mxwcore-legion/dep/g3dlite/source/CoordinateFrame.cpp

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/**
\file CoordinateFrame.cpp
Coordinate frame class
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
\created 2001-06-02
\edited 2012-09-29
Copyright 2000-2012, Morgan McGuire.
All rights reserved.
*/
#include "G3D/platform.h"
#include "G3D/CoordinateFrame.h"
#include "G3D/Quat.h"
#include "G3D/Matrix4.h"
#include "G3D/Box.h"
#include "G3D/AABox.h"
#include "G3D/Sphere.h"
#include "G3D/Triangle.h"
#include "G3D/Ray.h"
#include "G3D/Capsule.h"
#include "G3D/Cylinder.h"
#include "G3D/UprightFrame.h"
#include "G3D/Any.h"
#include "G3D/stringutils.h"
#include "G3D/PhysicsFrame.h"
#include "G3D/UprightFrame.h"
#include "G3D/Frustum.h"
namespace G3D {
std::string CoordinateFrame::toXYZYPRDegreesString() const {
float x,y,z,yaw,pitch,roll;
getXYZYPRDegrees(x,y,z,yaw,pitch,roll);
return format("CFrame::fromXYZYPRDegrees(% 5.1ff, % 5.1ff, % 5.1ff, % 5.1ff, % 5.1ff, % 5.1ff)",
x,y,z,yaw,pitch,roll);
}
CoordinateFrame::CoordinateFrame(const Any& any) {
*this = CFrame();
const std::string& n = toUpper(any.name());
if (beginsWith(n, "VECTOR3") || beginsWith(n, "POINT3")) {
translation = Point3(any);
} else if (beginsWith(n, "MATRIX3")) {
rotation = Matrix3(any);
} else if (beginsWith(n, "MATRIX4")) {
*this = Matrix4(any).approxCoordinateFrame();
} else if ((n == "CFRAME") || (n == "COORDINATEFRAME")) {
any.verifyType(Any::TABLE, Any::ARRAY);
if (any.type() == Any::ARRAY) {
any.verifySize(2);
rotation = any[0];
translation = any[1];
} else {
AnyTableReader r(any);
r.getIfPresent("translation", translation);
r.getIfPresent("rotation", rotation);
r.verifyDone();
}
} else if (beginsWith(n, "PHYSICSFRAME") || beginsWith(n, "PFRAME")) {
*this = PhysicsFrame(any);
// } else if (beginsWith(n, "UPRIGHTFRAME") || beginsWith(n, "UFRAME")) {
// *this = UprightFrame(any);
} else {
any.verifyName("CFrame::fromXYZYPRDegrees", "CoordinateFrame::fromXYZYPRDegrees");
any.verifyType(Any::ARRAY);
any.verifySize(3, 6);
int s = any.size();
*this = fromXYZYPRDegrees(any[0], any[1], any[2],
(s > 3) ? (float)any[3].number() : 0.0f,
(s > 4) ? (float)any[4].number() : 0.0f,
(s > 5) ? (float)any[5].number() : 0.0f);
}
}
Any CoordinateFrame::toAny() const {
float x, y, z, yaw, pitch, roll;
getXYZYPRDegrees(x, y, z, yaw, pitch, roll);
Any a(Any::ARRAY, "CFrame::fromXYZYPRDegrees");
a.append(x, y, z);
if ( ! G3D::fuzzyEq(yaw, 0.0f) || ! G3D::fuzzyEq(pitch, 0.0f) || ! G3D::fuzzyEq(roll, 0.0f)) {
a.append(yaw);
if (! G3D::fuzzyEq(pitch, 0.0f) || ! G3D::fuzzyEq(roll, 0.0f)) {
a.append(pitch);
if (! G3D::fuzzyEq(roll, 0.0f)) {
a.append(roll);
}
}
}
return a;
}
CoordinateFrame::CoordinateFrame(const class UprightFrame& f) {
*this = f.toCoordinateFrame();
}
CoordinateFrame::CoordinateFrame() :
rotation(Matrix3::identity()), translation(Vector3::zero()) {
}
CoordinateFrame CoordinateFrame::fromXYZYPRRadians(float x, float y, float z, float yaw,
float pitch, float roll) {
const Matrix3& rotation = Matrix3::fromEulerAnglesYXZ(yaw, pitch, roll);
const Vector3 translation(x, y, z);
return CoordinateFrame(rotation, translation);
}
void CoordinateFrame::getXYZYPRRadians(float& x, float& y, float& z,
float& yaw, float& pitch, float& roll) const {
x = translation.x;
y = translation.y;
z = translation.z;
rotation.toEulerAnglesYXZ(yaw, pitch, roll);
}
void CoordinateFrame::getXYZYPRDegrees(float& x, float& y, float& z,
float& yaw, float& pitch, float& roll) const {
getXYZYPRRadians(x, y, z, yaw, pitch, roll);
yaw = toDegrees(yaw);
pitch = toDegrees(pitch);
roll = toDegrees(roll);
}
CoordinateFrame CoordinateFrame::fromXYZYPRDegrees(float x, float y, float z,
