Made Matrix be a typedef to either Matrixf or Matrixd. Defaults to Matrixf. Converted the osgGA::MatrixManipulators and osgProducer::Viewer/OsgCameraGroup across to using exclusively Matrixd for internal computations and passing betwen Manipulators, Producer and SceneView. Note, SceneView still uses Matrix internally so will depend on what is set as the default in include/osg/Matrix. Added the ability to osgProducer::setDone/getDone(), kept done() as the method that the viewer main loop uses for detecting the exit condition.
474 lines
17 KiB
C++
474 lines
17 KiB
C++
/* -*-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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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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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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#ifndef OSG_MATRIXD
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#define OSG_MATRIXD 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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#include <string.h>
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#include <iostream>
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#include <algorithm>
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namespace osg {
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class Matrixf;
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class SG_EXPORT Matrixd
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{
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public:
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typedef float value_type;
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inline Matrixd() { makeIdentity(); }
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inline Matrixd( const Matrixd& mat) { set(mat.ptr()); }
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Matrixd( const Matrixf& mat );
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inline explicit Matrixd( float const * const ptr ) { set(ptr); }
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inline explicit Matrixd( double const * const ptr ) { set(ptr); }
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inline explicit Matrixd( const Quat& quat ) { set(quat); }
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Matrixd( 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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~Matrixd() {}
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int compare(const Matrixd& m) const { return memcmp(_mat,m._mat,sizeof(_mat)); }
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bool operator < (const Matrixd& m) const { return compare(m)<0; }
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bool operator == (const Matrixd& m) const { return compare(m)==0; }
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bool operator != (const Matrixd& m) const { return compare(m)!=0; }
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inline value_type& operator()(int row, int col) { return _mat[row][col]; }
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inline value_type operator()(int row, int col) const { return _mat[row][col]; }
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inline bool valid() const { return !isNaN(); }
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inline bool isNaN() const { return osg::isNaN(_mat[0][0]) || osg::isNaN(_mat[0][1]) || osg::isNaN(_mat[0][2]) || osg::isNaN(_mat[0][3]) ||
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osg::isNaN(_mat[1][0]) || osg::isNaN(_mat[1][1]) || osg::isNaN(_mat[1][2]) || osg::isNaN(_mat[1][3]) ||
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osg::isNaN(_mat[2][0]) || osg::isNaN(_mat[2][1]) || osg::isNaN(_mat[2][2]) || osg::isNaN(_mat[2][3]) ||
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osg::isNaN(_mat[3][0]) || osg::isNaN(_mat[3][1]) || osg::isNaN(_mat[3][2]) || osg::isNaN(_mat[3][3]); }
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inline Matrixd& operator = (const Matrixd& rhs)
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{
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if( &rhs == this ) return *this;
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set(rhs.ptr());
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return *this;
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}
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inline Matrixd& operator = (const Matrixf& other);
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inline void set(const Matrixd& rhs) { set(rhs.ptr()); }
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void set(const Matrixf& rhs);
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inline void set(float const * const ptr)
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{
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value_type* local_ptr = (value_type*)_mat;
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for(int i=0;i<16;++i) local_ptr[i]=(value_type)ptr[i];
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}
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inline void set(double const * const ptr)
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{
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value_type* local_ptr = (value_type*)_mat;
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for(int i=0;i<16;++i) local_ptr[i]=(value_type)ptr[i];
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}
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void 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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void set(const Quat& q);
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void get(Quat& q) const;
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value_type * ptr() { return (value_type*)_mat; }
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const value_type * ptr() const { return (const value_type *)_mat; }
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void makeIdentity();
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void makeScale( const Vec3& );
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void makeScale( value_type, value_type, value_type );
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void makeTranslate( const Vec3& );
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void makeTranslate( value_type, value_type, value_type );
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void makeRotate( const Vec3& from, const Vec3& to );
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void makeRotate( float angle, const Vec3& axis );
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void makeRotate( float angle, float x, float y, float z );
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void makeRotate( const Quat& );
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void 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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/** Set to a orthographic projection. See glOrtho for further details.*/
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void 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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/** Get the othorgraphic settings of the orthographic projection matrix.
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* Note, if matrix is not an orthographic matrix then invalid values will be returned.*/
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void 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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/** Set to a 2D orthographic projection. See glOrtho2D for further details.*/
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inline void makeOrtho2D(double left, double right,
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double bottom, double top)
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{
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makeOrtho(left,right,bottom,top,-1.0,1.0);
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}
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/** Set to a perspective projection. See glFrustum for further details.*/
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void 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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/** Get the frustum setting of a perspective projection matrix.
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* Note, if matrix is not an perspective matrix then invalid values will be returned.*/
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void 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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/** Set to a symmetrical perspective projection, See gluPerspective for further details.
