) {
//act as if this were an identity Matrix
set((const float*)other._mat);
return;
}
for(int row=0; row<4; ++row) {
t[0] = INNER_PRODUCT( *this, other, 0, row );
t[1] = INNER_PRODUCT( *this, other, 1, row );
t[2] = INNER_PRODUCT( *this, other, 2, row );
t[3] = INNER_PRODUCT( *this, other, 3, row );
SET_ROW(row, t[0], t[1], t[2], t[3] )
}
}
#undef SET_ROW
#undef INNER_PRODUCT
bool Matrix::invert( const Matrix& _m ) {
if (&_m==this)
{
Matrix tm(_m);
return invert(tm);
}
if ( _m._mat[0][3] == 0.0
&& _m._mat[1][3] == 0.0
&& _m._mat[2][3] == 0.0
&& _m._mat[3][3] == 1.0 )
{
return invertAffine( _m );
}
// code lifted from VR Juggler.
// not cleanly added, but seems to work. RO.
const float* a = reinterpret_cast<const float*>(_m._mat);
float* b = reinterpret_cast<float*>(_mat);
int n = 4;
int i, j, k;
int r[ 4], c[ 4], row[ 4], col[ 4];
float m[ 4][ 4*2], pivot, max_m, tmp_m, fac;
/* Initialization */
for ( i = 0; i < n; i ++ )
{
r[ i] = c[ i] = 0;
row[ i] = col[ i] = 0;
}
/* Set working matrix */
for ( i = 0; i < n; i++ )
{
for ( j = 0; j < n; j++ )
{
m[ i][ j] = a[ i * n + j];
m[ i][ j + n] = ( i == j ) ? 1.0 : 0.0 ;
}
}
/* Begin of loop */
for ( k = 0; k < n; k++ )
{
/* Choosing the pivot */
for ( i = 0, max_m = 0; i < n; i++ )
{
if ( row[ i] ) continue;
for ( j = 0; j < n; j++ )
{
if ( col[ j] ) continue;
tmp_m = fabs( m[ i][j]);
if ( tmp_m > max_m)
{
max_m = tmp_m;
r[ k] = i;
c[ k] = j;
}
}
}
row[ r[k] ] = col[ c[k] ] = 1;
pivot = m[ r[ k] ][ c[ k] ];
if ( fabs( pivot) <= 1e-20)
{
notify(WARN) << "*** pivot = %f in mat_inv. ***\n";
//exit( 0);
return false;
}
/* Normalization */
for ( j = 0; j < 2*n; j++ )
{
if ( j == c[ k] )
m[ r[ k]][ j] = 1.0;
else
m[ r[ k]][ j] /=pivot;
}
/* Reduction */
for ( i = 0; i < n; i++ )
{
if ( i == r[ k] )
continue;
for ( j=0, fac = m[ i][ c[k]];j < 2*n; j++ )
{
if ( j == c[ k] )
m[ i][ j] =0.0;
else
m[ i][ j] -=fac * m[ r[k]][ j];
}
}
}
/* Assign invers to a matrix */
for ( i = 0; i < n; i++ )
for ( j = 0; j < n; j++ )
row[ i] = ( c[ j] == i ) ? r[j] : row[ i];
for ( i = 0; i < n; i++ )
for ( j = 0; j < n; j++ )
b[ i * n + j] = m[ row[ i]][j + n];
return true; // It worked
}
const double PRECISION_LIMIT = 1.0e-15;
bool Matrix::invertAffine( const Matrix& _m ) {
// adapted from Graphics Gems II.
//
// This method treats the matrix as a block matrix and calculates
// the inverse of one submatrix, improving performance over something
// that inverts any non-singular matrix:
// -1
// -1 [ A 0 ] -1 [ A 0 ]
// M = [ ] = [ -1 ]
// [ C 1 ] [-CA 1 ]
//
// returns true if _m is nonsingular, and (*this) contains its inverse
// otherwise returns false. (*this unchanged)
// assert (this.isAffine()) ?
