|
@@ -33,7 +33,7 @@
|
|
|
#include <godot_cpp/variant/string.hpp>
|
|
|
|
|
|
#define cofac(row1, col1, row2, col2) \
|
|
|
- (elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
|
|
|
+ (rows[row1][col1] * rows[row2][col2] - rows[row1][col2] * rows[row2][col1])
|
|
|
|
|
|
namespace godot {
|
|
|
|
|
@@ -42,25 +42,25 @@ void Basis::from_z(const Vector3 &p_z) {
|
|
|
// 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]);
|
|
|
+ rows[0] = Vector3(0, -p_z[2] * k, p_z[1] * k);
|
|
|
+ rows[1] = Vector3(a * k, -p_z[0] * rows[0][2], p_z[0] * rows[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);
|
|
|
+ rows[0] = Vector3(-p_z.y * k, p_z.x * k, 0);
|
|
|
+ rows[1] = Vector3(-p_z.z * rows[0].y, p_z.z * rows[0].x, a * k);
|
|
|
}
|
|
|
- elements[2] = p_z;
|
|
|
+ rows[2] = p_z;
|
|
|
}
|
|
|
|
|
|
void Basis::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];
|
|
|
+ real_t det = rows[0][0] * co[0] +
|
|
|
+ rows[0][1] * co[1] +
|
|
|
+ rows[0][2] * co[2];
|
|
|
#ifdef MATH_CHECKS
|
|
|
ERR_FAIL_COND(det == 0);
|
|
|
#endif
|
|
@@ -104,9 +104,9 @@ bool Basis::is_orthogonal() const {
|
|
|
|
|
|
bool Basis::is_diagonal() const {
|
|
|
return (
|
|
|
- Math::is_zero_approx(elements[0][1]) && Math::is_zero_approx(elements[0][2]) &&
|
|
|
- Math::is_zero_approx(elements[1][0]) && Math::is_zero_approx(elements[1][2]) &&
|
|
|
- Math::is_zero_approx(elements[2][0]) && Math::is_zero_approx(elements[2][1]));
|
|
|
+ Math::is_zero_approx(rows[0][1]) && Math::is_zero_approx(rows[0][2]) &&
|
|
|
+ Math::is_zero_approx(rows[1][0]) && Math::is_zero_approx(rows[1][2]) &&
|
|
|
+ Math::is_zero_approx(rows[2][0]) && Math::is_zero_approx(rows[2][1]));
|
|
|
}
|
|
|
|
|
|
bool Basis::is_rotation() const {
|
|
@@ -116,13 +116,13 @@ bool Basis::is_rotation() const {
|
|
|
#ifdef MATH_CHECKS
|
|
|
// This method is only used once, in diagonalize. If it's desired elsewhere, feel free to remove the #ifdef.
|
|
|
bool Basis::is_symmetric() const {
|
|
|
- if (!Math::is_equal_approx(elements[0][1], elements[1][0])) {
|
|
|
+ if (!Math::is_equal_approx(rows[0][1], rows[1][0])) {
|
|
|
return false;
|
|
|
}
|
|
|
- if (!Math::is_equal_approx(elements[0][2], elements[2][0])) {
|
|
|
+ if (!Math::is_equal_approx(rows[0][2], rows[2][0])) {
|
|
|
return false;
|
|
|
}
|
|
|
- if (!Math::is_equal_approx(elements[1][2], elements[2][1])) {
|
|
|
+ if (!Math::is_equal_approx(rows[1][2], rows[2][1])) {
|
|
|
return false;
|
|
|
}
|
|
|
|
|
@@ -138,14 +138,14 @@ Basis Basis::diagonalize() {
|
|
|
#endif
|
|
|
const int ite_max = 1024;
|
|
|
|
|
|
- real_t off_matrix_norm_2 = elements[0][1] * elements[0][1] + elements[0][2] * elements[0][2] + elements[1][2] * elements[1][2];
|
|
|
+ real_t off_matrix_norm_2 = rows[0][1] * rows[0][1] + rows[0][2] * rows[0][2] + rows[1][2] * rows[1][2];
|
|
|
|
|
|
int ite = 0;
|
|
|
Basis acc_rot;
|
|
|
while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max) {
|
|
|
