removed a leftover "solve" method. Use eigen...

This commit is contained in:
Paolo Cignoni 2014-04-17 08:28:20 +00:00
parent 7dbcb078e5
commit c280fd8e23
1 changed files with 357 additions and 373 deletions

View File

@ -36,30 +36,30 @@
namespace vcg {
/*
Annotations:
Annotations:
Opengl stores matrix in column-major order. That is, the matrix is stored as:
a0 a4 a8 a12
a1 a5 a9 a13
a2 a6 a10 a14
a3 a7 a11 a15
a0 a4 a8 a12
a1 a5 a9 a13
a2 a6 a10 a14
a3 a7 a11 a15
Usually in opengl (see opengl specs) vectors are 'column' vectors
so usually matrix are PRE-multiplied for a vector.
So the command glTranslate generate a matrix that
is ready to be premultipled for a vector:
1 0 0 tx
0 1 0 ty
0 0 1 tz
0 0 0 1
1 0 0 tx
0 1 0 ty
0 0 1 tz
0 0 0 1
Matrix44 stores matrix in row-major order i.e.
a0 a1 a2 a3
a4 a5 a6 a7
a8 a9 a10 a11
a12 a13 a14 a15
a0 a1 a2 a3
a4 a5 a6 a7
a8 a9 a10 a11
a12 a13 a14 a15
So for the use of that matrix in opengl with their supposed meaning you have to transpose them before feeding to glMultMatrix.
This mechanism is hidden by the templated function defined in wrap/gl/math.h;
@ -70,172 +70,156 @@ for 'column' vectors.
*/
/** This class represent a 4x4 matrix. T is the kind of element in the matrix.
*/
*/
template <class T> class Matrix44 {
protected:
T _a[16];
T _a[16];
public:
typedef T ScalarType;
typedef T ScalarType;
///@{
///@{
/** $name Constructors
* No automatic casting and default constructor is empty
*/
Matrix44() {}
~Matrix44() {}
Matrix44(const Matrix44 &m);
Matrix44(const T v[]);
/** $name Constructors
* No automatic casting and default constructor is empty
*/
Matrix44() {}
~Matrix44() {}
Matrix44(const Matrix44 &m);
Matrix44(const T v[]);
T &ElementAt(const int row, const int col);
T ElementAt(const int row, const int col) const;
//T &operator[](const int i);
//const T &operator[](const int i) const;
T *V();
const T *V() const ;
T &ElementAt(const int row, const int col);
T ElementAt(const int row, const int col) const;
//T &operator[](const int i);
//const T &operator[](const int i) const;
T *V();
const T *V() const ;
T *operator[](const int i);
const T *operator[](const int i) const;
T *operator[](const int i);
const T *operator[](const int i) const;
// return a copy of the i-th column
Point4<T> GetColumn4(const int& i)const{
assert(i>=0 && i<4);
return Point4<T>(ElementAt(0,i),ElementAt(1,i),ElementAt(2,i),ElementAt(3,i));
//return Point4<T>(_a[i],_a[i+4],_a[i+8],_a[i+12]);
}
// return a copy of the i-th column
Point4<T> GetColumn4(const int& i)const{
assert(i>=0 && i<4);
return Point4<T>(ElementAt(0,i),ElementAt(1,i),ElementAt(2,i),ElementAt(3,i));
//return Point4<T>(_a[i],_a[i+4],_a[i+8],_a[i+12]);
}
Point3<T> GetColumn3(const int& i)const{
assert(i>=0 && i<4);
return Point3<T>(ElementAt(0,i),ElementAt(1,i),ElementAt(2,i));
}
Point3<T> GetColumn3(const int& i)const{
assert(i>=0 && i<4);
return Point3<T>(ElementAt(0,i),ElementAt(1,i),ElementAt(2,i));
}
Point4<T> GetRow4(const int& i)const{
assert(i>=0 && i<4);
return Point4<T>(ElementAt(i,0),ElementAt(i,1),ElementAt(i,2),ElementAt(i,3));
// return *((Point4<T>*)(&_a[i<<2])); alternativa forse + efficiente
}
Point4<T> GetRow4(const int& i)const{
assert(i>=0 && i<4);
return Point4<T>(ElementAt(i,0),ElementAt(i,1),ElementAt(i,2),ElementAt(i,3));
// return *((Point4<T>*)(&_a[i<<2])); alternativa forse + efficiente
}
Point3<T> GetRow3(const int& i)const{
assert(i>=0 && i<4);
return Point3<T>(ElementAt(i,0),ElementAt(i,1),ElementAt(i,2));
