mirror of
https://github.com/g-truc/glm.git
synced 2024-11-10 12:41:54 +00:00
Added GLM_GTX_matrix_interpolation extension
This commit is contained in:
parent
13ca4eabcc
commit
58053e5b89
@ -48,6 +48,7 @@
|
|||||||
#include "./gtx/intersect.hpp"
|
#include "./gtx/intersect.hpp"
|
||||||
#include "./gtx/log_base.hpp"
|
#include "./gtx/log_base.hpp"
|
||||||
#include "./gtx/matrix_cross_product.hpp"
|
#include "./gtx/matrix_cross_product.hpp"
|
||||||
|
#include "./gtx/matrix_interpolation.hpp"
|
||||||
#include "./gtx/matrix_major_storage.hpp"
|
#include "./gtx/matrix_major_storage.hpp"
|
||||||
#include "./gtx/matrix_operation.hpp"
|
#include "./gtx/matrix_operation.hpp"
|
||||||
#include "./gtx/matrix_query.hpp"
|
#include "./gtx/matrix_query.hpp"
|
||||||
|
73
glm/gtx/matrix_interpolation.hpp
Normal file
73
glm/gtx/matrix_interpolation.hpp
Normal file
@ -0,0 +1,73 @@
|
|||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Created : 2011-03-05
|
||||||
|
// Updated : 2011-03-05
|
||||||
|
// Licence : This source is under MIT License
|
||||||
|
// File : glm/gtx/matrix_interpolation.hpp
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Dependency:
|
||||||
|
// - GLM core
|
||||||
|
// - GLM_GTX_matric_interpolation
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// This extension has been written by Ghenadii Ursachi (the.asteroth@gmail.com)
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
#ifndef glm_gtx_matrix_interpolation
|
||||||
|
#define glm_gtx_matrix_interpolation
|
||||||
|
|
||||||
|
// Dependency:
|
||||||
|
//#include "../glm.hpp"
|
||||||
|
|
||||||
|
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
|
||||||
|
# pragma message("GLM: GLM_GTX_matrix_interpolation extension included")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace glm
|
||||||
|
{
|
||||||
|
namespace test{
|
||||||
|
void main_gtx_transform();
|
||||||
|
}//namespace test
|
||||||
|
|
||||||
|
namespace gtx{
|
||||||
|
//! GLM_GTX_matrix_interpolation extension: Add transformation matrices
|
||||||
|
namespace matrix_interpolation
|
||||||
|
{
|
||||||
|
/// \addtogroup gtx_matrix_interpolation
|
||||||
|
///@{
|
||||||
|
|
||||||
|
//! Get the axis and angle of the rotation from a matrix.
|
||||||
|
//! From GLM_GTX_matrix_interpolation extension.
|
||||||
|
template <typename T>
|
||||||
|
void axisAngle(
|
||||||
|
detail::tmat4x4<T> const & mat,
|
||||||
|
detail::tvec3<T> & axis,
|
||||||
|
T & angle);
|
||||||
|
|
||||||
|
//! Build a matrix from axis and angle.
|
||||||
|
//! From GLM_GTX_matrix_interpolation extension.
|
||||||
|
template <typename T>
|
||||||
|
detail::tmat4x4<T> axisAngleMatrix(
|
||||||
|
detail::tvec3<T> const & axis,
|
||||||
|
T const angle);
|
||||||
|
|
||||||
|
//! Build a interpolation of 4 * 4 matrixes.
|
||||||
|
//! From GLM_GTX_matrix_interpolation extension.
|
||||||
|
//! Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results.