- real_t el01_2 = elements[0][1] * elements[0][1];
|
|
|
- real_t el02_2 = elements[0][2] * elements[0][2];
|
|
|
- real_t el12_2 = elements[1][2] * elements[1][2];
|
|
|
+ real_t el01_2 = rows[0][1] * rows[0][1];
|
|
|
+ real_t el02_2 = rows[0][2] * rows[0][2];
|
|
|
+ real_t el12_2 = rows[1][2] * rows[1][2];
|
|
|
// Find the pivot element
|
|
|
int i, j;
|
|
|
if (el01_2 > el02_2) {
|
|
@@ -168,19 +168,19 @@ Basis Basis::diagonalize() {
|
|
|
|
|
|
// Compute the rotation angle
|
|
|
real_t angle;
|
|
|
- if (Math::is_equal_approx(elements[j][j], elements[i][i])) {
|
|
|
+ if (Math::is_equal_approx(rows[j][j], rows[i][i])) {
|
|
|
angle = Math_PI / 4;
|
|
|
} else {
|
|
|
- angle = 0.5 * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i]));
|
|
|
+ angle = 0.5 * Math::atan(2 * rows[i][j] / (rows[j][j] - rows[i][i]));
|
|
|
}
|
|
|
|
|
|
// Compute the rotation matrix
|
|
|
Basis rot;
|
|
|
- rot.elements[i][i] = rot.elements[j][j] = Math::cos(angle);
|
|
|
- rot.elements[i][j] = -(rot.elements[j][i] = Math::sin(angle));
|
|
|
+ rot.rows[i][i] = rot.rows[j][j] = Math::cos(angle);
|
|
|
+ rot.rows[i][j] = -(rot.rows[j][i] = Math::sin(angle));
|
|
|
|
|
|
// Update the off matrix norm
|
|
|
- off_matrix_norm_2 -= elements[i][j] * elements[i][j];
|
|
|
+ off_matrix_norm_2 -= rows[i][j] * rows[i][j];
|
|
|
|
|
|
// Apply the rotation
|
|
|
*this = rot * *this * rot.transposed();
|
|
@@ -197,9 +197,9 @@ Basis Basis::inverse() const {
|
|
|
}
|
|
|
|
|
|
void Basis::transpose() {
|
|
|
- SWAP(elements[0][1], elements[1][0]);
|
|
|
- SWAP(elements[0][2], elements[2][0]);
|
|
|
- SWAP(elements[1][2], elements[2][1]);
|
|
|
+ SWAP(rows[0][1], rows[1][0]);
|
|
|
+ SWAP(rows[0][2], rows[2][0]);
|
|
|
+ SWAP(rows[1][2], rows[2][1]);
|
|
|
}
|
|
|
|
|
|
Basis Basis::transposed() const {
|
|
@@ -211,15 +211,15 @@ Basis Basis::transposed() const {
|
|
|
// Multiplies the matrix from left by the scaling matrix: M -> S.M
|
|
|
// See the comment for Basis::rotated for further explanation.
|
|
|
void Basis::scale(const Vector3 &p_scale) {
|
|
|
- elements[0][0] *= p_scale.x;
|
|
|
- elements[0][1] *= p_scale.x;
|
|
|
- elements[0][2] *= p_scale.x;
|
|
|
- elements[1][0] *= p_scale.y;
|
|
|
- elements[1][1] *= p_scale.y;
|
|
|
- elements[1][2] *= p_scale.y;
|
|
|
- elements[2][0] *= p_scale.z;
|
|
|
- elements[2][1] *= p_scale.z;
|
|
|
- elements[2][2] *= p_scale.z;
|
|
|
+ rows[0][0] *= p_scale.x;
|
|
|
+ rows[0][1] *= p_scale.x;
|
|
|
+ rows[0][2] *= p_scale.x;
|
|
|
+ rows[1][0] *= p_scale.y;
|
|
|
+ rows[1][1] *= p_scale.y;
|
|
|
+ rows[1][2] *= p_scale.y;
|
|
|
+ rows[2][0] *= p_scale.z;
|
|
|
+ rows[2][1] *= p_scale.z;
|
|
|
+ rows[2][2] *= p_scale.z;
|
|
|
}
|
|
|
|
|
|
Basis Basis::scaled(const Vector3 &p_scale) const {
|
|
@@ -235,14 +235,14 @@ void Basis::scale_local(const Vector3 &p_scale) {
|
|
|
}
|
|
|
|
|
|
float Basis::get_uniform_scale() const {
|
|
|
- return (elements[0].length() + elements[1].length() + elements[2].length()) / 3.0;
