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- /*************************************************************************/
- /* matrix3.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "matrix3.h"
- #include "math_funcs.h"
- #include "os/copymem.h"
- #define cofac(row1, col1, row2, col2) \
- (elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
- void Matrix3::from_z(const Vector3 &p_z) {
- if (Math::abs(p_z.z) > Math_SQRT12) {
- // choose p in y-z plane
- real_t a = p_z[1] * p_z[1] + p_z[2] * p_z[2];
- real_t k = 1.0 / Math::sqrt(a);
- elements[0] = Vector3(0, -p_z[2] * k, p_z[1] * k);
- elements[1] = Vector3(a * k, -p_z[0] * elements[0][2], p_z[0] * elements[0][1]);
- } else {
- // choose p in x-y plane
- real_t a = p_z.x * p_z.x + p_z.y * p_z.y;
- real_t k = 1.0 / Math::sqrt(a);
- elements[0] = Vector3(-p_z.y * k, p_z.x * k, 0);
- elements[1] = Vector3(-p_z.z * elements[0].y, p_z.z * elements[0].x, a * k);
- }
- elements[2] = p_z;
- }
- void Matrix3::invert() {
- real_t co[3] = {
- cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1)
- };
- real_t det = elements[0][0] * co[0] +
- elements[0][1] * co[1] +
- elements[0][2] * co[2];
- ERR_FAIL_COND(det == 0);
- real_t s = 1.0 / det;
- set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
- co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
- co[2] * s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s);
- }
- void Matrix3::orthonormalize() {
- // Gram-Schmidt Process
- Vector3 x = get_axis(0);
- Vector3 y = get_axis(1);
- Vector3 z = get_axis(2);
- x.normalize();
- y = (y - x * (x.dot(y)));
- y.normalize();
- z = (z - x * (x.dot(z)) - y * (y.dot(z)));
- z.normalize();
- set_axis(0, x);
- set_axis(1, y);
- set_axis(2, z);
- }
- Matrix3 Matrix3::orthonormalized() const {
- Matrix3 c = *this;
- c.orthonormalize();
- return c;
- }
- Matrix3 Matrix3::inverse() const {
- Matrix3 inv = *this;
- inv.invert();
- return inv;
- }
- void Matrix3::transpose() {
- SWAP(elements[0][1], elements[1][0]);
- SWAP(elements[0][2], elements[2][0]);
- SWAP(elements[1][2], elements[2][1]);
- }
- Matrix3 Matrix3::transposed() const {
- Matrix3 tr = *this;
- tr.transpose();
- return tr;
- }
- void Matrix3::scale(const Vector3 &p_scale) {
- elements[0][0] *= p_scale.x;
- elements[1][0] *= p_scale.x;
- elements[2][0] *= p_scale.x;
- elements[0][1] *= p_scale.y;
- elements[1][1] *= p_scale.y;
- elements[2][1] *= p_scale.y;
- elements[0][2] *= p_scale.z;
- elements[1][2] *= p_scale.z;
- elements[2][2] *= p_scale.z;
- }
- Matrix3 Matrix3::scaled(const Vector3 &p_scale) const {
- Matrix3 m = *this;
- m.scale(p_scale);
- return m;
- }
- Vector3 Matrix3::get_scale() const {
- return Vector3(
- Vector3(elements[0][0], elements[1][0], elements[2][0]).length(),
- Vector3(elements[0][1], elements[1][1], elements[2][1]).length(),
- Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
- }
- void Matrix3::rotate(const Vector3 &p_axis, real_t p_phi) {
- *this = *this * Matrix3(p_axis, p_phi);
- }
- Matrix3 Matrix3::rotated(const Vector3 &p_axis, real_t p_phi) const {
- return *this * Matrix3(p_axis, p_phi);
- }
- Vector3 Matrix3::get_euler() const {
- // rot = cy*cz -cy*sz sy
- // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
- // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
- Matrix3 m = *this;
- m.orthonormalize();
- Vector3 euler;
- euler.y = Math::asin(m[0][2]);
- if (euler.y < Math_PI * 0.5) {
- if (euler.y > -Math_PI * 0.5) {
- euler.x = Math::atan2(-m[1][2], m[2][2]);
- euler.z = Math::atan2(-m[0][1], m[0][0]);
- } else {
- real_t r = Math::atan2(m[1][0], m[1][1]);
- euler.z = 0.0;
- euler.x = euler.z - r;
- }
- } else {
- real_t r = Math::atan2(m[0][1], m[1][1]);
- euler.z = 0;
- euler.x = r - euler.z;
- }
- return euler;
- }
- void Matrix3::set_euler(const Vector3 &p_euler) {
