📄 imathmatrixalgo.h
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N.rotate (Vec3<T> (-rot.x, 0, 0));
N = N * M;
//
// Extract the other two angles, rot.y and rot.z, from N.
//
T cy = Math<T>::sqrt (N[0][0]*N[0][0] + N[0][1]*N[0][1]);
rot.y = Math<T>::atan2 (-N[0][2], cy);
rot.z = Math<T>::atan2 (-N[1][0], N[1][1]);
}
template <class T>
void
extractEulerZYX (const Matrix44<T> &mat, Vec3<T> &rot)
{
//
// Normalize the local x, y and z axes to remove scaling.
//
Vec3<T> i (mat[0][0], mat[0][1], mat[0][2]);
Vec3<T> j (mat[1][0], mat[1][1], mat[1][2]);
Vec3<T> k (mat[2][0], mat[2][1], mat[2][2]);
i.normalize();
j.normalize();
k.normalize();
Matrix44<T> M (i[0], i[1], i[2], 0,
j[0], j[1], j[2], 0,
k[0], k[1], k[2], 0,
0, 0, 0, 1);
//
// Extract the first angle, rot.x.
//
rot.x = -Math<T>::atan2 (M[1][0], M[0][0]);
//
// Remove the x rotation from M, so that the remaining
// rotation, N, is only around two axes, and gimbal lock
// cannot occur.
//
Matrix44<T> N;
N.rotate (Vec3<T> (0, 0, -rot.x));
N = N * M;
//
// Extract the other two angles, rot.y and rot.z, from N.
//
T cy = Math<T>::sqrt (N[2][2]*N[2][2] + N[2][1]*N[2][1]);
rot.y = -Math<T>::atan2 (-N[2][0], cy);
rot.z = -Math<T>::atan2 (-N[1][2], N[1][1]);
}
template <class T>
Quat<T>
extractQuat (const Matrix44<T> &mat)
{
Matrix44<T> rot;
T tr, s;
T q[4];
int i, j, k;
Quat<T> quat;
int nxt[3] = {1, 2, 0};
tr = mat[0][0] + mat[1][1] + mat[2][2];
// check the diagonal
if (tr > 0.0) {
s = Math<T>::sqrt (tr + 1.0);
quat.r = s / 2.0;
s = 0.5 / s;
quat.v.x = (mat[1][2] - mat[2][1]) * s;
quat.v.y = (mat[2][0] - mat[0][2]) * s;
quat.v.z = (mat[0][1] - mat[1][0]) * s;
}
else {
// diagonal is negative
i = 0;
if (mat[1][1] > mat[0][0])
i=1;
if (mat[2][2] > mat[i][i])
i=2;
j = nxt[i];
k = nxt[j];
s = Math<T>::sqrt ((mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0);
q[i] = s * 0.5;
if (s != 0.0)
s = 0.5 / s;
q[3] = (mat[j][k] - mat[k][j]) * s;
q[j] = (mat[i][j] + mat[j][i]) * s;
q[k] = (mat[i][k] + mat[k][i]) * s;
quat.v.x = q[0];
quat.v.y = q[1];
quat.v.z = q[2];
quat.r = q[3];
}
return quat;
}
template <class T>
bool
extractSHRT (const Matrix44<T> &mat,
Vec3<T> &s,
Vec3<T> &h,
Vec3<T> &r,
Vec3<T> &t,
bool exc /* = true */ ,
typename Euler<T>::Order rOrder /* = Euler<T>::XYZ */ )
{
Matrix44<T> rot;
rot = mat;
if (! extractAndRemoveScalingAndShear (rot, s, h, exc))
return false;
extractEulerXYZ (rot, r);
t.x = mat[3][0];
t.y = mat[3][1];
t.z = mat[3][2];
if (rOrder != Euler<T>::XYZ)
{
Imath::Euler<T> eXYZ (r, Imath::Euler<T>::XYZ);
Imath::Euler<T> e (eXYZ, rOrder);
r = e.toXYZVector ();
}
return true;
}
template <class T>
bool
extractSHRT (const Matrix44<T> &mat,
Vec3<T> &s,
Vec3<T> &h,
Vec3<T> &r,
Vec3<T> &t,
bool exc)
{
return extractSHRT(mat, s, h, r, t, exc, Imath::Euler<T>::XYZ);
}
template <class T>
bool
extractSHRT (const Matrix44<T> &mat,
Vec3<T> &s,
Vec3<T> &h,
Euler<T> &r,
Vec3<T> &t,
bool exc /* = true */)
{
return extractSHRT (mat, s, h, r, t, exc, r.order ());
}
template <class T>
bool
checkForZeroScaleInRow (const T& scl,
const Vec3<T> &row,
bool exc /* = true */ )
{
for (int i = 0; i < 3; i++)
{
if ((abs (scl) < 1 && abs (row[i]) >= limits<T>::max() * abs (scl)))
{
if (exc)
throw Imath::ZeroScaleExc ("Cannot remove zero scaling "
"from matrix.");
else
return false;
}
}
return true;
}
template <class T>
Matrix44<T>
rotationMatrix (const Vec3<T> &from, const Vec3<T> &to)
{
Quat<T> q;
q.setRotation(from, to);
return q.toMatrix44();
}
template <class T>
Matrix44<T>
rotationMatrixWithUpDir (const Vec3<T> &fromDir,
const Vec3<T> &toDir,
const Vec3<T> &upDir)
{
//
// The goal is to obtain a rotation matrix that takes
// "fromDir" to "toDir". We do this in two steps and
// compose the resulting rotation matrices;
// (a) rotate "fromDir" into the z-axis
// (b) rotate the z-axis into "toDir"
//
// The from direction must be non-zero; but we allow zero to and up dirs.