|
|
|
+ return (rows[0].length() + rows[1].length() + rows[2].length()) / 3.0;
|
|
|
}
|
|
|
|
|
|
void Basis::make_scale_uniform() {
|
|
|
- float l = (elements[0].length() + elements[1].length() + elements[2].length()) / 3.0;
|
|
|
+ float l = (rows[0].length() + rows[1].length() + rows[2].length()) / 3.0;
|
|
|
for (int i = 0; i < 3; i++) {
|
|
|
- elements[i].normalize();
|
|
|
- elements[i] *= l;
|
|
|
+ rows[i].normalize();
|
|
|
+ rows[i] *= l;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -255,14 +255,14 @@ Basis Basis::scaled_local(const Vector3 &p_scale) const {
|
|
|
|
|
|
Vector3 Basis::get_scale_abs() 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());
|
|
|
+ Vector3(rows[0][0], rows[1][0], rows[2][0]).length(),
|
|
|
+ Vector3(rows[0][1], rows[1][1], rows[2][1]).length(),
|
|
|
+ Vector3(rows[0][2], rows[1][2], rows[2][2]).length());
|
|
|
}
|
|
|
|
|
|
Vector3 Basis::get_scale_local() const {
|
|
|
real_t det_sign = Math::sign(determinant());
|
|
|
- return det_sign * Vector3(elements[0].length(), elements[1].length(), elements[2].length());
|
|
|
+ return det_sign * Vector3(rows[0].length(), rows[1].length(), rows[2].length());
|
|
|
}
|
|
|
|
|
|
// get_scale works with get_rotation, use get_scale_abs if you need to enforce positive signature.
|
|
@@ -284,14 +284,14 @@ Vector3 Basis::get_scale() const {
|
|
|
//
|
|
|
// A proper way to get rid of this issue would be to store the scaling values (or at least their signs)
|
|
|
// as a part of Basis. However, if we go that path, we need to disable direct (write) access to the
|
|
|
- // matrix elements.
|
|
|
+ // matrix rows.
|
|
|
//
|
|
|
// The rotation part of this decomposition is returned by get_rotation* functions.
|
|
|
real_t det_sign = Math::sign(determinant());
|
|
|
return det_sign * 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());
|
|
|
+ Vector3(rows[0][0], rows[1][0], rows[2][0]).length(),
|
|
|
+ Vector3(rows[0][1], rows[1][1], rows[2][1]).length(),
|
|
|
+ Vector3(rows[0][2], rows[1][2], rows[2][2]).length());
|
|
|
}
|
|
|
|
|
|
// Decomposes a Basis into a rotation-reflection matrix (an element of the group O(3)) and a positive scaling matrix as B = O.S.
|
|
@@ -431,27 +431,27 @@ Vector3 Basis::get_euler_xyz() const {
|
|
|
// -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
|
|
|
|
|
|
Vector3 euler;
|
|
|
- real_t sy = elements[0][2];
|
|
|
+ real_t sy = rows[0][2];
|
|
|
if (sy < (1.0 - CMP_EPSILON)) {
|
|
|
if (sy > -(1.0 - CMP_EPSILON)) {
|
|
|
// is this a pure Y rotation?
|
|
|
- if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) {
|
|
|
+ if (rows[1][0] == 0.0 && rows[0][1] == 0.0 && rows[1][2] == 0 && rows[2][1] == 0 && rows[1][1] == 1) {
|
|
|
// return the simplest form (human friendlier in editor and scripts)
|
|
|
euler.x = 0;
|
|
|
- euler.y = atan2(elements[0][2], elements[0][0]);
|
|
|
+ euler.y = atan2(rows[0][2], rows[0][0]);