|
||||||
|
template <typename T>
|
||||||
|
detail::tmat4x4<T> interpolate(
|
||||||
|
detail::tmat4x4<T> const & m1,
|
||||||
|
detail::tmat4x4<T> const & m2,
|
||||||
|
T const delta);
|
||||||
|
|
||||||
|
///@}
|
||||||
|
|
||||||
|
}//namespace matrix_interpolation
|
||||||
|
}//namespace gtx
|
||||||
|
}//namespace glm
|
||||||
|
|
||||||
|
#include "matrix_interpolation.inl"
|
||||||
|
|
||||||
|
namespace glm{using namespace gtx::matrix_interpolation;}
|
||||||
|
|
||||||
|
#endif//glm_gtx_transform
|
118
glm/gtx/matrix_interpolation.inl
Normal file
118
glm/gtx/matrix_interpolation.inl
Normal file
@ -0,0 +1,118 @@
|
|||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Created : 2011-03-05
|
||||||
|
// Updated : 2011-03-05
|
||||||
|
// Licence : This source is under MIT License
|
||||||
|
// File : glm/gtx/matrix_interpolation.inl
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
namespace glm{
|
||||||
|
namespace gtx{
|
||||||
|
namespace matrix_interpolation
|
||||||
|
{
|
||||||
|
|
||||||
|
template <typename T>
|
||||||
|
inline void axisAngle(
|
||||||
|
detail::tmat4x4<T> const & mat,
|
||||||
|
detail::tvec3<T> & axis,
|
||||||
|
T & angle)
|
||||||
|
{
|
||||||
|
T epsilon = (T)0.01;
|
||||||
|
T epsilon2 = (T)0.1;
|
||||||
|
|
||||||
|
if ((fabs(mat[1][0] - mat[0][1]) < epsilon) && (fabs(mat[2][0] - mat[0][2]) < epsilon) && (fabs(mat[2][1] - mat[1][2]) < epsilon)) {
|
||||||
|
if ((fabs(mat[1][0] + mat[0][1]) < epsilon2) && (fabs(mat[2][0] + mat[0][2]) < epsilon2) && (fabs(mat[2][1] + mat[1][2]) < epsilon2) && (fabs(mat[0][0] + mat[1][1] + mat[2][2] - (T)3.0) < epsilon2)) {
|
||||||
|
angle = (T)0.0;
|
||||||
|
axis.x = (T)1.0;
|
||||||
|
axis.y = (T)0.0;
|
||||||
|
axis.z = (T)0.0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
angle = M_1_PI;
|
||||||
|
T xx = (mat[0][0] + (T)1.0) / (T)2.0;
|
||||||
|
T yy = (mat[1][1] + (T)1.0) / (T)2.0;
|
||||||
|
T zz = (mat[2][2] + (T)1.0) / (T)2.0;
|
||||||
|
T xy = (mat[1][0] + mat[0][1]) / (T)4.0;
|
||||||
|
T xz = (mat[2][0] + mat[0][2]) / (T)4.0;
|
||||||
|
T yz = (mat[2][1] + mat[1][2]) / (T)4.0;
|
||||||
|
if ((xx > yy) && (xx > zz)) {
|
||||||
|
if (xx < epsilon) {
|
||||||
|
axis.x = (T)0.0;
|
||||||
|
axis.y = (T)0.7071;
|
||||||
|
axis.z = (T)0.7071;
|
||||||
|
} else {
|
||||||
|
axis.x = sqrt(xx);
|
||||||
|
axis.y = xy / axis.x;
|
||||||
|
axis.z = xz / axis.x;
|
||||||
|
}
|
||||||
|
} else if (yy > zz) {
|
||||||
|
if (yy < epsilon) {
|
||||||
|
axis.x = (T)0.7071;
|
||||||
|
axis.y = (T)0.0;
|
||||||
|
axis.z = (T)0.7071;
|
||||||
|
} else {
|
||||||
|
axis.y = sqrt(yy);
|
||||||
|
axis.x = xy / axis.y;
|
||||||
|
axis.z = yz / axis.y;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if (zz < epsilon) {
|
||||||
|
axis.x = (T)0.7071;
|
||||||
|
axis.y = (T)0.7071;
|
||||||
|
axis.z = (T)0.0;
|
||||||
|
} else {
|
||||||
|
axis.z = sqrt(zz);
|
||||||
|
axis.x = xz / axis.z;
|
||||||
|
axis.y = yz / axis.z;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1]));
|
||||||
|
if (fabs(s) < 0.001)
|
||||||
|
s = (T)1.0;
|
||||||
|
angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) / (T)2.0);
|
||||||
|
axis.x = (mat[1][2] - mat[2][1]) / s;
|
||||||
|
axis.y = (mat[2][0] - mat[0][2]) / s;
|
||||||
|
axis.z = (mat[0][1] - mat[1][0]) / s;
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T>
|
||||||
|
inline detail::tmat4x4<T> axisAngleMatrix(
|
||||||
|
detail::tvec3<T> const & axis,
|
||||||
|
T const angle)
|
||||||
|
{
|
||||||
|
T c = cos(angle);
|
||||||
|
T s = sin(angle);
|
||||||
|
T t = 1.0 - c;
|
||||||
|
detail::tvec3<T> n = normalize(axis);
|
||||||
|
|
||||||
|
return detail::tmat4x4<T>(
|
||||||
|
t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, 0.0,
|
||||||
|
t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, 0.0,
|
||||||
|
t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, 0.0,
|
||||||
|
0.0, 0.0, 0.0, 1.0
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T>
|
||||||
|
inline detail::tmat4x4<T> interpolate(
|
||||||
|
detail::tmat4x4<T> const & m1,
|
||||||
|
detail::tmat4x4<T> const & m2,
|
||||||
|
T const delta)
|
||||||
|
{
|
||||||
|
detail::tmat4x4<T> dltRotation = m2 * transpose(m1);
|
||||||
|
detail::tvec3<T> dltAxis;
|
||||||
|
T dltAngle;
|
||||||
|
axisAngle(dltRotation, dltAxis, dltAngle);
|
||||||
|
detail::tmat4x4<T> out = axisAngleMatrix(dltAxis, dltAngle * delta) * rotationMatrix(m1);
|
||||||
|
out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);
|
||||||
|
out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);
|
||||||
|
out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
|
}//namespace transform
|
||||||
|
}//namespace gtx
|
||||||
|
}//namespace glm
|
Loading…
Reference in New Issue
Block a user