// return *((Point4<T>*)(&_a[i<<2])); alternativa forse + efficiente
}
Point3<T> GetRow3(const int& i)const{
assert(i>=0 && i<4);
return Point3<T>(ElementAt(i,0),ElementAt(i,1),ElementAt(i,2));
// return *((Point4<T>*)(&_a[i<<2])); alternativa forse + efficiente
}
Matrix44 operator+(const Matrix44 &m) const;
Matrix44 operator-(const Matrix44 &m) const;
Matrix44 operator*(const Matrix44 &m) const;
Point4<T> operator*(const Point4<T> &v) const;
Matrix44 operator+(const Matrix44 &m) const;
Matrix44 operator-(const Matrix44 &m) const;
Matrix44 operator*(const Matrix44 &m) const;
Point4<T> operator*(const Point4<T> &v) const;
bool operator==(const Matrix44 &m) const;
bool operator!= (const Matrix44 &m) const;
bool operator==(const Matrix44 &m) const;
bool operator!= (const Matrix44 &m) const;
Matrix44 operator-() const;
Matrix44 operator*(const T k) const;
void operator+=(const Matrix44 &m);
void operator-=(const Matrix44 &m);
void operator*=( const Matrix44 & m );
void operator*=( const T k );
Matrix44 operator-() const;
Matrix44 operator*(const T k) const;
void operator+=(const Matrix44 &m);
void operator-=(const Matrix44 &m);
void operator*=( const Matrix44 & m );
void operator*=( const T k );
template <class Matrix44Type>
void ToMatrix(Matrix44Type & m) const {for(int i = 0; i < 16; i++) m.V()[i]=V()[i];}
template <class Matrix44Type>
void ToMatrix(Matrix44Type & m) const {for(int i = 0; i < 16; i++) m.V()[i]=V()[i];}
void ToEulerAngles(T &alpha, T &beta, T &gamma);
void ToEulerAngles(T &alpha, T &beta, T &gamma);
template <class Matrix44Type>
void FromMatrix(const Matrix44Type & m){for(int i = 0; i < 16; i++) V()[i]=m.V()[i];}
template <class Matrix44Type>
void FromMatrix(const Matrix44Type & m){for(int i = 0; i < 16; i++) V()[i]=m.V()[i];}
template <class EigenMatrix44Type>
void ToEigenMatrix(EigenMatrix44Type & m) const {
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
m(i,j)=(*this)[i][j];
}
template <class EigenMatrix44Type>
void ToEigenMatrix(EigenMatrix44Type & m) const {
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
m(i,j)=(*this)[i][j];
}
template <class EigenMatrix44Type>
void FromEigenMatrix(const EigenMatrix44Type & m){
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
ElementAt(i,j)=m(i,j);
}
template <class EigenMatrix44Type>
void FromEigenMatrix(const EigenMatrix44Type & m){
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
ElementAt(i,j)=m(i,j);
}
void FromEulerAngles(T alpha, T beta, T gamma);
void SetZero();
void SetIdentity();
void SetDiagonal(const T k);
Matrix44 &SetScale(const T sx, const T sy, const T sz);
Matrix44 &SetScale(const Point3<T> &t);
Matrix44<T>& SetColumn(const unsigned int ii,const Point4<T> &t);
Matrix44<T>& SetColumn(const unsigned int ii,const Point3<T> &t);
Matrix44 &SetTranslate(const Point3<T> &t);
Matrix44 &SetTranslate(const T sx, const T sy, const T sz);
Matrix44 &SetShearXY(const T sz);
Matrix44 &SetShearXZ(const T sy);
Matrix44 &SetShearYZ(const T sx);
void FromEulerAngles(T alpha, T beta, T gamma);
void SetZero();
void SetIdentity();
void SetDiagonal(const T k);
Matrix44 &SetScale(const T sx, const T sy, const T sz);
Matrix44 &SetScale(const Point3<T> &t);
Matrix44<T>& SetColumn(const unsigned int ii,const Point4<T> &t);
Matrix44<T>& SetColumn(const unsigned int ii,const Point3<T> &t);
Matrix44 &SetTranslate(const Point3<T> &t);
Matrix44 &SetTranslate(const T sx, const T sy, const T sz);
Matrix44 &SetShearXY(const T sz);
Matrix44 &SetShearXZ(const T sy);
Matrix44 &SetShearYZ(const T sx);
///use radiants for angle.