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* Aspect ratio is defined as width/height.*/
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void makePerspective(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Set to the position and orientation modelview matrix, using the same convention as gluLookAt. */
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void makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance=1.0f);
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bool invert( const Matrixd& );
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//basic utility functions to create new matrices
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inline static Matrixd identity( void );
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inline static Matrixd scale( const Vec3& sv);
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inline static Matrixd scale( value_type sx, value_type sy, value_type sz);
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inline static Matrixd translate( const Vec3& dv);
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inline static Matrixd translate( value_type x, value_type y, value_type z);
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inline static Matrixd rotate( const Vec3& from, const Vec3& to);
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inline static Matrixd rotate( float angle, float x, float y, float z);
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inline static Matrixd rotate( float angle, const Vec3& axis);
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inline static Matrixd rotate( 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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inline static Matrixd rotate( const Quat& quat);
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inline static Matrixd inverse( const Matrixd& matrix);
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/** Create a orthographic projection. See glOrtho for further details.*/
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inline static Matrixd ortho(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Create a 2D orthographic projection. See glOrtho for further details.*/
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inline static Matrixd ortho2D(double left, double right,
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double bottom, double top);
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/** Create a perspective projection. See glFrustum for further details.*/
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inline static Matrixd frustum(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Create a symmetrical perspective projection, See gluPerspective for further details.
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* Aspect ratio is defined as width/height.*/
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inline static Matrixd perspective(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Create the position and orientation as per a camera, using the same convention as gluLookAt. */
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inline static Matrixd lookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
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inline Vec3 preMult( const Vec3& v ) const;
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inline Vec3 postMult( const Vec3& v ) const;
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inline Vec3 operator* ( const Vec3& v ) const;
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inline Vec4 preMult( const Vec4& v ) const;
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inline Vec4 postMult( const Vec4& v ) const;
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inline Vec4 operator* ( const Vec4& v ) const;
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void setTrans( value_type tx, value_type ty, value_type tz );
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void setTrans( const Vec3& v );
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inline Vec3 getTrans() const { return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
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inline Vec3 getScale() const { return Vec3(_mat[0][0],_mat[1][1],_mat[2][2]); }
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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 Matrixd& 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 Matrixd& m,const Vec3& v);
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// basic Matrixd multiplication, our workhorse methods.
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void mult( const Matrixd&, const Matrixd& );
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void preMult( const Matrixd& );
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void postMult( const Matrixd& );
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inline void operator *= ( const Matrixd& other )
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{ if( this == &other ) {
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Matrixd 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 Matrixd operator * ( const Matrixd &m ) const
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{
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osg::Matrixd r;
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r.mult(*this,m);
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return r;
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}
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protected:
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value_type _mat[4][4];
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};
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class RefMatrixd : public Object, public Matrixd
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{
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public:
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RefMatrixd():Matrixd() {}
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RefMatrixd( const Matrixd& other) : Matrixd(other) {}
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RefMatrixd( const Matrixf& other) : Matrixd(other) {}
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RefMatrixd( const RefMatrixd& other) : Object(other), Matrixd(other) {}
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explicit RefMatrixd( Matrixd::value_type const * const def ):Matrixd(def) {}
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RefMatrixd( Matrixd::value_type a00, Matrixd::value_type a01, Matrixd::value_type a02, Matrixd::value_type a03,
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Matrixd::value_type a10, Matrixd::value_type a11, Matrixd::value_type a12, Matrixd::value_type a13,
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Matrixd::value_type a20, Matrixd::value_type a21, Matrixd::value_type a22, Matrixd::value_type a23,
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Matrixd::value_type a30, Matrixd::value_type a31, Matrixd::value_type a32, Matrixd::value_type a33):
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Matrixd(a00, a01, a02, a03,
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a10, a11, a12, a13,
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a20, a21, a22, a23,
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a30, a31, a32, a33) {}
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virtual Object* cloneType() const { return new RefMatrixd(); }
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virtual Object* clone(const CopyOp&) const { return new RefMatrixd(*this); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const RefMatrixd*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "Matrix"; }
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protected:
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virtual ~RefMatrixd() {}
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};
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//static utility methods
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inline Matrixd Matrixd::identity(void)
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{
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Matrixd m;
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m.makeIdentity();
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return m;
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}
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inline Matrixd Matrixd::scale(value_type sx, value_type sy, value_type sz)
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{
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Matrixd m;
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m.makeScale(sx,sy,sz);
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return m;
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}
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inline Matrixd Matrixd::scale(const Vec3& v )
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{
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return scale(v.x(), v.y(), v.z() );
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}
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inline Matrixd Matrixd::translate(value_type tx, value_type ty, value_type tz)
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{
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Matrixd m;
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m.makeTranslate(tx,ty,tz);
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return m;
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}
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inline Matrixd Matrixd::translate(const Vec3& v )
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{
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return translate(v.x(), v.y(), v.z() );
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}