- real_t c, s;
- c = Math::cos(p_euler.x);
- s = Math::sin(p_euler.x);
- Matrix3 xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
- c = Math::cos(p_euler.y);
- s = Math::sin(p_euler.y);
- Matrix3 ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
- c = Math::cos(p_euler.z);
- s = Math::sin(p_euler.z);
- Matrix3 zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
- //optimizer will optimize away all this anyway
- *this = xmat * (ymat * zmat);
- }
- bool Matrix3::operator==(const Matrix3 &p_matrix) const {
- for (int i = 0; i < 3; i++) {
- for (int j = 0; j < 3; j++) {
- if (elements[i][j] != p_matrix.elements[i][j])
- return false;
- }
- }
- return true;
- }
- bool Matrix3::operator!=(const Matrix3 &p_matrix) const {
- return (!(*this == p_matrix));
- }
- Matrix3::operator String() const {
- String mtx;
- for (int i = 0; i < 3; i++) {
- for (int j = 0; j < 3; j++) {
- if (i != 0 || j != 0)
- mtx += ", ";
- mtx += rtos(elements[i][j]);
- }
- }
- return mtx;
- }
- Matrix3::operator Quat() const {
- Matrix3 m = *this;
- m.orthonormalize();
- real_t trace = m.elements[0][0] + m.elements[1][1] + m.elements[2][2];
- real_t temp[4];
- if (trace > 0.0) {
- real_t s = Math::sqrt(trace + 1.0);
- temp[3] = (s * 0.5);
- s = 0.5 / s;
- temp[0] = ((m.elements[2][1] - m.elements[1][2]) * s);
- temp[1] = ((m.elements[0][2] - m.elements[2][0]) * s);
- temp[2] = ((m.elements[1][0] - m.elements[0][1]) * s);
- } else {
- int i = m.elements[0][0] < m.elements[1][1] ?
- (m.elements[1][1] < m.elements[2][2] ? 2 : 1) :
- (m.elements[0][0] < m.elements[2][2] ? 2 : 0);
- int j = (i + 1) % 3;
- int k = (i + 2) % 3;
- real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1.0);
- temp[i] = s * 0.5;
- s = 0.5 / s;
- temp[3] = (m.elements[k][j] - m.elements[j][k]) * s;
- temp[j] = (m.elements[j][i] + m.elements[i][j]) * s;
- temp[k] = (m.elements[k][i] + m.elements[i][k]) * s;
- }
- return Quat(temp[0], temp[1], temp[2], temp[3]);
- }
- static const Matrix3 _ortho_bases[24] = {
- Matrix3(1, 0, 0, 0, 1, 0, 0, 0, 1),
- Matrix3(0, -1, 0, 1, 0, 0, 0, 0, 1),
- Matrix3(-1, 0, 0, 0, -1, 0, 0, 0, 1),
- Matrix3(0, 1, 0, -1, 0, 0, 0, 0, 1),
- Matrix3(1, 0, 0, 0, 0, -1, 0, 1, 0),
- Matrix3(0, 0, 1, 1, 0, 0, 0, 1, 0),
- Matrix3(-1, 0, 0, 0, 0, 1, 0, 1, 0),
- Matrix3(0, 0, -1, -1, 0, 0, 0, 1, 0),
- Matrix3(1, 0, 0, 0, -1, 0, 0, 0, -1),
- Matrix3(0, 1, 0, 1, 0, 0, 0, 0, -1),
- Matrix3(-1, 0, 0, 0, 1, 0, 0, 0, -1),
- Matrix3(0, -1, 0, -1, 0, 0, 0, 0, -1),
- Matrix3(1, 0, 0, 0, 0, 1, 0, -1, 0),
- Matrix3(0, 0, -1, 1, 0, 0, 0, -1, 0),
- Matrix3(-1, 0, 0, 0, 0, -1, 0, -1, 0),
- Matrix3(0, 0, 1, -1, 0, 0, 0, -1, 0),
- Matrix3(0, 0, 1, 0, 1, 0, -1, 0, 0),
- Matrix3(0, -1, 0, 0, 0, 1, -1, 0, 0),
- Matrix3(0, 0, -1, 0, -1, 0, -1, 0, 0),
- Matrix3(0, 1, 0, 0, 0, -1, -1, 0, 0),
- Matrix3(0, 0, 1, 0, -1, 0, 1, 0, 0),
- Matrix3(0, 1, 0, 0, 0, 1, 1, 0, 0),
- Matrix3(0, 0, -1, 0, 1, 0, 1, 0, 0),
- Matrix3(0, -1, 0, 0, 0, -1, 1, 0, 0)
- };
- int Matrix3::get_orthogonal_index() const {
- //could be sped up if i come up with a way
- Matrix3 orth = *this;
- for (int i = 0; i < 3; i++) {
- for (int j = 0; j < 3; j++) {
- float v = orth[i][j];
- if (v > 0.5)
- v = 1.0;
- else if (v < -0.5)
- v = -1.0;
- else
- v = 0;
- orth[i][j] = v;
- }
- }
- for (int i = 0; i < 24; i++) {
- if (_ortho_bases[i] == orth)
- return i;
- }
- return 0;
- }
- void Matrix3::set_orthogonal_index(int p_index) {
- //there only exist 24 orthogonal bases in r3
- ERR_FAIL_INDEX(p_index, 24);
- *this = _ortho_bases[p_index];
- }
- void Matrix3::get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const {
- double angle, x, y, z; // variables for result
- double epsilon = 0.01; // margin to allow for rounding errors
- double epsilon2 = 0.1; // margin to distinguish between 0 and 180 degrees