Matrix44 &SetRotateDeg(T AngleDeg, const Point3<T> & axis);
Matrix44 &SetRotateRad(T AngleRad, const Point3<T> & axis);
///use radiants for angle.
Matrix44 &SetRotateDeg(T AngleDeg, const Point3<T> & axis);
Matrix44 &SetRotateRad(T AngleRad, const Point3<T> & axis);
T Determinant() const;
T Determinant() const;
template <class Q> void Import(const Matrix44<Q> &m) {
for(int i = 0; i < 16; i++)
_a[i] = (T)(m.V()[i]);
}
template <class Q>
static inline Matrix44 Construct( const Matrix44<Q> & b )
{
Matrix44<T> tmp; tmp.FromMatrix(b);
return tmp;
}
template <class Q> void Import(const Matrix44<Q> &m) {
for(int i = 0; i < 16; i++)
_a[i] = (T)(m.V()[i]);
}
template <class Q>
static inline Matrix44 Construct( const Matrix44<Q> & b )
{
Matrix44<T> tmp; tmp.FromMatrix(b);
return tmp;
}
static inline const Matrix44 &Identity( )
{
static Matrix44<T> tmp; tmp.SetIdentity();
return tmp;
}
static inline const Matrix44 &Identity( )
{
static Matrix44<T> tmp; tmp.SetIdentity();
return tmp;
}
// for the transistion to eigen
Matrix44 transpose() const
{
Matrix44 res = *this;
Transpose(res);
return res;
}
void transposeInPlace() { Transpose(*this); }
// for the transistion to eigen
Matrix44 transpose() const
{
Matrix44 res = *this;
Transpose(res);
return res;
}
void transposeInPlace() { Transpose(*this); }
void print() {
unsigned int i, j, p;
for (i=0, p=0; i<4; i++, p+=4)
{
std::cout << "[\t";
for (j=0; j<4; j++)
std::cout << _a[p+j] << "\t";
void print() {
unsigned int i, j, p;
for (i=0, p=0; i<4; i++, p+=4)
{
std::cout << "[\t";
for (j=0; j<4; j++)
std::cout << _a[p+j] << "\t";
std::cout << "]\n";
}
std::cout << "\n";
}
std::cout << "]\n";
}
std::cout << "\n";
}
};
/** Class for solving A * x = b. */
template <class T> class LinearSolve: public Matrix44<T> {
public:
LinearSolve(const Matrix44<T> &m);
Point4<T> Solve(const Point4<T> &b); // solve A <20> x = b
///If you need to solve some equation you can use this function instead of Matrix44 one for speed.
T Determinant() const;
protected:
///Holds row permutation.