|
|
|
euler.z = 0;
|
|
|
} else {
|
|
|
- euler.x = Math::atan2(-elements[1][2], elements[2][2]);
|
|
|
+ euler.x = Math::atan2(-rows[1][2], rows[2][2]);
|
|
|
euler.y = Math::asin(sy);
|
|
|
- euler.z = Math::atan2(-elements[0][1], elements[0][0]);
|
|
|
+ euler.z = Math::atan2(-rows[0][1], rows[0][0]);
|
|
|
}
|
|
|
} else {
|
|
|
- euler.x = Math::atan2(elements[2][1], elements[1][1]);
|
|
|
+ euler.x = Math::atan2(rows[2][1], rows[1][1]);
|
|
|
euler.y = -Math_PI / 2.0;
|
|
|
euler.z = 0.0;
|
|
|
}
|
|
|
} else {
|
|
|
- euler.x = Math::atan2(elements[2][1], elements[1][1]);
|
|
|
+ euler.x = Math::atan2(rows[2][1], rows[1][1]);
|
|
|
euler.y = Math_PI / 2.0;
|
|
|
euler.z = 0.0;
|
|
|
}
|
|
@@ -490,21 +490,21 @@ Vector3 Basis::get_euler_xzy() const {
|
|
|
// cy*sx*sz cz*sx cx*cy+sx*sz*sy
|
|
|
|
|
|
Vector3 euler;
|
|
|
- real_t sz = elements[0][1];
|
|
|
+ real_t sz = rows[0][1];
|
|
|
if (sz < (1.0 - CMP_EPSILON)) {
|
|
|
if (sz > -(1.0 - CMP_EPSILON)) {
|
|
|
- euler.x = Math::atan2(elements[2][1], elements[1][1]);
|
|
|
- euler.y = Math::atan2(elements[0][2], elements[0][0]);
|
|
|
+ euler.x = Math::atan2(rows[2][1], rows[1][1]);
|
|
|
+ euler.y = Math::atan2(rows[0][2], rows[0][0]);
|
|
|
euler.z = Math::asin(-sz);
|
|
|
} else {
|
|
|
// It's -1
|
|
|
- euler.x = -Math::atan2(elements[1][2], elements[2][2]);
|
|
|
+ euler.x = -Math::atan2(rows[1][2], rows[2][2]);
|
|
|
euler.y = 0.0;
|
|
|
euler.z = Math_PI / 2.0;
|
|
|
}
|
|
|
} else {
|
|
|
// It's 1
|
|
|
- euler.x = -Math::atan2(elements[1][2], elements[2][2]);
|
|
|
+ euler.x = -Math::atan2(rows[1][2], rows[2][2]);
|
|
|
euler.y = 0.0;
|
|
|
euler.z = -Math_PI / 2.0;
|
|
|
}
|
|
@@ -538,21 +538,21 @@ Vector3 Basis::get_euler_yzx() const {
|
|
|
// -cz*sy cy*sx+cx*sy*sz cy*cx-sy*sz*sx
|
|
|
|
|
|
Vector3 euler;
|
|
|
- real_t sz = elements[1][0];
|
|
|
+ real_t sz = rows[1][0];
|
|
|
if (sz < (1.0 - CMP_EPSILON)) {
|
|
|
if (sz > -(1.0 - CMP_EPSILON)) {
|
|
|
- euler.x = Math::atan2(-elements[1][2], elements[1][1]);
|
|
|
- euler.y = Math::atan2(-elements[2][0], elements[0][0]);
|
|
|
+ euler.x = Math::atan2(-rows[1][2], rows[1][1]);
|
|
|
+ euler.y = Math::atan2(-rows[2][0], rows[0][0]);
|
|
|
euler.z = Math::asin(sz);
|
|
|
} else {
|
|
|
// It's -1
|
|
|
- euler.x = Math::atan2(elements[2][1], elements[2][2]);
|
|
|
+ euler.x = Math::atan2(rows[2][1], rows[2][2]);
|
|
|
euler.y = 0.0;
|
|
|
euler.z = -Math_PI / 2.0;
|
|
|
}
|
|
|
} else {
|
|
|
// It's 1
|
|
|
- euler.x = Math::atan2(elements[2][1], elements[2][2]);
|
|
|
+ euler.x = Math::atan2(rows[2][1], rows[2][2]);
|
|
|
euler.y = 0.0;
|
|
|
euler.z = Math_PI / 2.0;
|
|
|
}
|
|
@@ -590,29 +590,29 @@ Vector3 Basis::get_euler_yxz() const {
|
|
|
|
|
|
Vector3 euler;
|
|
|
|
|
|
- real_t m12 = elements[1][2];
|
|
|
+ real_t m12 = rows[1][2];
|
|
|
|
|
|
if (m12 < (1 - CMP_EPSILON)) {
|
|
|
if (m12 > -(1 - CMP_EPSILON)) {
|
|
|
// is this a pure X rotation?
