📄 unmatrix.c
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/* unmatrix.c - given a 4x4 matrix, decompose it into standard operations. * * Author: Spencer W. Thomas * University of Michigan */#include <math.h>#include "GraphicsGems.h"#include "unmatrix.h"/* unmatrix - Decompose a non-degenerate 4x4 transformation matrix into * the sequence of transformations that produced it. * [Sx][Sy][Sz][Shearx/y][Sx/z][Sz/y][Rx][Ry][Rz][Tx][Ty][Tz][P(x,y,z,w)] * * The coefficient of each transformation is returned in the corresponding * element of the vector tran. * * Returns 1 upon success, 0 if the matrix is singular. */intunmatrix( mat, tran )Matrix4 *mat;double tran[16];{ register int i, j; Matrix4 locmat; Matrix4 pmat, invpmat, tinvpmat; /* Vector4 type and functions need to be added to the common set. */ Vector4 prhs, psol; Point3 row[3], pdum3; locmat = *mat; /* Normalize the matrix. */ if ( locmat.element[3][3] == 0 ) return 0; for ( i=0; i<4;i++ ) for ( j=0; j<4; j++ ) locmat.element[i][j] /= locmat.element[3][3]; /* pmat is used to solve for perspective, but it also provides * an easy way to test for singularity of the upper 3x3 component. */ pmat = locmat; for ( i=0; i<3; i++ ) pmat.element[i][3] = 0; pmat.element[3][3] = 1; if ( det4x4(pmat) == 0.0 ) return 0; /* First, isolate perspective. This is the messiest. */ if ( locmat.element[0][3] != 0 || locmat.element[1][3] != 0 || locmat.element[2][3] != 0 ) { /* prhs is the right hand side of the equation. */ prhs.x = locmat.element[0][3]; prhs.y = locmat.element[1][3]; prhs.z = locmat.element[2][3]; prhs.w = locmat.element[3][3]; /* Solve the equation by inverting pmat and multiplying * prhs by the inverse. (This is the easiest way, not * necessarily the best.) * inverse function (and det4x4, above) from the Matrix * Inversion gem in the first volume. */ inverse( &pmat, &invpmat ); TransposeMatrix4( &invpmat, &tinvpmat ); V4MulPointByMatrix(&prhs, &tinvpmat, &psol); /* Stuff the answer away. */ tran[U_PERSPX] = psol.x; tran[U_PERSPY] = psol.y; tran[U_PERSPZ] = psol.z; tran[U_PERSPW] = psol.w; /* Clear the perspective partition. */ locmat.element[0][3] = locmat.element[1][3] = locmat.element[2][3] = 0; locmat.element[3][3] = 1; } else /* No perspective. */ tran[U_PERSPX] = tran[U_PERSPY] = tran[U_PERSPZ] = tran[U_PERSPW] = 0; /* Next take care of translation (easy). */ for ( i=0; i<3; i++ ) { tran[U_TRANSX + i] = locmat.element[3][i]; locmat.element[3][i] = 0; } /* Now get scale and shear. */ for ( i=0; i<3; i++ ) { row[i].x = locmat.element[i][0]; row[i].y = locmat.element[i][1]; row[i].z = locmat.element[i][2]; } /* Compute X scale factor and normalize first row. */ tran[U_SCALEX] = V3Length(&row[0]); row[0] = *V3Scale(&row[0], 1.0); /* Compute XY shear factor and make 2nd row orthogonal to 1st. */ tran[U_SHEARXY] = V3Dot(&row[0], &row[1]); (void)V3Combine(&row[1], &row[0], &row[1], 1.0, -tran[U_SHEARXY]); /* Now, compute Y scale and normalize 2nd row. */ tran[U_SCALEY] = V3Length(&row[1]); V3Scale(&row[1], 1.0); tran[U_SHEARXY] /= tran[U_SCALEY]; /* Compute XZ and YZ shears, orthogonalize 3rd row. */ tran[U_SHEARXZ] = V3Dot(&row[0], &row[2]); (void)V3Combine(&row[2], &row[0], &row[2], 1.0, -tran[U_SHEARXZ]); tran[U_SHEARYZ] = V3Dot(&row[1], &row[2]); (void)V3Combine(&row[2], &row[1], &row[2], 1.0, -tran[U_SHEARYZ]); /* Next, get Z scale and normalize 3rd row. */ tran[U_SCALEZ] = V3Length(&row[2]); V3Scale(&row[2], 1.0); tran[U_SHEARXZ] /= tran[U_SCALEZ]; tran[U_SHEARYZ] /= tran[U_SCALEZ]; /* At this point, the matrix (in rows[]) is orthonormal. * Check for a coordinate system flip. If the determinant * is -1, then negate the matrix and the scaling factors. */ if ( V3Dot( &row[0], V3Cross( &row[1], &row[2], &pdum3) ) < 0 ) for ( i = 0; i < 3; i++ ) { tran[U_SCALEX+i] *= -1; row[i].x *= -1; row[i].y *= -1; row[i].z *= -1; } /* Now, get the rotations out, as described in the gem. */ tran[U_ROTATEY] = asin(-row[0].z); if ( cos(tran[U_ROTATEY]) != 0 ) { tran[U_ROTATEX] = atan2(row[1].z, row[2].z); tran[U_ROTATEZ] = atan2(row[0].y, row[0].x); } else { tran[U_ROTATEX] = atan2(-row[2].x, row[1].y); tran[U_ROTATEZ] = 0; } /* All done! */ return 1;}/* transpose rotation portion of matrix a, return b */Matrix4 *TransposeMatrix4(a, b)Matrix4 *a, *b;{int i, j; for (i=0; i<4; i++) for (j=0; j<4; j++) b->element[i][j] = a->element[j][i]; return(b);}/* multiply a hom. point by a matrix and return the transformed point */Vector4 *V4MulPointByMatrix(pin, m, pout)Vector4 *pin, *pout;Matrix4 *m;{ pout->x = (pin->x * m->element[0][0]) + (pin->y * m->element[1][0]) + (pin->z * m->element[2][0]) + (pin->w * m->element[3][0]); pout->y = (pin->x * m->element[0][1]) + (pin->y * m->element[1][1]) + (pin->z * m->element[2][1]) + (pin->w * m->element[3][1]); pout->z = (pin->x * m->element[0][2]) + (pin->y * m->element[1][2]) + (pin->z * m->element[2][2]) + (pin->w * m->element[3][2]); pout->w = (pin->x * m->element[0][3]) + (pin->y * m->element[1][3]) + (pin->z * m->element[2][3]) + (pin->w * m->element[3][3]); return(pout);}
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