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inline Matrixd Matrixd::rotate( const Quat& q )
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{
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return Matrixd(q);
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}
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inline Matrixd Matrixd::rotate(float angle, float x, float y, float z )
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{
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Matrixd m;
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m.makeRotate(angle,x,y,z);
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return m;
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}
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inline Matrixd Matrixd::rotate(float angle, const Vec3& axis )
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{
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Matrixd m;
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m.makeRotate(angle,axis);
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return m;
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}
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inline Matrixd Matrixd::rotate( 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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Matrixd m;
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m.makeRotate(angle1,axis1,angle2,axis2,angle3,axis3);
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return m;
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}
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inline Matrixd Matrixd::rotate(const Vec3& from, const Vec3& to )
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{
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Matrixd m;
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m.makeRotate(from,to);
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return m;
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}
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inline Matrixd Matrixd::inverse( const Matrixd& matrix)
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{
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Matrixd m;
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m.invert(matrix);
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return m;
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}
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inline Matrixd Matrixd::ortho(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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Matrixd m;
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m.makeOrtho(left,right,bottom,top,zNear,zFar);
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return m;
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}
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inline Matrixd Matrixd::ortho2D(double left, double right,
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double bottom, double top)
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{
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Matrixd m;
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m.makeOrtho2D(left,right,bottom,top);
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return m;
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}
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inline Matrixd Matrixd::frustum(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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Matrixd m;
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m.makeFrustum(left,right,bottom,top,zNear,zFar);
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return m;
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}
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inline Matrixd Matrixd::perspective(double fovy,double aspectRatio,
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double zNear, double zFar)
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{
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Matrixd m;
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m.makePerspective(fovy,aspectRatio,zNear,zFar);
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return m;
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}
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inline Matrixd Matrixd::lookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
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{
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Matrixd m;
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m.makeLookAt(eye,center,up);
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return m;
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}
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inline Vec3 Matrixd::postMult( const Vec3& v ) const
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{
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float d = 1.0f/(_mat[3][0]*v.x()+_mat[3][1]*v.y()+_mat[3][2]*v.z()+_mat[3][3]) ;
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return Vec3( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3])*d,
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(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3])*d,
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(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3])*d) ;
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}
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inline Vec3 Matrixd::preMult( const Vec3& v ) const
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{
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float d = 1.0f/(_mat[0][3]*v.x()+_mat[1][3]*v.y()+_mat[2][3]*v.z()+_mat[3][3]) ;
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return Vec3( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0])*d,
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(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1])*d,
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(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2])*d);
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}
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inline Vec4 Matrixd::postMult( const Vec4& v ) const
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{
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return Vec4( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3]*v.w()),
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(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3]*v.w()),
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(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3]*v.w()),
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(_mat[3][0]*v.x() + _mat[3][1]*v.y() + _mat[3][2]*v.z() + _mat[3][3]*v.w())) ;
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}
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inline Vec4 Matrixd::preMult( const Vec4& v ) const
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{
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return Vec4( (_mat[0][0]*v.x() + _mat[1][0]*v.y() + _mat[2][0]*v.z() + _mat[3][0]*v.w()),
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(_mat[0][1]*v.x() + _mat[1][1]*v.y() + _mat[2][1]*v.z() + _mat[3][1]*v.w()),
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(_mat[0][2]*v.x() + _mat[1][2]*v.y() + _mat[2][2]*v.z() + _mat[3][2]*v.w()),
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(_mat[0][3]*v.x() + _mat[1][3]*v.y() + _mat[2][3]*v.z() + _mat[3][3]*v.w()));
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}
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inline Vec3 Matrixd::transform3x3(const Vec3& v,const Matrixd& 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 Matrixd::transform3x3(const Matrixd& 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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|
|
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inline Vec3 operator* (const Vec3& v, const Matrixd& m )
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{
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return m.preMult(v);
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|
}
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inline Vec4 operator* (const Vec4& v, const Matrixd& m )
|
|
{
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|
return m.preMult(v);
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|
}
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|
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inline Vec3 Matrixd::operator* (const Vec3& v) const
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|
{
|
|
return postMult(v);
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|
}
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|
inline Vec4 Matrixd::operator* (const Vec4& v) const
|
|
{
|
|
return postMult(v);
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|
}
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|
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inline std::ostream& operator<< (std::ostream& os, const Matrixd& m )
|
|
{
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|
os << "{"<<std::endl;
|
|
for(int row=0; row<4; ++row) {
|
|
os << "\t";
|
|
for(int col=0; col<4; ++col)
|
|
os << m(row,col) << " ";
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|
os << std::endl;
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|
}
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os << "}" << std::endl;
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|
return os;
|
|
}
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|
|
|
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} //namespace osg
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|
|
|
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#endif
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