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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // 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.
- //-----------------------------------------------------------------------------
- ConsoleFunctionGroupBegin(MatrixMath, "Matrix manipulation functions.");
- /*! @defgroup MatrixMathFunctions Matrix Math
- @ingroup TorqueScriptFunctions
- @{
- */
- /*! Use the matrixCreate function to create a transform matrix from a three-element floating-point translation vector and a four-element floating-point rotation vector.
- @param posVec A three-element floating-point translation vector: \PosX PosY PosZ\.
- @param rotVec A four-element floating-point rotation vector: \RotX RotY RotZ\.
- @param These re rotations about the specified axes.
- @return Returns a transform matrix of the form \PosX PosY PosZ RotX RotY RotZ theta\.
- @sa MatrixCreateFromEuler
- */
- ConsoleFunctionWithDocs( MatrixCreate, ConsoleString, 3, 3, ( posVec , rotVec ))
- {
- Point3F pos;
- dSscanf(argv[1], "%g %g %g", &pos.x, &pos.y, &pos.z);
- AngAxisF aa(Point3F(0,0,0),0);
- dSscanf(argv[2], "%g %g %g %g", &aa.axis.x, &aa.axis.y, &aa.axis.z, &aa.angle);
- aa.angle = mDegToRad(aa.angle);
- char* returnBuffer = Con::getReturnBuffer(256);
- dSprintf(returnBuffer, 255, "%g %g %g %g %g %g %g",
- pos.x, pos.y, pos.z,
- aa.axis.x, aa.axis.y, aa.axis.z,
- aa.angle);
- return returnBuffer;
- }
- /*! Use the MatrixCreateFromEuler function to calculate a transform matrix from a three-element floating-point rotation vector.
- @param rotVec A three-element floating-point rotation vector: \RotX RotY RotZ\. These are rotations about the specified axes.
- @return Returns a transform matrix of the form \0 0 0 X Y Z theta\.
- @sa MatrixCreate
- */
- ConsoleFunctionWithDocs( MatrixCreateFromEuler, ConsoleString, 2, 2, ( rotVec ))
- {
- EulerF rot;
- dSscanf(argv[1], "%g %g %g", &rot.x, &rot.y, &rot.z);
- QuatF rotQ(rot);
- AngAxisF aa;
- aa.set(rotQ);
- char* ret = Con::getReturnBuffer(256);
- dSprintf(ret, 255, "0 0 0 %g %g %g %g",aa.axis.x,aa.axis.y,aa.axis.z,aa.angle);
- return ret;
- }
- /*! Use the MatrixMultiply function to multiply two seven-element transform matrices to produce a new seven element matrix.
- @param transformA A seven-element transform matrix of the form \PosX PosY PosZ RotX RotY RotZ theta\.
- @param transformB A seven-element transform matrix of the form \PosX PosY PosZ RotX RotY RotZ theta\.
- @return Returns a seven-element matrix resulting from transiformA x transformB.
- @sa MatrixMulPoint, MatrixMulVector
- */
- ConsoleFunctionWithDocs( MatrixMultiply, ConsoleString, 3, 3, ( transformA , transformB ))
- {
- Point3F pos1;
- AngAxisF aa1(Point3F(0,0,0),0);
- dSscanf(argv[1], "%g %g %g %g %g %g %g", &pos1.x, &pos1.y, &pos1.z, &aa1.axis.x, &aa1.axis.y, &aa1.axis.z, &aa1.angle);
- MatrixF temp1(true);
- aa1.setMatrix(&temp1);
- temp1.setColumn(3, pos1);
- Point3F pos2;
- AngAxisF aa2(Point3F(0,0,0),0);
- dSscanf(argv[2], "%g %g %g %g %g %g %g", &pos2.x, &pos2.y, &pos2.z, &aa2.axis.x, &aa2.axis.y, &aa2.axis.z, &aa2.angle);
- MatrixF temp2(true);
- aa2.setMatrix(&temp2);
- temp2.setColumn(3, pos2);
- temp1.mul(temp2);
- Point3F pos;
- AngAxisF aa(temp1);
- aa.axis.normalize();
- temp1.getColumn(3, &pos);
- char* ret = Con::getReturnBuffer(256);
- dSprintf(ret, 255, "%g %g %g %g %g %g %g",
- pos.x, pos.y, pos.z,
- aa.axis.x, aa.axis.y, aa.axis.z,
- aa.angle);
- return ret;
- }
- /*! Use the MatrixMulVector function to multiply a seven-element transform matrix with a three-element matrix.
- @param transform A seven-element transform matrix of the form \PosX PosY PosZ RotX RotY RotZ theta\.
- @param vector A three-element vector.
- @return Returns three-element resulting from vector * transform.
- @sa MatrixMulPoint, MatrixMultiply
- */
- ConsoleFunctionWithDocs( MatrixMulVector, ConsoleString, 3, 3, ( transform , vector ))
- {
- Point3F pos1;
- AngAxisF aa1(Point3F(0,0,0),0);
- dSscanf(argv[1], "%g %g %g %g %g %g %g", &pos1.x, &pos1.y, &pos1.z, &aa1.axis.x, &aa1.axis.y, &aa1.axis.z, &aa1.angle);
- MatrixF temp1(true);
- aa1.setMatrix(&temp1);
- temp1.setColumn(3, pos1);
- Point3F vec1;
- dSscanf(argv[2], "%g %g %g", &vec1.x, &vec1.y, &vec1.z);
- Point3F result;
- temp1.mulV(vec1, &result);
- char* ret = Con::getReturnBuffer(256);
- dSprintf(ret, 255, "%g %g %g", result.x, result.y, result.z);
- return ret;
- }
- /*! Use the MatrixMulPoint function to multiply a seven element transform matrix by a three element point vector, producing a three element position vector.
- @param transform A seven-element transform matrix.
- @param point A three-element point/position vector.
- @return Returns a three-element position vector.
- @sa MatrixMultiply, MatrixMulVector
- */
- ConsoleFunctionWithDocs( MatrixMulPoint, ConsoleString, 3, 3, ( transform , point ))
- {
- Point3F pos1;
- AngAxisF aa1(Point3F(0,0,0),0);
- dSscanf(argv[1], "%g %g %g %g %g %g %g", &pos1.x, &pos1.y, &pos1.z, &aa1.axis.x, &aa1.axis.y, &aa1.axis.z, &aa1.angle);
- MatrixF temp1(true);
- aa1.setMatrix(&temp1);
- temp1.setColumn(3, pos1);
- Point3F vec1;
- dSscanf(argv[2], "%g %g %g", &vec1.x, &vec1.y, &vec1.z);
- Point3F result;
- temp1.mulP(vec1, &result);
- char* ret = Con::getReturnBuffer(256);
- dSprintf(ret, 255, "%g %g %g", result.x, result.y, result.z);
- return ret;
- }
- ConsoleFunctionGroupEnd(MatrixMath);
- /*! @} */ // group MatrixMathFunctions
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