Added a Matrix::value_type typedef'd trait into osg::Matrix, defaulting its

value to float, and converted the internal code across to use value_type.  This
allows Matrix to be converted to use double's simply by change the definition
of value_type.  Added Matrix::glLoadlMatrix and Matrix::glMultMatrix() to
help encapsulate the changes between float and double matrix usage.

Updated code that uses Matrix so it doesn't assume float or double matrices.
This commit is contained in:
Robert Osfield
2003-09-03 10:47:25 +00:00
parent 9a5ab0ac47
commit bd44cfcfd8
14 changed files with 250 additions and 248 deletions

View File

@@ -34,28 +34,10 @@ using namespace osg;
+((a)._mat[r][3] * (b)._mat[3][c])
Matrixf::Matrixf()
{
makeIdentity();
}
Matrixf::Matrixf( const Matrixf& other)
{
set( (const float *) other._mat );
}
Matrixf::Matrixf( const float * const def )
{
set( def );
}
Matrixf::Matrixf( float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13,
float a20, float a21, float a22, float a23,
float a30, float a31, float a32, float a33)
Matrix::Matrix( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13,
value_type a20, value_type a21, value_type a22, value_type a23,
value_type a30, value_type a31, value_type a32, value_type a33)
{
SET_ROW(0, a00, a01, a02, a03 )
SET_ROW(1, a10, a11, a12, a13 )
@@ -63,10 +45,10 @@ Matrixf::Matrixf( float a00, float a01, float a02, float a03,
SET_ROW(3, a30, a31, a32, a33 )
}
void Matrixf::set( float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13,
float a20, float a21, float a22, float a23,
float a30, float a31, float a32, float a33)
void Matrix::set( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13,
value_type a20, value_type a21, value_type a22, value_type a23,
value_type a30, value_type a31, value_type a32, value_type a33)
{
SET_ROW(0, a00, a01, a02, a03 )
SET_ROW(1, a10, a11, a12, a13 )
@@ -74,7 +56,7 @@ void Matrixf::set( float a00, float a01, float a02, float a03,
SET_ROW(3, a30, a31, a32, a33 )
}
void Matrixf::setTrans( float tx, float ty, float tz )
void Matrix::setTrans( value_type tx, value_type ty, value_type tz )
{
_mat[3][0] = tx;
_mat[3][1] = ty;
@@ -82,14 +64,14 @@ void Matrixf::setTrans( float tx, float ty, float tz )
}
void Matrixf::setTrans( const Vec3& v )
void Matrix::setTrans( const Vec3& v )
{
_mat[3][0] = v[0];
_mat[3][1] = v[1];
_mat[3][2] = v[2];
}
void Matrixf::makeIdentity()
void Matrix::makeIdentity()
{
SET_ROW(0, 1, 0, 0, 0 )
SET_ROW(1, 0, 1, 0, 0 )
@@ -97,12 +79,12 @@ void Matrixf::makeIdentity()
SET_ROW(3, 0, 0, 0, 1 )
}
void Matrixf::makeScale( const Vec3& v )
void Matrix::makeScale( const Vec3& v )
{
makeScale(v[0], v[1], v[2] );
}
void Matrixf::makeScale( float x, float y, float z )
void Matrix::makeScale( value_type x, value_type y, value_type z )
{
SET_ROW(0, x, 0, 0, 0 )
SET_ROW(1, 0, y, 0, 0 )
@@ -110,12 +92,12 @@ void Matrixf::makeScale( float x, float y, float z )
SET_ROW(3, 0, 0, 0, 1 )
}
void Matrixf::makeTranslate( const Vec3& v )
void Matrix::makeTranslate( const Vec3& v )
{
makeTranslate( v[0], v[1], v[2] );
}
void Matrixf::makeTranslate( float x, float y, float z )
void Matrix::makeTranslate( value_type x, value_type y, value_type z )
{
SET_ROW(0, 1, 0, 0, 0 )
SET_ROW(1, 0, 1, 0, 0 )
@@ -123,33 +105,33 @@ void Matrixf::makeTranslate( float x, float y, float z )
SET_ROW(3, x, y, z, 1 )
}
void Matrixf::makeRotate( const Vec3& from, const Vec3& to )
void Matrix::makeRotate( const Vec3& from, const Vec3& to )
{
Quat quat;
quat.makeRotate(from,to);
quat.get(*this);
}
void Matrixf::makeRotate( float angle, const Vec3& axis )
void Matrix::makeRotate( float angle, const Vec3& axis )
{
Quat quat;
quat.makeRotate( angle, axis);
quat.get(*this);
}
void Matrixf::makeRotate( float angle, float x, float y, float z )
void Matrix::makeRotate( float angle, float x, float y, float z )