int index[4]; //hold permutation
///Hold sign of row permutation (used for determinant sign)
T d;
bool Decompose();
};
/*** Postmultiply */
//template <class T> Point3<T> operator*(const Point3<T> &p, const Matrix44<T> &m);
@ -258,19 +242,19 @@ template <class T> Matrix44<T>::Matrix44(const Matrix44<T> &m) {
}
template <class T> Matrix44<T>::Matrix44(const T v[]) {
memcpy((T *)_a, v, 16 * sizeof(T));
memcpy((T *)_a, v, 16 * sizeof(T));
}
template <class T> T &Matrix44<T>::ElementAt(const int row, const int col) {
assert(row >= 0 && row < 4);
assert(col >= 0 && col < 4);
return _a[(row<<2) + col];
assert(row >= 0 && row < 4);
assert(col >= 0 && col < 4);
return _a[(row<<2) + col];
}
template <class T> T Matrix44<T>::ElementAt(const int row, const int col) const {
assert(row >= 0 && row < 4);
assert(col >= 0 && col < 4);
return _a[(row<<2) + col];
assert(row >= 0 && row < 4);
assert(col >= 0 && col < 4);
return _a[(row<<2) + col];
}
//template <class T> T &Matrix44<T>::operator[](const int i) {
@ -283,230 +267,230 @@ template <class T> T Matrix44<T>::ElementAt(const int row, const int col) const
// return ((T *)_a)[i];
//}
template <class T> T *Matrix44<T>::operator[](const int i) {
assert(i >= 0 && i < 4);
return _a+i*4;
assert(i >= 0 && i < 4);
return _a+i*4;
}
template <class T> const T *Matrix44<T>::operator[](const int i) const {
assert(i >= 0 && i < 4);
return _a+i*4;
assert(i >= 0 && i < 4);
return _a+i*4;
}
template <class T> T *Matrix44<T>::V() { return _a;}
template <class T> const T *Matrix44<T>::V() const { return _a;}
template <class T> Matrix44<T> Matrix44<T>::operator+(const Matrix44 &m) const {
Matrix44<T> ret;
for(int i = 0; i < 16; i++)
ret.V()[i] = V()[i] + m.V()[i];
return ret;
Matrix44<T> ret;
for(int i = 0; i < 16; i++)
ret.V()[i] = V()[i] + m.V()[i];
return ret;
}
template <class T> Matrix44<T> Matrix44<T>::operator-(const Matrix44 &m) const {
Matrix44<T> ret;
for(int i = 0; i < 16; i++)
ret.V()[i] = V()[i] - m.V()[i];
return ret;
Matrix44<T> ret;
for(int i = 0; i < 16; i++)
ret.V()[i] = V()[i] - m.V()[i];
return ret;
}
template <class T> Matrix44<T> Matrix44<T>::operator*(const Matrix44 &m) const {
Matrix44 ret;
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++) {
T t = 0.0;
for(int k = 0; k < 4; k++)
t += ElementAt(i, k) * m.ElementAt(k, j);
ret.ElementAt(i, j) = t;
}
return ret;
Matrix44 ret;
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++) {
T t = 0.0;
for(int k = 0; k < 4; k++)
t += ElementAt(i, k) * m.ElementAt(k, j);
ret.ElementAt(i, j) = t;
}
return ret;
}
template <class T> Point4<T> Matrix44<T>::operator*(const Point4<T> &v) const {
Point4<T> ret;
for(int i = 0; i < 4; i++){
T t = 0.0;
for(int k = 0; k < 4; k++)
t += ElementAt(i,k) * v[k];
ret[i] = t;
}
return ret;
Point4<T> ret;
for(int i = 0; i < 4; i++){
T t = 0.0;
for(int k = 0; k < 4; k++)
t += ElementAt(i,k) * v[k];
ret[i] = t;
}
return ret;
}
template <class T> bool Matrix44<T>::operator==(const Matrix44 &m) const {
for(int i = 0; i < 4; ++i)
for(int j = 0; j < 4; ++j)
if(ElementAt(i,j) != m.ElementAt(i,j))
return false;
return true;
for(int i = 0; i < 4; ++i)
for(int j = 0; j < 4; ++j)
if(ElementAt(i,j) != m.ElementAt(i,j))
return false;
return true;
}
