*** empty log message ***
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#ifndef OSG_Matrix
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#define OSG_Matrix 1
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#include <osg/Object>
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#include <osg/Vec3>
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#include <osg/Vec4>
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//#include <osg/Quat>
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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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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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public:
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float _mat[4][4];
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bool fully_realized;
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public:
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// const char* name() { return "My Matrix "; }
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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 { 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 col, int row) { return _mat[col][row]; }
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inline float operator()(int col, int row) const { return _mat[col][row]; }
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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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const float * values() { return (const float *)_mat; }
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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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static Matrix scale( const Vec3& );
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static Matrix scale( float, float, float );
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static Matrix trans( const Vec3& );
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static Matrix trans( float, float, float );
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static Matrix rotate( const Vec3&, const Vec3& );
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static Matrix rotate( float, float, float, float );
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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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//start of Deprecated 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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/** 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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};
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inline Vec3 Matrix::postMult ( const Vec3& v ) const {
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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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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 Vec3 Matrix::operator* (const Vec3& v) const {
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return postMult(v);
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}
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inline Vec3 operator* (const Vec3& v, const Matrix& m ) {
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return m.preMult(v);
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}
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inline Vec4 Matrix::postMult(const Vec4& v) const {
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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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/*
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inline Vec4 Matrix::preMult(const Vec4& v,const Matrix& m) {
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return Vec4( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z() + m._mat[3][0]*v.w()),
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(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z() + m._mat[3][1]*v.w()),
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(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z() + m._mat[3][2]*v.w()),
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(m._mat[0][3]*v.x() + m._mat[1][3]*v.y() + m._mat[2][3]*v.z() + m._mat[3][3]*v.w()));
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}
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*/
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inline Vec4 Matrix::operator* (const Vec4& v) const {
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return postMult(v);
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}
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inline Vec4 operator* (const Vec4& v, const Matrix& m ) {
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return m.preMult(v);
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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 ostream& operator<< (ostream& os, const Matrix& m ) {
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os << "{";
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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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@@ -1,190 +0,0 @@
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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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namespace osg {
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/** 4x4 Matrix for storage & manipulation of transformations in scene graph.
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Provides basic maths operations, IO and via osg::Object reference counting.
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You can directly load the matrix with OpenGL's LoadMatrixf() function via
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the public member _mat as the matrix is stored in the OpenGL format.
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Caution: The disadvantage of this feature is, that the matrix access is
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'transposed' if you compare it with the standard C/C++ 2d-array-access
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convention . I.e. _mat[i][j] accesses the ith column of the jth row in the
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4x4 matrix.
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*/
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class SG_EXPORT Matrix : public Object
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{
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public:
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Matrix();
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Matrix(const Matrix& matrix);
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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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Matrix& operator = (const Matrix& matrix);
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virtual ~Matrix();
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virtual Object* clone() const { return new Matrix(); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Matrix*>(obj)!=NULL; }
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virtual const char* className() const { return "Matrix"; }
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int compare(const Matrix& m) const { return memcmp(_mat,m._mat,sizeof(_mat)); }
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bool operator < (const Matrix& m) const { return compare(m)<0; }
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bool operator == (const Matrix& m) const { return compare(m)==0; }
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bool operator != (const Matrix& m) const { return compare(m)!=0; }
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void makeIdent();
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void set(const float* m);
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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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void copy(const Matrix& matrix);
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void makeScale(float sx, float sy, float sz);
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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 makeTrans( float tx, float ty, float tz );
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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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/**
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* Calc the rotation matrix which aligns vector \a old_vec with
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* vector \a new_vec. Both \a old_vec and \a new_vec must have
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* length 1.0.
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*/
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void makeRot( const Vec3& old_vec, const Vec3& new_vec );
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void makeRot( float deg, float x, float y, float z );
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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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void setTrans( float tx, float ty, float tz );
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void setTrans( const Vec3& v );
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Vec3 getTrans() const { return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
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void preMult(const Matrix& m);
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void postMult(const Matrix& m);
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void mult(const Matrix& lhs,const Matrix& rhs);
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Matrix operator * (const Matrix& m) const;
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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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/** post multipy v. ie. (m*v) */
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inline Vec3 operator * (const Vec3& v) const;
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/** pre multipy v. ie. (v*m) */
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friend inline Vec3 operator * (const Vec3& v,const Matrix& m);
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/** post multipy v. ie. (m*v) */
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inline Vec4 operator * (const Vec4& v) const;
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/** pre multipy v. ie. (v*m) */
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friend inline Vec4 operator * (const Vec4& v,const Matrix& m);
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friend inline ostream& operator << (ostream& output, const Matrix& matrix);
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bool invert(const Matrix& m);
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public :
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float _mat[4][4];
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protected:
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};
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inline Vec3 Matrix::operator * (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 operator * (const Vec3& v,const Matrix& m)
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{
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float d = 1.0f/(m._mat[0][3]*v.x()+m._mat[1][3]*v.y()+m._mat[2][3]*v.z()+m._mat[3][3]) ;
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return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z() + m._mat[3][0])*d,
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(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z() + m._mat[3][1])*d,
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(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z() + m._mat[3][2])*d);
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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 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 operator * (const Vec4& v,const Matrix& m)
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{
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return Vec4( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z() + m._mat[3][0]*v.w()),
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(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z() + m._mat[3][1]*v.w()),
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(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z() + m._mat[3][2]*v.w()),
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(m._mat[0][3]*v.x() + m._mat[1][3]*v.y() + m._mat[2][3]*v.z() + m._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()),
|
||||
(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z()),
|
||||
(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z()));
|
||||
}
|
||||
|
||||
inline Vec3 Matrix::transform3x3(const Matrix& m,const Vec3& v)
|
||||
{
|
||||
return Vec3( (m._mat[0][0]*v.x() + m._mat[0][1]*v.y() + m._mat[0][2]*v.z()),
|
||||
(m._mat[1][0]*v.x() + m._mat[1][1]*v.y() + m._mat[1][2]*v.z()),
|
||||
(m._mat[2][0]*v.x() + m._mat[2][1]*v.y() + m._mat[2][2]*v.z()) ) ;
|
||||
}
|
||||
|
||||
inline ostream& operator << (ostream& output, const Matrix& matrix)
|
||||
{
|
||||
output << "{"<<endl
|
||||
<< " " << matrix._mat[0][0] << " " << matrix._mat[0][1] << " " << matrix._mat[0][2] << " " << matrix._mat[0][3] << endl
|
||||
<< " " << matrix._mat[1][0] << " " << matrix._mat[1][1] << " " << matrix._mat[1][2] << " " << matrix._mat[1][3] << endl
|
||||
<< " " << matrix._mat[2][0] << " " << matrix._mat[2][1] << " " << matrix._mat[2][2] << " " << matrix._mat[2][3] << endl
|
||||
<< " " << matrix._mat[3][0] << " " << matrix._mat[3][1] << " " << matrix._mat[3][2] << " " << matrix._mat[3][3] << endl
|
||||
<< "}" << endl;
|
||||
return output; // to enable cascading
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user