double det_1, pos, neg, temp;
pos = neg = 0.0;
#define ACCUMULATE \
{ \
if(temp < 0.0) pos += temp; \
else neg += temp; \
}
temp = _m._mat[0][0] * _m._mat[1][1] * _m._mat[2][2]; ACCUMULATE;
temp = _m._mat[0][1] * _m._mat[1][2] * _m._mat[2][0]; ACCUMULATE;
temp = _m._mat[0][2] * _m._mat[1][0] * _m._mat[2][1]; ACCUMULATE;
temp = - _m._mat[0][2] * _m._mat[1][1] * _m._mat[2][0]; ACCUMULATE;
temp = - _m._mat[0][1] * _m._mat[1][0] * _m._mat[2][2]; ACCUMULATE;
temp = - _m._mat[0][0] * _m._mat[1][2] * _m._mat[2][1]; ACCUMULATE;
det_1 = pos + neg;
if( (det_1 == 0.0) || (abs(det_1/(pos-neg)) < PRECISION_LIMIT )) {
// _m has no inverse
notify(WARN) << "Matrix::invert(): Matrix has no inverse." << endl;
return false;
}
// inverse is adj(A)/det(A)
det_1 = 1.0 / det_1;
_mat[0][0] = (_m._mat[1][1] * _m._mat[2][2] - _m._mat[1][2] * _m._mat[2][1]) * det_1;
_mat[1][0] = (_m._mat[1][0] * _m._mat[2][2] - _m._mat[1][2] * _m._mat[2][0]) * det_1;
_mat[2][0] = (_m._mat[1][0] * _m._mat[2][1] - _m._mat[1][1] * _m._mat[2][0]) * det_1;
_mat[0][1] = (_m._mat[0][1] * _m._mat[2][2] - _m._mat[0][2] * _m._mat[2][1]) * det_1;
_mat[1][1] = (_m._mat[0][0] * _m._mat[2][2] - _m._mat[0][2] * _m._mat[2][0]) * det_1;
_mat[2][1] = (_m._mat[0][0] * _m._mat[2][1] - _m._mat[0][1] * _m._mat[2][0]) * det_1;
_mat[0][2] = (_m._mat[0][1] * _m._mat[1][2] - _m._mat[0][2] * _m._mat[1][1]) * det_1;
_mat[1][2] = (_m._mat[0][0] * _m._mat[1][2] - _m._mat[0][2] * _m._mat[1][0]) * det_1;
_mat[2][2] = (_m._mat[0][0] * _m._mat[1][1] - _m._mat[0][1] * _m._mat[1][0]) * det_1;
// calculate -C * inv(A)
_mat[3][0] = -(_m._mat[3][0] * _mat[0][0] + _m._mat[3][1] * _mat[1][0] + _m._mat[3][2] * _mat[2][0] );
_mat[3][1] = -(_m._mat[3][0] * _mat[0][1] + _m._mat[3][1] * _mat[1][1] + _m._mat[3][2] * _mat[2][1] );
_mat[3][2] = -(_m._mat[3][0] * _mat[0][2] + _m._mat[3][1] * _mat[1][2] + _m._mat[3][2] * _mat[2][2] );
_mat[0][3] = 0.0;
_mat[1][3] = 0.0;
_mat[2][3] = 0.0;
_mat[3][3] = 1.0;
fully_realized = true;
return true;
}
//static utility methods
Matrix Matrix::scale(float sx, float sy, float sz) {
Matrix m;
m.makeScale(sx,sy,sz);
return m;
}
Matrix Matrix::scale(const Vec3& v ) {
return scale(v.x(), v.y(), v.z() );
}
Matrix Matrix::trans(float tx, float ty, float tz) {
Matrix m;
m.makeTrans(tx,ty,tz);
return m;
}
Matrix Matrix::trans(const Vec3& v ) {
return trans(v.x(), v.y(), v.z() );
}
Matrix Matrix::rotate( const Quat& q ) {
Matrix m;
m.makeRot( q );
return m;
}
Matrix Matrix::rotate(float angle, float x, float y, float z ) {
Matrix m;
m.makeRot(angle,x,y,z);
return m;
}
Matrix Matrix::rotate(const Vec3& from, const Vec3& to ) {
Matrix m;
m.makeRot(from,to);
return m;
}
//Deprecated methods
void Matrix::copy( const Matrix& other) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::copy is deprecated. Use = instead.";
#endif
(*this) = other;
}
void Matrix::preScale( float sx, float sy, float sz, const Matrix& m ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::preScale is deprecated. Use result = (Matrix::scale * m) instead.";
(*this) = ( scale(sx,sy,sz) * m );
#endif
}
void Matrix::postScale( const Matrix& m, float sx, float sy, float sz ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::postScale is deprecated. Use result = (m * Matrix::scale()) instead.";