template <class T> bool Matrix44<T>::operator!=(const Matrix44 &m) const {
for(int i = 0; i < 4; ++i)
for(int j = 0; j < 4; ++j)
if(ElementAt(i,j) != m.ElementAt(i,j))
return true;
return false;
for(int i = 0; i < 4; ++i)
for(int j = 0; j < 4; ++j)
if(ElementAt(i,j) != m.ElementAt(i,j))
return true;
return false;
}
template <class T> Matrix44<T> Matrix44<T>::operator-() const {
Matrix44<T> res;
for(int i = 0; i < 16; i++)
res.V()[i] = -V()[i];
return res;
Matrix44<T> res;
for(int i = 0; i < 16; i++)
res.V()[i] = -V()[i];
return res;
}
template <class T> Matrix44<T> Matrix44<T>::operator*(const T k) const {
Matrix44<T> res;
for(int i = 0; i < 16; i++)
res.V()[i] =V()[i] * k;
return res;
Matrix44<T> res;
for(int i = 0; i < 16; i++)
res.V()[i] =V()[i] * k;
return res;
}
template <class T> void Matrix44<T>::operator+=(const Matrix44 &m) {
for(int i = 0; i < 16; i++)
V()[i] += m.V()[i];
for(int i = 0; i < 16; i++)
V()[i] += m.V()[i];
}
template <class T> void Matrix44<T>::operator-=(const Matrix44 &m) {
for(int i = 0; i < 16; i++)
V()[i] -= m.V()[i];
for(int i = 0; i < 16; i++)
V()[i] -= m.V()[i];
}
template <class T> void Matrix44<T>::operator*=( const Matrix44 & m ) {
*this = *this *m;
*this = *this *m;
}
template < class PointType , class T > void operator*=( std::vector<PointType> &vert, const Matrix44<T> & m ) {
typename std::vector<PointType>::iterator ii;
for(ii=vert.begin();ii!=vert.end();++ii)
(*ii).P()=m * (*ii).P();
typename std::vector<PointType>::iterator ii;
for(ii=vert.begin();ii!=vert.end();++ii)
(*ii).P()=m * (*ii).P();
}
template <class T> void Matrix44<T>::operator*=( const T k ) {
for(int i = 0; i < 16; i++)
_a[i] *= k;
for(int i = 0; i < 16; i++)
_a[i] *= k;
}
template <class T>
void Matrix44<T>::ToEulerAngles(T &alpha, T &beta, T &gamma)
{
alpha = atan2(ElementAt(1,2), ElementAt(2,2));
beta = asin(-ElementAt(0,2));
gamma = atan2(ElementAt(0,1), ElementAt(0,0));
alpha = atan2(ElementAt(1,2), ElementAt(2,2));
beta = asin(-ElementAt(0,2));
gamma = atan2(ElementAt(0,1), ElementAt(0,0));
}
template <class T>
void Matrix44<T>::FromEulerAngles(T alpha, T beta, T gamma)
{
this->SetZero();
this->SetZero();
T cosalpha = cos(alpha);
T cosbeta = cos(beta);
T cosgamma = cos(gamma);
T sinalpha = sin(alpha);
T sinbeta = sin(beta);
T singamma = sin(gamma);
T cosalpha = cos(alpha);
T cosbeta = cos(beta);
T cosgamma = cos(gamma);
T sinalpha = sin(alpha);
T sinbeta = sin(beta);
T singamma = sin(gamma);
ElementAt(0,0) = cosbeta * cosgamma;
ElementAt(1,0) = -cosalpha * singamma + sinalpha * sinbeta * cosgamma;
ElementAt(2,0) = sinalpha * singamma + cosalpha * sinbeta * cosgamma;
ElementAt(0,0) = cosbeta * cosgamma;
ElementAt(1,0) = -cosalpha * singamma + sinalpha * sinbeta * cosgamma;
ElementAt(2,0) = sinalpha * singamma + cosalpha * sinbeta * cosgamma;
ElementAt(0,1) = cosbeta * singamma;
ElementAt(1,1) = cosalpha * cosgamma + sinalpha * sinbeta * singamma;
ElementAt(2,1) = -sinalpha * cosgamma + cosalpha * sinbeta * singamma;
ElementAt(0,1) = cosbeta * singamma;
ElementAt(1,1) = cosalpha * cosgamma + sinalpha * sinbeta * singamma;
ElementAt(2,1) = -sinalpha * cosgamma + cosalpha * sinbeta * singamma;
ElementAt(0,2) = -sinbeta;
ElementAt(1,2) = sinalpha * cosbeta;
ElementAt(2,2) = cosalpha * cosbeta;