|
|
|
- if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) {
|
|
|
+ if (rows[1][0] == 0 && rows[0][1] == 0 && rows[0][2] == 0 && rows[2][0] == 0 && rows[0][0] == 1) {
|
|
|
// return the simplest form (human friendlier in editor and scripts)
|
|
|
- euler.x = atan2(-m12, elements[1][1]);
|
|
|
+ euler.x = atan2(-m12, rows[1][1]);
|
|
|
euler.y = 0;
|
|
|
euler.z = 0;
|
|
|
} else {
|
|
|
euler.x = asin(-m12);
|
|
|
- euler.y = atan2(elements[0][2], elements[2][2]);
|
|
|
- euler.z = atan2(elements[1][0], elements[1][1]);
|
|
|
+ euler.y = atan2(rows[0][2], rows[2][2]);
|
|
|
+ euler.z = atan2(rows[1][0], rows[1][1]);
|
|
|
}
|
|
|
} else { // m12 == -1
|
|
|
euler.x = Math_PI * 0.5;
|
|
|
- euler.y = atan2(elements[0][1], elements[0][0]);
|
|
|
+ euler.y = atan2(rows[0][1], rows[0][0]);
|
|
|
euler.z = 0;
|
|
|
}
|
|
|
} else { // m12 == 1
|
|
|
euler.x = -Math_PI * 0.5;
|
|
|
- euler.y = -atan2(elements[0][1], elements[0][0]);
|
|
|
+ euler.y = -atan2(rows[0][1], rows[0][0]);
|
|
|
euler.z = 0;
|
|
|
}
|
|
|
|
|
@@ -650,22 +650,22 @@ Vector3 Basis::get_euler_zxy() const {
|
|
|
// cy*sz+cz*sx*sy cz*cx sz*sy-cz*cy*sx
|
|
|
// -cx*sy sx cx*cy
|
|
|
Vector3 euler;
|
|
|
- real_t sx = elements[2][1];
|
|
|
+ real_t sx = rows[2][1];
|
|
|
if (sx < (1.0 - CMP_EPSILON)) {
|
|
|
if (sx > -(1.0 - CMP_EPSILON)) {
|
|
|
euler.x = Math::asin(sx);
|
|
|
- euler.y = Math::atan2(-elements[2][0], elements[2][2]);
|
|
|
- euler.z = Math::atan2(-elements[0][1], elements[1][1]);
|
|
|
+ euler.y = Math::atan2(-rows[2][0], rows[2][2]);
|
|
|
+ euler.z = Math::atan2(-rows[0][1], rows[1][1]);
|
|
|
} else {
|
|
|
// It's -1
|
|
|
euler.x = -Math_PI / 2.0;
|
|
|
- euler.y = Math::atan2(elements[0][2], elements[0][0]);
|
|
|
+ euler.y = Math::atan2(rows[0][2], rows[0][0]);
|
|
|
euler.z = 0;
|
|
|
}
|
|
|
} else {
|
|
|
// It's 1
|
|
|
euler.x = Math_PI / 2.0;
|
|
|
- euler.y = Math::atan2(elements[0][2], elements[0][0]);
|
|
|
+ euler.y = Math::atan2(rows[0][2], rows[0][0]);
|
|
|
euler.z = 0;
|
|
|
}
|
|
|
return euler;
|
|
@@ -697,23 +697,23 @@ Vector3 Basis::get_euler_zyx() const {
|
|
|
// cy*sz cz*cx+sz*sy*sx cx*sz*sy-cz*sx
|
|
|
// -sy cy*sx cy*cx
|
|
|
Vector3 euler;
|
|
|
- real_t sy = elements[2][0];
|
|
|
+ real_t sy = rows[2][0];
|
|
|
if (sy < (1.0 - CMP_EPSILON)) {
|
|
|
if (sy > -(1.0 - CMP_EPSILON)) {
|
|
|
- euler.x = Math::atan2(elements[2][1], elements[2][2]);
|
|
|
+ euler.x = Math::atan2(rows[2][1], rows[2][2]);
|
|
|
euler.y = Math::asin(-sy);
|
|
|
- euler.z = Math::atan2(elements[1][0], elements[0][0]);
|
|
|
+ euler.z = Math::atan2(rows[1][0], rows[0][0]);
|
|
|
} else {
|
|
|
// It's -1
|
|
|
euler.x = 0;
|
|
|
euler.y = Math_PI / 2.0;
|
|
|
- euler.z = -Math::atan2(elements[0][1], elements[1][1]);
|
|
|
+ euler.z = -Math::atan2(rows[0][1], rows[1][1]);
|
|
|
}
|
|
|
} else {
|
|
|
// It's 1
|
|
|
euler.x = 0;
|
|
|
euler.y = -Math_PI / 2.0;
|
|
|
- euler.z = -Math::atan2(elements[0][1], elements[1][1]);
|
|
|
+ euler.z = -Math::atan2(rows[0][1], rows[1][1]);
|
|
|
}
|
|
|
return euler;
|
|
|
}
|
|
@@ -737,13 +737,13 @@ void Basis::set_euler_zyx(const Vector3 &p_euler) {
|
|
|
}
|
|
|
|
|
|