(*this) = ( m * scale(sx,sy,sz) );
#endif
}
void Matrix::preScale( float sx, float sy, float sz ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::preScale is deprecated. Use M.preMult( Matrix::scale ) instead.";
preMult( scale(sx,sy,sz) );
#endif
}
void Matrix::postScale( float sx, float sy, float sz ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::postScale is deprecated. Use M.postMult( Matrix::scale ) instead.";
postMult( scale(sx,sy,sz) );
#endif
}
void Matrix::preTrans( float tx, float ty, float tz, const Matrix& m ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::preTrans is deprecated. Use result = Matrix::trans * m instead.";
(*this) = trans(tx,ty,tz) * m;
#endif
}
void Matrix::postTrans( const Matrix& m, float tx, float ty, float tz ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::postTrans is deprecated. Use result = m * Matrix::trans instead.";
(*this) = m * trans(tx,ty,tz);
#endif
}
void Matrix::preTrans( float sx, float sy, float sz ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::preTrans is deprecated. Use result = Matrix::trans * m instead.";
preMult( trans(sx,sy,sz) );
#endif
}
void Matrix::postTrans( float sx, float sy, float sz ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::postTrans is deprecated. Use result = m * Matrix::trans instead.";
postMult( trans(sx,sy,sz) );
#endif
}
void Matrix::preRot( float deg, float x, float y, float z, const Matrix& m ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::preRot is deprecated. Use result = Matrix::rot * m instead.";
(*this) = rotate(deg,x,y,z) * m;
#endif
}
void Matrix::postRot( const Matrix& m, float deg, float x, float y, float z ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::postRot is deprecated. Use result = m * Matrix::rotate instead.";
(*this) = m * rotate(deg,x,y,z);
#endif
}
void Matrix::preRot( float deg, float x, float y, float z ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::preRot is deprecated. Use m.preMult( Matrix::rotate ) instead.";
preMult( rotate(deg,x,y,z) );
#endif
}
void Matrix::postRot( float deg, float x, float y, float z ) {
#ifdef WARN_DEPRECATED
notify(NOTICE) << "Matrix::postRot is deprecated. Use m.postMult( Matrix::rotate ) instead.";
postMult( rotate(deg,x,y,z) );
#endif
}

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src/osg/Matrix.cpp.old Normal file
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#include <math.h>
#include <string.h>
#include <osg/Types>
#include <osg/Matrix>
#include <osg/Notify>
#include <osg/ref_ptr>
#define square(x) ((x)*(x))
#define DEG2RAD(x) ((x)*M_PI/180.0)
#define RAD2DEG(x) ((x)*180.0/M_PI)
using namespace osg;
typedef struct quaternion_
{
double x ;
double y ;
double z ;
double w ;
} quaternion ;
/* C = a(row).b(row) */
#define matrix_inner_product( a, b, row, col, C ) \
{ \
(C)[row][col] = (a)[row][0] * (b)[0][col] + \
(a)[row][1] * (b)[1][col] + \
(a)[row][2] * (b)[2][col] + \
(a)[row][3] * (b)[3][col]; \
}
/* C = a.b */
#define matrix_mult( a, b, C ) \
{ \
matrix_inner_product( a, b, 0, 0, C ); \
matrix_inner_product( a, b, 0, 1, C ); \
matrix_inner_product( a, b, 0, 2, C ); \
matrix_inner_product( a, b, 0, 3, C ); \