float yaw, float pitch, float roll) {
return fromXYZYPRRadians(x, y, z, toRadians(yaw), toRadians(pitch), toRadians(roll));
}
Ray CoordinateFrame::lookRay() const {
return Ray::fromOriginAndDirection(translation, lookVector());
}
bool CoordinateFrame::fuzzyEq(const CoordinateFrame& other) const {
for (int c = 0; c < 3; ++c) {
for (int r = 0; r < 3; ++r) {
if (! G3D::fuzzyEq(other.rotation[r][c], rotation[r][c])) {
return false;
}
}
if (! G3D::fuzzyEq(translation[c], other.translation[c])) {
return false;
}
}
return true;
}
bool CoordinateFrame::fuzzyIsIdentity() const {
const Matrix3& I = Matrix3::identity();
for (int c = 0; c < 3; ++c) {
for (int r = 0; r < 3; ++r) {
if (fuzzyNe(I[r][c], rotation[r][c])) {
return false;
}
}
if (fuzzyNe(translation[c], 0)) {
return false;
}
}
return true;
}
bool CoordinateFrame::isIdentity() const {
return
(translation == Vector3::zero()) &&
(rotation == Matrix3::identity());
}
Matrix4 CoordinateFrame::toMatrix4() const {
return Matrix4(*this);
}
std::string CoordinateFrame::toXML() const {
return G3D::format(
"<COORDINATEFRAME>\n %lf,%lf,%lf,%lf,\n %lf,%lf,%lf,%lf,\n %lf,%lf,%lf,%lf,\n %lf,%lf,%lf,%lf\n</COORDINATEFRAME>\n",
rotation[0][0], rotation[0][1], rotation[0][2], translation.x,
rotation[1][0], rotation[1][1], rotation[1][2], translation.y,
rotation[2][0], rotation[2][1], rotation[2][2], translation.z,
0.0, 0.0, 0.0, 1.0);
}
Plane CoordinateFrame::toObjectSpace(const Plane& p) const {
// TODO
Vector3 N, P;
double d;
p.getEquation(N, d);
P = N * (float)d;
P = pointToObjectSpace(P);
N = normalToObjectSpace(N);
debugAssertM(isFinite(d), "Not implemented for infinite planes");
return Plane(N, P);
}
Frustum CoordinateFrame::toWorldSpace(const Frustum& f) const {
Frustum g;
g.vertexPos.resize(f.vertexPos.size());
g.faceArray.resize(f.faceArray.size());
for (int i = 0; i < f.vertexPos.size(); ++i) {
g.vertexPos[i] = toWorldSpace(f.vertexPos[i]);
}
for (int i = 0; i < f.faceArray.size(); ++i) {
g.faceArray[i].plane = toWorldSpace(f.faceArray[i].plane);
for (int j = 0; j < 4; ++j) {
g.faceArray[i].vertexIndex[j] = f.faceArray[i].vertexIndex[j];
}
}
return g;
}
Plane CoordinateFrame::toWorldSpace(const Plane& plane) const {
// Since there is no scale factor, we don't have to
// worry about the inverse transpose of the normal.
Vector3 normal;
float d;
plane.getEquation(normal, d);
const Vector3& newNormal = rotation * normal;
if (isFinite(d)) {
d = (newNormal * -d + translation).dot(newNormal);
return Plane(newNormal, newNormal * d);
} else {
// When d is infinite, we can't multiply 0's by it without
// generating NaNs.
return Plane::fromEquation(newNormal.x, newNormal.y, newNormal.z, d);
}
}
Triangle CoordinateFrame::toObjectSpace(const Triangle& t) const {
return Triangle(pointToObjectSpace(t.vertex(0)),
pointToObjectSpace(t.vertex(1)),
pointToObjectSpace(t.vertex(2)));
}
Triangle CoordinateFrame::toWorldSpace(const Triangle& t) const {
return Triangle(pointToWorldSpace(t.vertex(0)),
pointToWorldSpace(t.vertex(1)),
pointToWorldSpace(t.vertex(2)));
}
Cylinder CoordinateFrame::toWorldSpace(const Cylinder& c) const {
return Cylinder(
pointToWorldSpace(c.point(0)),
pointToWorldSpace(c.point(1)),
c.radius());
}
Capsule CoordinateFrame::toWorldSpace(const Capsule& c) const {
return Capsule(
pointToWorldSpace(c.point(0)),
pointToWorldSpace(c.point(1)),
c.radius());
}
void CoordinateFrame::toWorldSpace(const AABox& b, AABox& result) const {
if (b.isEmpty()) {
result = b;
} else if (! b.isFinite()) {
// We can't combine infinite elements under a matrix
// multiplication: if the computation performs inf-inf we'll
// get NaN. So treat the box as infinite in all directions.
