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139 lines
3.8 KiB
C++
139 lines
3.8 KiB
C++
/// @ref gtx_matrix_interpolation
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/// @file glm/gtx/matrix_interpolation.hpp
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#include "../gtc/constants.hpp"
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namespace glm
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{
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER void axisAngle
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(
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mat<4, 4, T, P> const& mat,
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vec<3, T, P> & axis,
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T & angle
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)
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{
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T epsilon = (T)0.01;
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T epsilon2 = (T)0.1;
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if((abs(mat[1][0] - mat[0][1]) < epsilon) && (abs(mat[2][0] - mat[0][2]) < epsilon) && (abs(mat[2][1] - mat[1][2]) < epsilon))
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{
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if ((abs(mat[1][0] + mat[0][1]) < epsilon2) && (abs(mat[2][0] + mat[0][2]) < epsilon2) && (abs(mat[2][1] + mat[1][2]) < epsilon2) && (abs(mat[0][0] + mat[1][1] + mat[2][2] - (T)3.0) < epsilon2))
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{
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angle = (T)0.0;
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axis.x = (T)1.0;
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axis.y = (T)0.0;
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axis.z = (T)0.0;
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return;
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}
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angle = static_cast<T>(3.1415926535897932384626433832795);
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T xx = (mat[0][0] + (T)1.0) * (T)0.5;
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T yy = (mat[1][1] + (T)1.0) * (T)0.5;
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T zz = (mat[2][2] + (T)1.0) * (T)0.5;
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T xy = (mat[1][0] + mat[0][1]) * (T)0.25;
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T xz = (mat[2][0] + mat[0][2]) * (T)0.25;
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T yz = (mat[2][1] + mat[1][2]) * (T)0.25;
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if((xx > yy) && (xx > zz))
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{
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if (xx < epsilon) {
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axis.x = (T)0.0;
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axis.y = (T)0.7071;
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axis.z = (T)0.7071;
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} else {
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axis.x = sqrt(xx);
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axis.y = xy / axis.x;
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axis.z = xz / axis.x;
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}
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}
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else if (yy > zz)
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{
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if (yy < epsilon) {
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axis.x = (T)0.7071;
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axis.y = (T)0.0;
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axis.z = (T)0.7071;
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} else {
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axis.y = sqrt(yy);
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axis.x = xy / axis.y;
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axis.z = yz / axis.y;
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}
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}
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else
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{
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if (zz < epsilon) {
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axis.x = (T)0.7071;
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axis.y = (T)0.7071;
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axis.z = (T)0.0;
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} else {
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axis.z = sqrt(zz);
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axis.x = xz / axis.z;
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axis.y = yz / axis.z;
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}
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}
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return;
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}
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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]));
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if (glm::abs(s) < T(0.001))
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s = (T)1.0;
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T const angleCos = (mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) * (T)0.5;
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if (angleCos - static_cast<T>(1) < epsilon)
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angle = pi<T>() * static_cast<T>(0.25);
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else
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angle = acos(angleCos);
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axis.x = (mat[1][2] - mat[2][1]) / s;
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axis.y = (mat[2][0] - mat[0][2]) / s;
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axis.z = (mat[0][1] - mat[1][0]) / s;
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}
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER mat<4, 4, T, P> axisAngleMatrix
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(
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vec<3, T, P> const & axis,
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T const angle
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)
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{
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T c = cos(angle);
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T s = sin(angle);
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T t = static_cast<T>(1) - c;
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vec<3, T, P> n = normalize(axis);
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return mat<4, 4, T, P>(
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t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, T(0),
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t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, T(0),
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t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, T(0),
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T(0), T(0), T(0), T(1));
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}
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER mat<4, 4, T, P> extractMatrixRotation
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(
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mat<4, 4, T, P> const& m
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)
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{
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return mat<4, 4, T, P>(
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m[0][0], m[0][1], m[0][2], 0.0,
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m[1][0], m[1][1], m[1][2], 0.0,
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m[2][0], m[2][1], m[2][2], 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER mat<4, 4, T, P> interpolate
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(
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mat<4, 4, T, P> const& m1,
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mat<4, 4, T, P> const& m2,
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T const delta
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)
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{
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mat<4, 4, T, P> m1rot = extractMatrixRotation(m1);
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mat<4, 4, T, P> dltRotation = m2 * transpose(m1rot);
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vec<3, T, P> dltAxis;
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T dltAngle;
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axisAngle(dltRotation, dltAxis, dltAngle);
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mat<4, 4, T, P> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot;
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out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);
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out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);
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out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);
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return out;
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}
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}//namespace glm
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