if (fromDir.length () == 0)
return Matrix44<T> ();
else
{
Matrix44<T> zAxis2FromDir = alignZAxisWithTargetDir
(fromDir, Vec3<T> (0, 1, 0));
Matrix44<T> fromDir2zAxis = zAxis2FromDir.transposed ();
Matrix44<T> zAxis2ToDir = alignZAxisWithTargetDir (toDir, upDir);
return fromDir2zAxis * zAxis2ToDir;
}
}
template <class T>
Matrix44<T>
alignZAxisWithTargetDir (Vec3<T> targetDir, Vec3<T> upDir)
{
//
// Ensure that the target direction is non-zero.
//
if ( targetDir.length () == 0 )
targetDir = Vec3<T> (0, 0, 1);
//
// Ensure that the up direction is non-zero.
//
if ( upDir.length () == 0 )
upDir = Vec3<T> (0, 1, 0);
//
// Check for degeneracies. If the upDir and targetDir are parallel
// or opposite, then compute a new, arbitrary up direction that is
// not parallel or opposite to the targetDir.
//
if (upDir.cross (targetDir).length () == 0)
{
upDir = targetDir.cross (Vec3<T> (1, 0, 0));
if (upDir.length() == 0)
upDir = targetDir.cross(Vec3<T> (0, 0, 1));
}
//
// Compute the x-, y-, and z-axis vectors of the new coordinate system.
//
Vec3<T> targetPerpDir = upDir.cross (targetDir);
Vec3<T> targetUpDir = targetDir.cross (targetPerpDir);
//
// Rotate the x-axis into targetPerpDir (row 0),
// rotate the y-axis into targetUpDir (row 1),
// rotate the z-axis into targetDir (row 2).
//
Vec3<T> row[3];
row[0] = targetPerpDir.normalized ();
row[1] = targetUpDir .normalized ();
row[2] = targetDir .normalized ();
Matrix44<T> mat ( row[0][0], row[0][1], row[0][2], 0,
row[1][0], row[1][1], row[1][2], 0,
row[2][0], row[2][1], row[2][2], 0,
0, 0, 0, 1 );
return mat;
}
//-----------------------------------------------------------------------------
// Implementation for 3x3 Matrix
//------------------------------
template <class T>
bool
extractScaling (const Matrix33<T> &mat, Vec2<T> &scl, bool exc)
{
T shr;
Matrix33<T> M (mat);
if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
return false;
return true;
}
template <class T>
Matrix33<T>
sansScaling (const Matrix33<T> &mat, bool exc)
{
Vec2<T> scl;
T shr;
T rot;
Vec2<T> tran;
if (! extractSHRT (mat, scl, shr, rot, tran, exc))
return mat;
Matrix33<T> M;
M.translate (tran);
M.rotate (rot);
M.shear (shr);
return M;
}
template <class T>
bool
removeScaling (Matrix33<T> &mat, bool exc)
{
Vec2<T> scl;
T shr;
T rot;
Vec2<T> tran;
if (! extractSHRT (mat, scl, shr, rot, tran, exc))
return false;
mat.makeIdentity ();
mat.translate (tran);
mat.rotate (rot);
mat.shear (shr);
return true;
}
template <class T>
bool
extractScalingAndShear (const Matrix33<T> &mat, Vec2<T> &scl, T &shr, bool exc)
{
Matrix33<T> M (mat);
if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
return false;
return true;
}
template <class T>
Matrix33<T>
sansScalingAndShear (const Matrix33<T> &mat, bool exc)
{
Vec2<T> scl;
T shr;
Matrix33<T> M (mat);
if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
return mat;
return M;
}
template <class T>
bool
removeScalingAndShear (Matrix33<T> &mat, bool exc)
{
Vec2<T> scl;
T shr;
if (! extractAndRemoveScalingAndShear (mat, scl, shr, exc))
return false;
return true;
}
template <class T>
bool
extractAndRemoveScalingAndShear (Matrix33<T> &mat,
Vec2<T> &scl, T &shr, bool exc)
{
Vec2<T> row[2];
row[0] = Vec2<T> (mat[0][0], mat[0][1]);
row[1] = Vec2<T> (mat[1][0], mat[1][1]);
T maxVal = 0;
for (int i=0; i < 2; i++)
for (int j=0; j < 2; j++)
if (Imath::abs (row[i][j]) > maxVal)
maxVal = Imath::abs (row[i][j]);
//
// We normalize the 2x2 matrix here.