bool Basis::is_equal_approx(const Basis &p_basis) const {
|
|
|
- return elements[0].is_equal_approx(p_basis.elements[0]) && elements[1].is_equal_approx(p_basis.elements[1]) && elements[2].is_equal_approx(p_basis.elements[2]);
|
|
|
+ return rows[0].is_equal_approx(p_basis.rows[0]) && rows[1].is_equal_approx(p_basis.rows[1]) && rows[2].is_equal_approx(p_basis.rows[2]);
|
|
|
}
|
|
|
|
|
|
bool Basis::operator==(const Basis &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]) {
|
|
|
+ if (rows[i][j] != p_matrix.rows[i][j]) {
|
|
|
return false;
|
|
|
}
|
|
|
}
|
|
@@ -764,7 +764,7 @@ Basis::operator String() const {
|
|
|
mtx = mtx + ", ";
|
|
|
}
|
|
|
|
|
|
- mtx = mtx + String::num(elements[j][i]); // matrix is stored transposed for performance, so print it transposed
|
|
|
+ mtx = mtx + String::num(rows[j][i]); // matrix is stored transposed for performance, so print it transposed
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -777,7 +777,7 @@ Quaternion Basis::get_quaternion() const {
|
|
|
#endif
|
|
|
/* Allow getting a quaternion from an unnormalized transform */
|
|
|
Basis m = *this;
|
|
|
- real_t trace = m.elements[0][0] + m.elements[1][1] + m.elements[2][2];
|
|
|
+ real_t trace = m.rows[0][0] + m.rows[1][1] + m.rows[2][2];
|
|
|
real_t temp[4];
|
|
|
|
|
|
if (trace > 0.0) {
|
|
@@ -785,23 +785,23 @@ Quaternion Basis::get_quaternion() const {
|
|
|
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);
|
|
|
+ temp[0] = ((m.rows[2][1] - m.rows[1][2]) * s);
|
|
|
+ temp[1] = ((m.rows[0][2] - m.rows[2][0]) * s);
|
|
|
+ temp[2] = ((m.rows[1][0] - m.rows[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 i = m.rows[0][0] < m.rows[1][1] ?
|
|
|
+ (m.rows[1][1] < m.rows[2][2] ? 2 : 1) :
|
|
|
+ (m.rows[0][0] < m.rows[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);
|
|
|
+ real_t s = Math::sqrt(m.rows[i][i] - m.rows[j][j] - m.rows[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;
|
|
|
+ temp[3] = (m.rows[k][j] - m.rows[j][k]) * s;
|
|
|
+ temp[j] = (m.rows[j][i] + m.rows[i][j]) * s;
|
|
|
+ temp[k] = (m.rows[k][i] + m.rows[i][k]) * s;
|
|
|
}
|
|
|
|
|
|
return Quaternion(temp[0], temp[1], temp[2], temp[3]);
|
|
@@ -878,11 +878,11 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
|
|
|
real_t epsilon = 0.01; // margin to allow for rounding errors
|
|
|
real_t 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)) {
|
|
|
+ if ((Math::abs(rows[1][0] - rows[0][1]) < epsilon) && (Math::abs(rows[2][0] - rows[0][2]) < epsilon) && (Math::abs(rows[2][1] - rows[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)) {
|
|
|
+ if ((Math::abs(rows[1][0] + rows[0][1]) < epsilon2) && (Math::abs(rows[2][0] + rows[0][2]) < epsilon2) && (Math::abs(rows[2][1] + rows[1][2]) < epsilon2) && (Math::abs(rows[0][0] + rows[1][1] + rows[2][2] - 3) < epsilon2)) {
|
|
|
// this singularity is identity matrix so angle = 0
|
|
|
r_axis = Vector3(0, 1, 0);
|
|
|
r_angle = 0;
|
|
@@ -890,13 +890,13 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
|
|
|
}
|
|
|
// otherwise this singularity is angle = 180
|
|
|
angle = Math_PI;
|
|
|
- real_t xx = (elements[0][0] + 1) / 2;
|
|
|
- real_t yy = (elements[1][1] + 1) / 2;
|
|
|