matrix_inner_product( a, b, 1, 0, C ); \
matrix_inner_product( a, b, 1, 1, C ); \
matrix_inner_product( a, b, 1, 2, C ); \
matrix_inner_product( a, b, 1, 3, C ); \
matrix_inner_product( a, b, 2, 0, C ); \
matrix_inner_product( a, b, 2, 1, C ); \
matrix_inner_product( a, b, 2, 2, C ); \
matrix_inner_product( a, b, 2, 3, C ); \
matrix_inner_product( a, b, 3, 0, C ); \
matrix_inner_product( a, b, 3, 1, C ); \
matrix_inner_product( a, b, 3, 2, C ); \
matrix_inner_product( a, b, 3, 3, C ); \
}
static void quaternion_matrix( quaternion *q, double mat[4][4] )
{
/* copied from Shoemake/ACM SIGGRAPH 89 */
double xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz ;
xs = q->x + q->x;
ys = q->y + q->y;
zs = q->z + q->z;
wx = q->w * xs ; wy = q->w * ys ; wz = q->w * zs ;
xx = q->x * xs ; xy = q->x * ys ; xz = q->x * zs ;
yy = q->y * ys ; yz = q->y * zs ; zz = q->z * zs ;
mat[0][0] = 1.0 - ( yy + zz ) ;
mat[0][1] = xy - wz ;
mat[0][2] = xz + wy ;
mat[1][0] = xy + wz ;
mat[1][1] = 1.0 - ( xx + zz ) ;
mat[1][2] = yz - wx ;
mat[2][0] = xz - wy ;
mat[2][1] = yz + wx ;
mat[2][2] = 1.0 - ( xx + yy ) ;
mat[0][3] = 0.0;
mat[1][3] = 0.0;
mat[2][3] = 0.0;
mat[3][0] = 0.0;
mat[3][1] = 0.0;
mat[3][2] = 0.0;
mat[3][3] = 1.0;
}
Matrix::Matrix()
{
makeIdent();
}
Matrix::Matrix(const Matrix& matrix) : Object()
{
memcpy(_mat,matrix._mat,sizeof(_mat));
}
Matrix& Matrix::operator = (const Matrix& matrix)
{
if (&matrix==this) return *this;
memcpy(_mat,matrix._mat,sizeof(_mat));
return *this;
}
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)
{
_mat[0][0] = a00;
_mat[0][1] = a01;
_mat[0][2] = a02;
_mat[0][3] = a03;
_mat[1][0] = a10;
_mat[1][1] = a11;
_mat[1][2] = a12;
_mat[1][3] = a13;
_mat[2][0] = a20;
_mat[2][1] = a21;
_mat[2][2] = a22;
_mat[2][3] = a23;
_mat[3][0] = a30;
_mat[3][1] = a31;
_mat[3][2] = a32;
_mat[3][3] = a33;
}
Matrix::~Matrix()
{
}
void Matrix::makeIdent()
{
_mat[0][0] = 1.0f;
_mat[0][1] = 0.0f;
_mat[0][2] = 0.0f;
_mat[0][3] = 0.0f;
_mat[1][0] = 0.0f;
_mat[1][1] = 1.0f;
_mat[1][2] = 0.0f;
_mat[1][3] = 0.0f;
_mat[2][0] = 0.0f;
_mat[2][1] = 0.0f;
_mat[2][2] = 1.0f;
_mat[2][3] = 0.0f;
_mat[3][0] = 0.0f;
_mat[3][1] = 0.0f;
_mat[3][2] = 0.0f;
_mat[3][3] = 1.0f;
}
void Matrix::set(const float* m)
{
_mat[0][0] = m[0];
_mat[0][1] = m[1];
_mat[0][2] = m[2];
_mat[0][3] = m[3];
_mat[1][0] = m[4];
_mat[1][1] = m[5];
_mat[1][2] = m[6];
_mat[1][3] = m[7];
_mat[2][0] = m[8];
_mat[2][1] = m[9];
_mat[2][2] = m[10];
_mat[2][3] = m[11];
_mat[3][0] = m[12];
_mat[3][1] = m[13];
_mat[3][2] = m[14];
_mat[3][3] = m[15];
}
void Matrix::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)
{
_mat[0][0] = a00;
_mat[0][1] = a01;
_mat[0][2] = a02;
_mat[0][3] = a03;
_mat[1][0] = a10;
_mat[1][1] = a11;
_mat[1][2] = a12;
_mat[1][3] = a13;
_mat[2][0] = a20;
_mat[2][1] = a21;
_mat[2][2] = a22;
_mat[2][3] = a23;
_mat[3][0] = a30;
_mat[3][1] = a31;
_mat[3][2] = a32;
_mat[3][3] = a33;
}
void Matrix::copy(const Matrix& matrix)
{
memcpy(_mat,matrix._mat,sizeof(_mat));
}
void Matrix::makeScale(float sx, float sy, float sz)
{
makeIdent();
_mat[0][0] = sx;
_mat[1][1] = sy;
_mat[2][2] = sz;
}
void Matrix::preScale( float sx, float sy, float sz, const Matrix& m )
{
Matrix transMat;