ElementAt(0,2) = -sinbeta;
ElementAt(1,2) = sinalpha * cosbeta;
ElementAt(2,2) = cosalpha * cosbeta;
ElementAt(3,3) = 1;
ElementAt(3,3) = 1;
}
template <class T> void Matrix44<T>::SetZero() {
memset((T *)_a, 0, 16 * sizeof(T));
memset((T *)_a, 0, 16 * sizeof(T));
}
template <class T> void Matrix44<T>::SetIdentity() {
SetDiagonal(1);
SetDiagonal(1);
}
template <class T> void Matrix44<T>::SetDiagonal(const T k) {
SetZero();
ElementAt(0, 0) = k;
ElementAt(1, 1) = k;
ElementAt(2, 2) = k;
ElementAt(3, 3) = 1;
SetZero();
ElementAt(0, 0) = k;
ElementAt(1, 1) = k;
ElementAt(2, 2) = k;
ElementAt(3, 3) = 1;
}
template <class T> Matrix44<T> &Matrix44<T>::SetScale(const Point3<T> &t) {
SetScale(t[0], t[1], t[2]);
return *this;
SetScale(t[0], t[1], t[2]);
return *this;
}
template <class T> Matrix44<T> &Matrix44<T>::SetScale(const T sx, const T sy, const T sz) {
SetZero();
ElementAt(0, 0) = sx;
ElementAt(1, 1) = sy;
ElementAt(2, 2) = sz;
ElementAt(3, 3) = 1;
return *this;
SetZero();
ElementAt(0, 0) = sx;
ElementAt(1, 1) = sy;
ElementAt(2, 2) = sz;
ElementAt(3, 3) = 1;
return *this;
}
template <class T> Matrix44<T> &Matrix44<T>::SetTranslate(const Point3<T> &t) {
SetTranslate(t[0], t[1], t[2]);
return *this;
SetTranslate(t[0], t[1], t[2]);
return *this;
}
template <class T> Matrix44<T> &Matrix44<T>::SetTranslate(const T tx, const T ty, const T tz) {
SetIdentity();
ElementAt(0, 3) = tx;
ElementAt(1, 3) = ty;
ElementAt(2, 3) = tz;
return *this;
SetIdentity();
ElementAt(0, 3) = tx;
ElementAt(1, 3) = ty;
ElementAt(2, 3) = tz;
return *this;
}
template <class T> Matrix44<T> &Matrix44<T>::SetColumn(const unsigned int ii,const Point3<T> &t) {
assert( ii < 4 );
ElementAt(0, ii) = t.X();
ElementAt(1, ii) = t.Y();
ElementAt(2, ii) = t.Z();
return *this;
assert( ii < 4 );
ElementAt(0, ii) = t.X();
ElementAt(1, ii) = t.Y();
ElementAt(2, ii) = t.Z();
return *this;
}
template <class T> Matrix44<T> &Matrix44<T>::SetColumn(const unsigned int ii,const Point4<T> &t) {
assert( ii < 4 );
ElementAt(0, ii) = t[0];
ElementAt(1, ii) = t[1];
ElementAt(2, ii) = t[2];
ElementAt(3, ii) = t[3];
return *this;
assert( ii < 4 );
ElementAt(0, ii) = t[0];
ElementAt(1, ii) = t[1];
ElementAt(2, ii) = t[2];
ElementAt(3, ii) = t[3];
return *this;
}
template <class T> Matrix44<T> &Matrix44<T>::SetRotateDeg(T AngleDeg, const Point3<T> & axis) {
return SetRotateRad(math::ToRad(AngleDeg),axis);
return SetRotateRad(math::ToRad(AngleDeg),axis);
}
template <class T> Matrix44<T> &Matrix44<T>::SetRotateRad(T AngleRad, const Point3<T> & axis) {
//angle = angle*(T)3.14159265358979323846/180; e' in radianti!
T c = math::Cos(AngleRad);
T s = math::Sin(AngleRad);
T q = 1-c;
Point3<T> t = axis;
t.Normalize();
ElementAt(0,0) = t[0]*t[0]*q + c;
ElementAt(0,1) = t[0]*t[1]*q - t[2]*s;
ElementAt(0,2) = t[0]*t[2]*q + t[1]*s;
ElementAt(0,3) = 0;
ElementAt(1,0) = t[1]*t[0]*q + t[2]*s;
ElementAt(1,1) = t[1]*t[1]*q + c;
ElementAt(1,2) = t[1]*t[2]*q - t[0]*s;
ElementAt(1,3) = 0;
ElementAt(2,0) = t[2]*t[0]*q -t[1]*s;
ElementAt(2,1) = t[2]*t[1]*q +t[0]*s;
ElementAt(2,2) = t[2]*t[2]*q +c;
ElementAt(2,3) = 0;
ElementAt(3,0) = 0;
ElementAt(3,1) = 0;
ElementAt(3,2) = 0;
ElementAt(3,3) = 1;
return *this;
//angle = angle*(T)3.14159265358979323846/180; e' in radianti!