- real_t zz = (elements[2][2] + 1) / 2;
|
|
|
- real_t xy = (elements[1][0] + elements[0][1]) / 4;
|
|
|
- real_t xz = (elements[2][0] + elements[0][2]) / 4;
|
|
|
- real_t yz = (elements[2][1] + elements[1][2]) / 4;
|
|
|
- if ((xx > yy) && (xx > zz)) { // elements[0][0] is the largest diagonal term
|
|
|
+ real_t xx = (rows[0][0] + 1) / 2;
|
|
|
+ real_t yy = (rows[1][1] + 1) / 2;
|
|
|
+ real_t zz = (rows[2][2] + 1) / 2;
|
|
|
+ real_t xy = (rows[1][0] + rows[0][1]) / 4;
|
|
|
+ real_t xz = (rows[2][0] + rows[0][2]) / 4;
|
|
|
+ real_t yz = (rows[2][1] + rows[1][2]) / 4;
|
|
|
+ if ((xx > yy) && (xx > zz)) { // rows[0][0] is the largest diagonal term
|
|
|
if (xx < epsilon) {
|
|
|
x = 0;
|
|
|
y = Math_SQRT12;
|
|
@@ -906,7 +906,7 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
|
|
|
y = xy / x;
|
|
|
z = xz / x;
|
|
|
}
|
|
|
- } else if (yy > zz) { // elements[1][1] is the largest diagonal term
|
|
|
+ } else if (yy > zz) { // rows[1][1] is the largest diagonal term
|
|
|
if (yy < epsilon) {
|
|
|
x = Math_SQRT12;
|
|
|
y = 0;
|
|
@@ -916,7 +916,7 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
|
|
|
x = xy / y;
|
|
|
z = yz / y;
|
|
|
}
|
|
|
- } else { // elements[2][2] is the largest diagonal term so base result on this
|
|
|
+ } else { // rows[2][2] is the largest diagonal term so base result on this
|
|
|
if (zz < epsilon) {
|
|
|
x = Math_SQRT12;
|
|
|
y = Math_SQRT12;
|
|
@@ -932,15 +932,15 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
|
|
|
return;
|
|
|
}
|
|
|
// as we have reached here there are no singularities so we can handle normally
|
|
|
- real_t 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])); // s=|axis||sin(angle)|, used to normalise
|
|
|
+ real_t s = Math::sqrt((rows[1][2] - rows[2][1]) * (rows[1][2] - rows[2][1]) + (rows[2][0] - rows[0][2]) * (rows[2][0] - rows[0][2]) + (rows[0][1] - rows[1][0]) * (rows[0][1] - rows[1][0])); // s=|axis||sin(angle)|, used to normalise
|
|
|
|
|
|
- angle = Math::acos((elements[0][0] + elements[1][1] + elements[2][2] - 1) / 2);
|
|
|
+ angle = Math::acos((rows[0][0] + rows[1][1] + rows[2][2] - 1) / 2);
|
|
|
if (angle < 0) {
|
|
|
s = -s;
|
|
|
}
|
|
|
- x = (elements[2][1] - elements[1][2]) / s;
|
|
|
- y = (elements[0][2] - elements[2][0]) / s;
|
|
|
- z = (elements[1][0] - elements[0][1]) / s;
|
|
|
+ x = (rows[2][1] - rows[1][2]) / s;
|
|
|
+ y = (rows[0][2] - rows[2][0]) / s;
|
|
|
+ z = (rows[1][0] - rows[0][1]) / s;
|
|
|
|
|
|
r_axis = Vector3(x, y, z);
|
|
|
r_angle = angle;
|
|
@@ -965,27 +965,27 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
|
|
|
#endif
|
|
|
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);
|
|
|
- elements[0][0] = axis_sq.x + cosine * (1.0 - axis_sq.x);
|
|
|
- elements[1][1] = axis_sq.y + cosine * (1.0 - axis_sq.y);
|
|
|
- elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
|
|
|
+ rows[0][0] = axis_sq.x + cosine * (1.0 - axis_sq.x);
|
|
|
+ rows[1][1] = axis_sq.y + cosine * (1.0 - axis_sq.y);
|
|
|
+ rows[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
|
|
|
|
|
|
real_t sine = Math::sin(p_phi);
|
|
|
real_t t = 1 - cosine;
|
|
|
|
|
|
real_t xyzt = p_axis.x * p_axis.y * t;
|