{
Quat quat;
quat.makeRotate( angle, x, y, z);
quat.get(*this);
}
void Matrixf::makeRotate( const Quat& q )
void Matrix::makeRotate( const Quat& q )
{
q.get(*this);
}
void Matrixf::makeRotate( float angle1, const Vec3& axis1,
void Matrix::makeRotate( float angle1, const Vec3& axis1,
float angle2, const Vec3& axis2,
float angle3, const Vec3& axis3)
{
@@ -160,7 +142,7 @@ void Matrixf::makeRotate( float angle1, const Vec3& axis1,
quat.get(*this);
}
void Matrixf::mult( const Matrix& lhs, const Matrix& rhs )
void Matrix::mult( const Matrix& lhs, const Matrix& rhs )
{
if (&lhs==this)
{
@@ -193,7 +175,7 @@ void Matrixf::mult( const Matrix& lhs, const Matrix& rhs )
_mat[3][3] = INNER_PRODUCT(lhs, rhs, 3, 3);
}
void Matrixf::preMult( const Matrix& other )
void Matrix::preMult( const Matrix& other )
{
// brute force method requiring a copy
//Matrix tmp(other* *this);
@@ -214,7 +196,7 @@ void Matrixf::preMult( const Matrix& other )
}
void Matrixf::postMult( const Matrix& other )
void Matrix::postMult( const Matrix& other )
{
// brute force method requiring a copy
//Matrix tmp(*this * other);
@@ -245,7 +227,7 @@ inline T SGL_ABS(T a)
#define SGL_SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp))
#endif
bool Matrixf::invert( const Matrix& mat )
bool Matrix::invert( const Matrix& mat )
{
if (&mat==this) {
Matrix tm(mat);
@@ -314,7 +296,7 @@ bool Matrixf::invert( const Matrix& mat )
return true;
}
void Matrixf::makeOrtho(double left, double right,
void Matrix::makeOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
@@ -328,7 +310,7 @@ void Matrixf::makeOrtho(double left, double right,
SET_ROW(3, tx, ty, tz, 1.0f )
}
void Matrixf::getOrtho(double& left, double& right,
void Matrix::getOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
@@ -343,7 +325,7 @@ void Matrixf::getOrtho(double& left, double& right,
}
void Matrixf::makeFrustum(double left, double right,
void Matrix::makeFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
@@ -358,7 +340,7 @@ void Matrixf::makeFrustum(double left, double right,
SET_ROW(3, 0.0f, 0.0f, D, 0.0f )
}
void Matrixf::getFrustum(double& left, double& right,
void Matrix::getFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
@@ -373,7 +355,7 @@ void Matrixf::getFrustum(double& left, double& right,
}
void Matrixf::makePerspective(double fovy,double aspectRatio,
void Matrix::makePerspective(double fovy,double aspectRatio,
double zNear, double zFar)
{
// calculate the appropriate left, right etc.
@@ -386,7 +368,7 @@ void Matrixf::makePerspective(double fovy,double aspectRatio,
}
void Matrixf::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
void Matrix::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
{
Vec3 f(center-eye);
f.normalize();
@@ -401,10 +383,10 @@ void Matrixf::makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
s[2], u[2], -f[2], 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
preMult(Matrixf::translate(-eye));
preMult(Matrix::translate(-eye));
}
void Matrixf::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
void Matrix::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
{
Matrix inv;
inv.invert(*this);
@@ -415,13 +397,18 @@ void Matrixf::getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
center = eye + center*lookDistance;
}
void Matrixf::glLoadMatrix() const
void my_glLoadMatrix(float* mat) { glLoadMatrixf((GLfloat*)mat); }
void my_glLoadMatrix(double* mat) { glLoadMatrixd((GLdouble*)mat); }
void my_glMultMatrix(float* mat) { glMultMatrixf((GLfloat*)mat); }
void my_glMultMatrix(double* mat) { glMultMatrixd((GLdouble*)mat); }
void Matrix::glLoadMatrix() const
{
glLoadMatrixf((GLfloat*)_mat);
my_glLoadMatrix((value_type*)_mat);
}
void Matrixf::glMultMatrix() const
void Matrix::glMultMatrix() const
{
glMultMatrixf((GLfloat*)_mat);
my_glMultMatrix((value_type*)_mat);
}
#undef SET_ROW