T c = math::Cos(AngleRad);
T s = math::Sin(AngleRad);
T q = 1-c;
Point3<T> t = axis;
t.Normalize();
ElementAt(0,0) = t[0]*t[0]*q + c;
ElementAt(0,1) = t[0]*t[1]*q - t[2]*s;
ElementAt(0,2) = t[0]*t[2]*q + t[1]*s;
ElementAt(0,3) = 0;
ElementAt(1,0) = t[1]*t[0]*q + t[2]*s;
ElementAt(1,1) = t[1]*t[1]*q + c;
ElementAt(1,2) = t[1]*t[2]*q - t[0]*s;
ElementAt(1,3) = 0;
ElementAt(2,0) = t[2]*t[0]*q -t[1]*s;
ElementAt(2,1) = t[2]*t[1]*q +t[0]*s;
ElementAt(2,2) = t[2]*t[2]*q +c;
ElementAt(2,3) = 0;
ElementAt(3,0) = 0;
ElementAt(3,1) = 0;
ElementAt(3,2) = 0;
ElementAt(3,3) = 1;
return *this;
}
/*
@ -562,117 +546,117 @@ double srv() { return (double(rand()%40)-20)/2.0; } // small random value
template <class T>
bool Decompose(Matrix44<T> &M, Point3<T> &ScaleV, Point3<T> &ShearV, Point3<T> &RotV,Point3<T> &TranV)
{
if(!(M[3][0]==0 && M[3][1]==0 && M[3][2]==0 && M[3][3]==1) ) // the matrix is projective
return false;
if(math::Abs(M.Determinant())<1e-10) return false; // matrix should be at least invertible...
if(!(M[3][0]==0 && M[3][1]==0 && M[3][2]==0 && M[3][3]==1) ) // the matrix is projective
return false;
if(math::Abs(M.Determinant())<1e-10) return false; // matrix should be at least invertible...
// First Step recover the traslation
TranV=M.GetColumn3(3);
// First Step recover the traslation
TranV=M.GetColumn3(3);
// Second Step Recover Scale and Shearing interleaved
ScaleV[0]=Norm(M.GetColumn3(0));
Point3<T> R[3];
R[0]=M.GetColumn3(0);
R[0].Normalize();
// Second Step Recover Scale and Shearing interleaved
ScaleV[0]=Norm(M.GetColumn3(0));
Point3<T> R[3];
R[0]=M.GetColumn3(0);
R[0].Normalize();
ShearV[0]=R[0]*M.GetColumn3(1); // xy shearing
R[1]= M.GetColumn3(1)-R[0]*ShearV[0];
assert(math::Abs(R[1]*R[0])<1e-10);
ScaleV[1]=Norm(R[1]); // y scaling
R[1]=R[1]/ScaleV[1];
ShearV[0]=ShearV[0]/ScaleV[1];
ShearV[0]=R[0]*M.GetColumn3(1); // xy shearing
R[1]= M.GetColumn3(1)-R[0]*ShearV[0];
assert(math::Abs(R[1]*R[0])<1e-10);
ScaleV[1]=Norm(R[1]); // y scaling
R[1]=R[1]/ScaleV[1];
ShearV[0]=ShearV[0]/ScaleV[1];
ShearV[1]=R[0]*M.GetColumn3(2); // xz shearing
R[2]= M.GetColumn3(2)-R[0]*ShearV[1];
assert(math::Abs(R[2]*R[0])<1e-10);
ShearV[1]=R[0]*M.GetColumn3(2); // xz shearing
R[2]= M.GetColumn3(2)-R[0]*ShearV[1];
assert(math::Abs(R[2]*R[0])<1e-10);
R[2] = R[2]-R[1]*(R[2]*R[1]);
assert(math::Abs(R[2]*R[1])<1e-10);
assert(math::Abs(R[2]*R[0])<1e-10);
R[2] = R[2]-R[1]*(R[2]*R[1]);
assert(math::Abs(R[2]*R[1])<1e-10);
assert(math::Abs(R[2]*R[0])<1e-10);