|
|
real_t zyxs = p_axis.z * sine;
|
|
|
- elements[0][1] = xyzt - zyxs;
|
|
|
- elements[1][0] = xyzt + zyxs;
|
|
|
+ rows[0][1] = xyzt - zyxs;
|
|
|
+ rows[1][0] = xyzt + zyxs;
|
|
|
|
|
|
xyzt = p_axis.x * p_axis.z * t;
|
|
|
zyxs = p_axis.y * sine;
|
|
|
- elements[0][2] = xyzt + zyxs;
|
|
|
- elements[2][0] = xyzt - zyxs;
|
|
|
+ rows[0][2] = xyzt + zyxs;
|
|
|
+ rows[2][0] = xyzt - zyxs;
|
|
|
|
|
|
xyzt = p_axis.y * p_axis.z * t;
|
|
|
zyxs = p_axis.x * sine;
|
|
|
- elements[1][2] = xyzt - zyxs;
|
|
|
- elements[2][1] = xyzt + zyxs;
|
|
|
+ rows[1][2] = xyzt - zyxs;
|
|
|
+ rows[2][1] = xyzt + zyxs;
|
|
|
}
|
|
|
|
|
|
void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
|
|
@@ -1004,17 +1004,17 @@ void Basis::set_quaternion_scale(const Quaternion &p_quat, const Vector3 &p_scal
|
|
|
}
|
|
|
|
|
|
void Basis::set_diagonal(const Vector3 &p_diag) {
|
|
|
- elements[0][0] = p_diag.x;
|
|
|
- elements[0][1] = 0;
|
|
|
- elements[0][2] = 0;
|
|
|
+ rows[0][0] = p_diag.x;
|
|
|
+ rows[0][1] = 0;
|
|
|
+ rows[0][2] = 0;
|
|
|
|
|
|
- elements[1][0] = 0;
|
|
|
- elements[1][1] = p_diag.y;
|
|
|
- elements[1][2] = 0;
|
|
|
+ rows[1][0] = 0;
|
|
|
+ rows[1][1] = p_diag.y;
|
|
|
+ rows[1][2] = 0;
|
|
|
|
|
|
- elements[2][0] = 0;
|
|
|
- elements[2][1] = 0;
|
|
|
- elements[2][2] = p_diag.z;
|
|
|
+ rows[2][0] = 0;
|
|
|
+ rows[2][1] = 0;
|
|
|
+ rows[2][2] = p_diag.z;
|
|
|
}
|
|
|
|
|
|
Basis Basis::slerp(const Basis &p_to, const real_t &p_weight) const {
|
|
@@ -1023,9 +1023,9 @@ Basis Basis::slerp(const Basis &p_to, const real_t &p_weight) const {
|
|
|
Quaternion to(p_to);
|
|
|
|
|
|
Basis b(from.slerp(to, p_weight));
|
|
|
- b.elements[0] *= Math::lerp(elements[0].length(), p_to.elements[0].length(), p_weight);
|
|
|
- b.elements[1] *= Math::lerp(elements[1].length(), p_to.elements[1].length(), p_weight);
|
|
|
- b.elements[2] *= Math::lerp(elements[2].length(), p_to.elements[2].length(), p_weight);
|
|
|
+ b.rows[0] *= Math::lerp(rows[0].length(), p_to.rows[0].length(), p_weight);
|
|
|
+ b.rows[1] *= Math::lerp(rows[1].length(), p_to.rows[1].length(), p_weight);
|
|
|
+ b.rows[2] *= Math::lerp(rows[2].length(), p_to.rows[2].length(), p_weight);
|
|
|
|
|
|
return b;
|
|
|
}
|
|
@@ -1051,15 +1051,15 @@ void Basis::rotate_sh(real_t *p_values) {
|
|
|
|
|
|
real_t src[9] = { p_values[0], p_values[1], p_values[2], p_values[3], p_values[4], p_values[5], p_values[6], p_values[7], p_values[8] };
|
|
|
|
|
|
- real_t m00 = elements[0][0];
|
|
|
- real_t m01 = elements[0][1];
|
|
|
- real_t m02 = elements[0][2];
|
|
|
- real_t m10 = elements[1][0];
|
|
|
- real_t m11 = elements[1][1];
|
|
|
- real_t m12 = elements[1][2];
|
|
|
- real_t m20 = elements[2][0];
|
|
|
- real_t m21 = elements[2][1];
|
|
|
- real_t m22 = elements[2][2];
|
|
|
+ real_t m00 = rows[0][0];
|
|
|
+ real_t m01 = rows[0][1];
|
|
|
+ real_t m02 = rows[0][2];
|
|
|
+ real_t m10 = rows[1][0];
|
|
|
+ real_t m11 = rows[1][1];
|
|
|
+ real_t m12 = rows[1][2];
|
|
|
+ real_t m20 = rows[2][0];
|
|
|
+ real_t m21 = rows[2][1];
|
|
|
+ real_t m22 = rows[2][2];
|
|
|
|
|
|
p_values[0] = src[0];
|
|
|
p_values[1] = m11 * src[1] - m12 * src[2] + m10 * src[3];
|