transMat.makeScale(sx, sy, sz);
mult(transMat,m);
}
void Matrix::postScale( const Matrix& m, float sx, float sy, float sz )
{
Matrix transMat;
transMat.makeScale(sx, sy, sz);
mult(m,transMat);
}
void Matrix::preScale( float sx, float sy, float sz )
{
Matrix transMat;
transMat.makeScale(sx, sy, sz);
preMult(transMat);
}
void Matrix::postScale( float sx, float sy, float sz )
{
Matrix transMat;
transMat.makeScale(sx, sy, sz);
postMult(transMat);
}
void Matrix::makeTrans( float tx, float ty, float tz )
{
makeIdent();
_mat[3][0] = tx;
_mat[3][1] = ty;
_mat[3][2] = tz;
}
void Matrix::preTrans( float tx, float ty, float tz, const Matrix& m )
{
Matrix transMat;
transMat.makeTrans(tx, ty, tz);
mult(transMat,m);
}
void Matrix::postTrans( const Matrix& m, float tx, float ty, float tz )
{
Matrix transMat;
transMat.makeTrans(tx, ty, tz);
mult(m,transMat);
}
void Matrix::preTrans( float tx, float ty, float tz )
{
_mat[3][0] = (tx * _mat[0][0]) + (ty * _mat[1][0]) + (tz * _mat[2][0]) + _mat[3][0];
_mat[3][1] = (tx * _mat[0][1]) + (ty * _mat[1][1]) + (tz * _mat[2][1]) + _mat[3][1];
_mat[3][2] = (tx * _mat[0][2]) + (ty * _mat[1][2]) + (tz * _mat[2][2]) + _mat[3][2];
_mat[3][3] = (tx * _mat[0][3]) + (ty * _mat[1][3]) + (tz * _mat[2][3]) + _mat[3][3];
}
void Matrix::postTrans( float tx, float ty, float tz )
{
Matrix transMat;
transMat.makeTrans(tx, ty, tz);
postMult(transMat);
}
void Matrix::makeRot( const Vec3& old_vec, const Vec3& new_vec )
{
/* dot product == cos(angle old_vec<>new_vec). */
double d = new_vec * old_vec;
if ( d < 0.9999 )
{
double angle = acos( d );
Vec3 rot_axis = new_vec ^ old_vec;
makeRot( RAD2DEG(angle),
rot_axis.x(), rot_axis.y(), rot_axis.z() );
}
else
makeIdent();
}
void Matrix::makeRot( float deg, float x, float y, float z )
{
double __mat[4][4];
quaternion q;
float d = sqrtf( square(x) + square(y) + square(z) );
if( d == 0 )
return;
float sin_HalfAngle = sinf( DEG2RAD(deg/2) );
float cos_HalfAngle = cosf( DEG2RAD(deg/2) );
q.x = sin_HalfAngle * (x/d);
q.y = sin_HalfAngle * (y/d);
q.z = sin_HalfAngle * (z/d);
q.w = cos_HalfAngle;
quaternion_matrix( &q, __mat );
for(int i=0;i<4;++i)
{
for(int j=0;j<4;++j)
{
_mat[i][j]=__mat[i][j];
}
}
}
void Matrix::preRot( float deg, float x, float y, float z, const Matrix& m )
{
Matrix rotMat;
rotMat.makeRot( deg, x, y, z );
mult(rotMat,m);
}
void Matrix::postRot( const Matrix& m, float deg, float x, float y, float z )
{
Matrix rotMat;
rotMat.makeRot( deg, x, y, z );
mult(m,rotMat);
}
void Matrix::preRot( float deg, float x, float y, float z )
{
quaternion q;
double __mat[4][4];
float res_mat[4][4];
float d = sqrtf( square(x) + square(y) + square(z) );
if( d == 0 )
return;
float sin_HalfAngle = sinf( DEG2RAD(deg/2) );
float cos_HalfAngle = cosf( DEG2RAD(deg/2) );
q.x = sin_HalfAngle * (x/d);
q.y = sin_HalfAngle * (y/d);
q.z = sin_HalfAngle * (z/d);
q.w = cos_HalfAngle;
quaternion_matrix( &q, __mat );
matrix_mult( __mat, _mat, res_mat );
memcpy( _mat, res_mat, sizeof( _mat ) );
}
void Matrix::postRot( float deg, float x, float y, float z )
{
quaternion q;
double __mat[4][4];
float res_mat[4][4];
float d = sqrtf( square(x) + square(y) + square(z) );
if( d == 0 )
return;
float sin_HalfAngle = sinf( DEG2RAD(deg/2) );