- if ((Math::abs(elements[1][0] - elements[0][1]) < epsilon) && (Math::abs(elements[2][0] - elements[0][2]) < epsilon) && (Math::abs(elements[2][1] - elements[1][2]) < epsilon)) {
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonaland zero in other terms
- if ((Math::abs(elements[1][0] + elements[0][1]) < epsilon2) && (Math::abs(elements[2][0] + elements[0][2]) < epsilon2) && (Math::abs(elements[2][1] + elements[1][2]) < epsilon2) && (Math::abs(elements[0][0] + elements[1][1] + elements[2][2] - 3) < epsilon2)) {
- // this singularity is identity matrix so angle = 0
- r_axis = Vector3(0, 1, 0);
- r_angle = 0;
- return;
- }
- // otherwise this singularity is angle = 180
- angle = Math_PI;
- double xx = (elements[0][0] + 1) / 2;
- double yy = (elements[1][1] + 1) / 2;
- double zz = (elements[2][2] + 1) / 2;
- double xy = (elements[1][0] + elements[0][1]) / 4;
- double xz = (elements[2][0] + elements[0][2]) / 4;
- double yz = (elements[2][1] + elements[1][2]) / 4;
- if ((xx > yy) && (xx > zz)) { // elements[0][0] is the largest diagonal term
- if (xx < epsilon) {
- x = 0;
- y = 0.7071;
- z = 0.7071;
- } else {
- x = Math::sqrt(xx);
- y = xy / x;
- z = xz / x;
- }
- } else if (yy > zz) { // elements[1][1] is the largest diagonal term
- if (yy < epsilon) {
- x = 0.7071;
- y = 0;
- z = 0.7071;
- } else {
- y = Math::sqrt(yy);
- x = xy / y;
- z = yz / y;
- }
- } else { // elements[2][2] is the largest diagonal term so base result on this
- if (zz < epsilon) {
- x = 0.7071;
- y = 0.7071;
- z = 0;
- } else {
- z = Math::sqrt(zz);
- x = xz / z;
- y = yz / z;
- }
- }
- r_axis = Vector3(x, y, z);
- r_angle = angle;
- return;
- }
- // as we have reached here there are no singularities so we can handle normally
- double s = Math::sqrt((elements[1][2] - elements[2][1]) * (elements[1][2] - elements[2][1]) + (elements[2][0] - elements[0][2]) * (elements[2][0] - elements[0][2]) + (elements[0][1] - elements[1][0]) * (elements[0][1] - elements[1][0])); // used to normalise
- if (Math::abs(s) < 0.001) s = 1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
- angle = Math::acos((elements[0][0] + elements[1][1] + elements[2][2] - 1) / 2);
- x = (elements[1][2] - elements[2][1]) / s;
- y = (elements[2][0] - elements[0][2]) / s;
- z = (elements[0][1] - elements[1][0]) / s;
- r_axis = Vector3(x, y, z);
- r_angle = angle;
- }
- Matrix3::Matrix3(const Vector3 &p_euler) {
- set_euler(p_euler);
- }
- Matrix3::Matrix3(const Quat &p_quat) {
- real_t d = p_quat.length_squared();
- real_t s = 2.0 / d;
- real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s;
- real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs;
- real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs;
- real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs;
- set(1.0 - (yy + zz), xy - wz, xz + wy,
- xy + wz, 1.0 - (xx + zz), yz - wx,
- xz - wy, yz + wx, 1.0 - (xx + yy));
- }
- Matrix3::Matrix3(const Vector3 &p_axis, real_t p_phi) {
- Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
- real_t cosine = Math::cos(p_phi);
- real_t sine = Math::sin(p_phi);
- elements[0][0] = axis_sq.x + cosine * (1.0 - axis_sq.x);
- elements[0][1] = p_axis.x * p_axis.y * (1.0 - cosine) + p_axis.z * sine;
- elements[0][2] = p_axis.z * p_axis.x * (1.0 - cosine) - p_axis.y * sine;
- elements[1][0] = p_axis.x * p_axis.y * (1.0 - cosine) - p_axis.z * sine;
- elements[1][1] = axis_sq.y + cosine * (1.0 - axis_sq.y);
- elements[1][2] = p_axis.y * p_axis.z * (1.0 - cosine) + p_axis.x * sine;
- elements[2][0] = p_axis.z * p_axis.x * (1.0 - cosine) + p_axis.y * sine;
- elements[2][1] = p_axis.y * p_axis.z * (1.0 - cosine) - p_axis.x * sine;
- elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
- }
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