result = AABox::inf();
} else {
toWorldSpace(Box(b)).getBounds(result);
}
}
Box CoordinateFrame::toWorldSpace(const AABox& b) const {
Box b2(b);
return toWorldSpace(b2);
}
Box CoordinateFrame::toWorldSpace(const Box& b) const {
if(!b.isFinite()) {
return b;
}
Box out(b);
out._center = pointToWorldSpace(b._center);
for (int i = 0; i < 3; ++i) {
out._edgeVector[i] = vectorToWorldSpace(out._edgeVector[i]);
}
out._area = b._area;
out._volume = b._volume;
return out;
}
Box CoordinateFrame::toObjectSpace(const Box &b) const {
return inverse().toWorldSpace(b);
}
Box CoordinateFrame::toObjectSpace(const AABox& b) const {
return toObjectSpace(Box(b));
}
CoordinateFrame::CoordinateFrame(class BinaryInput& b) : rotation(Matrix3::zero()) {
deserialize(b);
}
void CoordinateFrame::deserialize(class BinaryInput& b) {
rotation.deserialize(b);
translation.deserialize(b);
}
void CoordinateFrame::serialize(class BinaryOutput& b) const {
rotation.serialize(b);
translation.serialize(b);
}
Sphere CoordinateFrame::toWorldSpace(const Sphere &b) const {
return Sphere(pointToWorldSpace(b.center), b.radius);
}
Sphere CoordinateFrame::toObjectSpace(const Sphere &b) const {
return Sphere(pointToObjectSpace(b.center), b.radius);
}
Ray CoordinateFrame::toWorldSpace(const Ray& r) const {
return Ray::fromOriginAndDirection(pointToWorldSpace(r.origin()), vectorToWorldSpace(r.direction()));
}
Ray CoordinateFrame::toObjectSpace(const Ray& r) const {
return Ray::fromOriginAndDirection(pointToObjectSpace(r.origin()), vectorToObjectSpace(r.direction()));
}
void CoordinateFrame::lookAt(const Vector3 &target) {
lookAt(target, Vector3::unitY());
}
void CoordinateFrame::lookAt(
const Vector3& target,
Vector3 up) {
up = up.direction();
Vector3 look = (target - translation).direction();
if (fabs(look.dot(up)) > .99f) {
up = Vector3::unitX();
if (fabs(look.dot(up)) > .99f) {
up = Vector3::unitY();
}
}
up -= look * look.dot(up);
up = up.direction();
Vector3 z = -look;
Vector3 x = -z.cross(up);
x = x.direction();
Vector3 y = z.cross(x);
rotation.setColumn(0, x);
rotation.setColumn(1, y);
rotation.setColumn(2, z);
}
void CoordinateFrame::moveTowards(const CoordinateFrame& goal, float maxTranslation, float maxRotation) {
translation.moveTowards(goal.translation, maxTranslation);
Quat q(rotation);
q.moveTowards(Quat(goal.rotation), maxRotation);
rotation = Matrix3(q);
}
CoordinateFrame CoordinateFrame::lerp(
const CoordinateFrame& other,
float alpha) const {
if (alpha == 1.0f) {
return other;
} else if (alpha == 0.0f) {
return *this;
} else {
const Quat q1(this->rotation);
const Quat q2(other.rotation);
return CoordinateFrame(
q1.slerp(q2, alpha).toRotationMatrix(),
translation * (1 - alpha) + other.translation * alpha);
}
}
void CoordinateFrame::pointToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const {
vout.resize(v.size());
for (int i = 0; i < v.size(); ++i) {
vout[i] = pointToWorldSpace(v[i]);
}
}
void CoordinateFrame::normalToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const {
vout.resize(v.size());
for (int i = 0; i < v.size(); ++i) {
vout[i] = normalToWorldSpace(v[i]);
}
}
void CoordinateFrame::vectorToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const {
vout.resize(v.size());
for (int i = v.size() - 1; i >= 0; --i) {
vout[i] = vectorToWorldSpace(v[i]);
}
}
void CoordinateFrame::pointToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const {
vout.resize(v.size());
for (int i = v.size() - 1; i >= 0; --i) {
vout[i] = pointToObjectSpace(v[i]);
}
}
void CoordinateFrame::normalToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const {
vout.resize(v.size());
for (int i = v.size() - 1; i >= 0; --i) {
vout[i] = normalToObjectSpace(v[i]);
}
}
void CoordinateFrame::vectorToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const {
vout.resize(v.size());
for (int i = v.size() - 1; i >= 0; --i) {
vout[i] = vectorToObjectSpace(v[i]);
}
}
} // namespace