float cos_HalfAngle = cosf( DEG2RAD(deg/2) );
q.x = sin_HalfAngle * (x/d);
q.y = sin_HalfAngle * (y/d);
q.z = sin_HalfAngle * (z/d);
q.w = cos_HalfAngle;
quaternion_matrix( &q, __mat );
matrix_mult( _mat, __mat , res_mat );
memcpy( _mat, res_mat, sizeof( _mat ) );
}
void Matrix::setTrans( float tx, float ty, float tz )
{
_mat[3][0] = tx;
_mat[3][1] = ty;
_mat[3][2] = tz;
}
void Matrix::setTrans( const Vec3& v )
{
_mat[3][0] = v[0];
_mat[3][1] = v[1];
_mat[3][2] = v[2];
}
void Matrix::preMult(const Matrix& m)
{
Matrix tm;
matrix_mult( m._mat, _mat, tm._mat );
*this = tm;
}
void Matrix::postMult(const Matrix& m)
{
Matrix tm;
matrix_mult( _mat, m._mat, tm._mat );
*this = tm;
}
void Matrix::mult(const Matrix& lhs,const Matrix& rhs)
{
if (&lhs==this || &rhs==this)
{
osg::Matrix tm;
matrix_mult( lhs._mat, rhs._mat, tm._mat );
*this = tm;
}
else
{
matrix_mult( lhs._mat, rhs._mat, _mat );
}
}
Matrix Matrix::operator * (const Matrix& m) const
{
Matrix tm;
matrix_mult( _mat,m._mat, tm._mat );
return tm;
}
bool Matrix::invert(const Matrix& invm)
{
if (&invm==this) {
Matrix tm(invm);
return invert(tm);
}
// code lifted from VR Juggler.
// not cleanly added, but seems to work. RO.
const float* a = reinterpret_cast<const float*>(invm._mat);
float* b = reinterpret_cast<float*>(_mat);
int n = 4;
int i, j, k;
int r[ 4], c[ 4], row[ 4], col[ 4];
float m[ 4][ 4*2], pivot, max_m, tmp_m, fac;
/* Initialization */
for ( i = 0; i < n; i ++ )
{
r[ i] = c[ i] = 0;
row[ i] = col[ i] = 0;
}
/* Set working matrix */
for ( i = 0; i < n; i++ )
{
for ( j = 0; j < n; j++ )
{
m[ i][ j] = a[ i * n + j];
m[ i][ j + n] = ( i == j ) ? 1.0 : 0.0 ;
}
}
/* Begin of loop */
for ( k = 0; k < n; k++ )
{
/* Choosing the pivot */
for ( i = 0, max_m = 0; i < n; i++ )
{
if ( row[ i] ) continue;
for ( j = 0; j < n; j++ )
{
if ( col[ j] ) continue;
tmp_m = fabs( m[ i][j]);
if ( tmp_m > max_m)
{
max_m = tmp_m;
r[ k] = i;
c[ k] = j;
}
}
}
row[ r[k] ] = col[ c[k] ] = 1;
pivot = m[ r[ k] ][ c[ k] ];
if ( fabs( pivot) <= 1e-20)
{
notify(WARN) << "*** pivot = %f in mat_inv. ***\n";
//exit( 0);
return false;
}
/* Normalization */
for ( j = 0; j < 2*n; j++ )
{
if ( j == c[ k] )
m[ r[ k]][ j] = 1.0;
else
m[ r[ k]][ j] /=pivot;
}
/* Reduction */
for ( i = 0; i < n; i++ )
{
if ( i == r[ k] )
continue;
for ( j=0, fac = m[ i][ c[k]];j < 2*n; j++ )
{
if ( j == c[ k] )
m[ i][ j] =0.0;
else
m[ i][ j] -=fac * m[ r[k]][ j];
}
}
}
/* Assign invers to a matrix */
for ( i = 0; i < n; i++ )
for ( j = 0; j < n; j++ )
row[ i] = ( c[ j] == i ) ? r[j] : row[ i];
for ( i = 0; i < n; i++ )
for ( j = 0; j < n; j++ )
b[ i * n + j] = m[ row[ i]][j + n];
return true; // It worked
}

22
src/osg/Viewport.cpp Normal file
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#include <osg/Viewport>
using namespace osg;
Viewport::Viewport()
{
_x = 0;
_y = 0;
_width = 800;
_height = 600;
}
Viewport::~Viewport()
{
}
void Viewport::apply(State&) const
{
glViewport(_x,_y,_width,_height);
}

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#include <osgUtil/AppVisitor>
using namespace osg;
using namespace osgUtil;
AppVisitor::AppVisitor():NodeVisitor(TRAVERSE_ACTIVE_CHILDREN)
{
}
AppVisitor::~AppVisitor()
{
}
void AppVisitor::reset()
{
}