// It was noticed that this can improve numerical stability significantly,
// especially when many of the upper 2x2 matrix's coefficients are very
// close to zero; we correct for this step at the end by multiplying the
// scaling factors by maxVal at the end (shear and rotation are not
// affected by the normalization).
if (maxVal != 0)
{
for (int i=0; i < 2; i++)
if (! checkForZeroScaleInRow (maxVal, row[i], exc))
return false;
else
row[i] /= maxVal;
}
// Compute X scale factor.
scl.x = row[0].length ();
if (! checkForZeroScaleInRow (scl.x, row[0], exc))
return false;
// Normalize first row.
row[0] /= scl.x;
// An XY shear factor will shear the X coord. as the Y coord. changes.
// There are 2 combinations (XY, YX), although we only extract the XY
// shear factor because we can effect the an YX shear factor by
// shearing in XY combined with rotations and scales.
//
// shear matrix < 1, YX, 0,
// XY, 1, 0,
// 0, 0, 1 >
// Compute XY shear factor and make 2nd row orthogonal to 1st.
shr = row[0].dot (row[1]);
row[1] -= shr * row[0];
// Now, compute Y scale.
scl.y = row[1].length ();
if (! checkForZeroScaleInRow (scl.y, row[1], exc))
return false;
// Normalize 2nd row and correct the XY shear factor for Y scaling.
row[1] /= scl.y;
shr /= scl.y;
// At this point, the upper 2x2 matrix in mat is orthonormal.
// Check for a coordinate system flip. If the determinant
// is -1, then flip the rotation matrix and adjust the scale(Y)
// and shear(XY) factors to compensate.
if (row[0][0] * row[1][1] - row[0][1] * row[1][0] < 0)
{
row[1][0] *= -1;
row[1][1] *= -1;
scl[1] *= -1;
shr *= -1;
}
// Copy over the orthonormal rows into the returned matrix.
// The upper 2x2 matrix in mat is now a rotation matrix.
for (int i=0; i < 2; i++)
{
mat[i][0] = row[i][0];
mat[i][1] = row[i][1];
}
scl *= maxVal;
return true;
}
template <class T>
void
extractEuler (const Matrix33<T> &mat, T &rot)
{
//
// Normalize the local x and y axes to remove scaling.
//
Vec2<T> i (mat[0][0], mat[0][1]);
Vec2<T> j (mat[1][0], mat[1][1]);
i.normalize();
j.normalize();
//
// Extract the angle, rot.
//
rot = - Math<T>::atan2 (j[0], i[0]);
}
template <class T>
bool
extractSHRT (const Matrix33<T> &mat,
Vec2<T> &s,
T &h,
T &r,
Vec2<T> &t,
bool exc)
{
Matrix33<T> rot;
rot = mat;
if (! extractAndRemoveScalingAndShear (rot, s, h, exc))
return false;
extractEuler (rot, r);
t.x = mat[2][0];
t.y = mat[2][1];
return true;
}
template <class T>
bool
checkForZeroScaleInRow (const T& scl,
const Vec2<T> &row,
bool exc /* = true */ )
{
for (int i = 0; i < 2; i++)
{
if ((abs (scl) < 1 && abs (row[i]) >= limits<T>::max() * abs (scl)))
{
if (exc)
throw Imath::ZeroScaleExc ("Cannot remove zero scaling "
"from matrix.");
else
return false;
}
}
return true;
}
} // namespace Imath
#endif
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