ScaleV[2]=Norm(R[2]);
ShearV[1]=ShearV[1]/ScaleV[2];
R[2]=R[2]/ScaleV[2];
assert(math::Abs(R[2]*R[1])<1e-10);
assert(math::Abs(R[2]*R[0])<1e-10);
ScaleV[2]=Norm(R[2]);
ShearV[1]=ShearV[1]/ScaleV[2];
R[2]=R[2]/ScaleV[2];
assert(math::Abs(R[2]*R[1])<1e-10);
assert(math::Abs(R[2]*R[0])<1e-10);
ShearV[2]=R[1]*M.GetColumn3(2); // yz shearing
ShearV[2]=ShearV[2]/ScaleV[2];
int i,j;
for(i=0;i<3;++i)
for(j=0;j<3;++j)
M[i][j]=R[j][i];
ShearV[2]=R[1]*M.GetColumn3(2); // yz shearing
ShearV[2]=ShearV[2]/ScaleV[2];
int i,j;
for(i=0;i<3;++i)
for(j=0;j<3;++j)
M[i][j]=R[j][i];
// Third and last step: Recover the rotation
//now the matrix should be a pure rotation matrix so its determinant is +-1
double det=M.Determinant();
if(math::Abs(det)<1e-10) return false; // matrix should be at least invertible...
assert(math::Abs(math::Abs(det)-1.0)<1e-10); // it should be +-1...
if(det<0) {
ScaleV *= -1;
M *= -1;
}
// Third and last step: Recover the rotation
//now the matrix should be a pure rotation matrix so its determinant is +-1
double det=M.Determinant();
if(math::Abs(det)<1e-10) return false; // matrix should be at least invertible...
assert(math::Abs(math::Abs(det)-1.0)<1e-10); // it should be +-1...
if(det<0) {
ScaleV *= -1;
M *= -1;
}
double alpha,beta,gamma; // rotations around the x,y and z axis
beta=asin( M[0][2]);
double cosbeta=cos(beta);
if(math::Abs(cosbeta) > 1e-5)
{
alpha=asin(-M[1][2]/cosbeta);
if((M[2][2]/cosbeta) < 0 ) alpha=M_PI-alpha;
gamma=asin(-M[0][1]/cosbeta);
if((M[0][0]/cosbeta)<0) gamma = M_PI-gamma;
}
else
{
alpha=asin(-M[1][0]);
if(M[1][1]<0) alpha=M_PI-alpha;
gamma=0;
}
double alpha,beta,gamma; // rotations around the x,y and z axis
beta=asin( M[0][2]);
double cosbeta=cos(beta);
if(math::Abs(cosbeta) > 1e-5)
{
alpha=asin(-M[1][2]/cosbeta);
if((M[2][2]/cosbeta) < 0 ) alpha=M_PI-alpha;
gamma=asin(-M[0][1]/cosbeta);
if((M[0][0]/cosbeta)<0) gamma = M_PI-gamma;
}
else
{
alpha=asin(-M[1][0]);
if(M[1][1]<0) alpha=M_PI-alpha;
gamma=0;
}
RotV[0]=math::ToDeg(alpha);
RotV[1]=math::ToDeg(beta);
RotV[2]=math::ToDeg(gamma);
RotV[0]=math::ToDeg(alpha);
RotV[1]=math::ToDeg(beta);
RotV[2]=math::ToDeg(gamma);
return true;
return true;
}
template <class T> T Matrix44<T>::Determinant() const {
Eigen::Matrix4d mm;
this->ToEigenMatrix(mm);
return mm.determinant();
Eigen::Matrix4d mm;
this->ToEigenMatrix(mm);
return mm.determinant();
}
template <class T> Point3<T> operator*(const Matrix44<T> &m, const Point3<T> &p) {
T w;
Point3<T> s;
s[0] = m.ElementAt(0, 0)*p[0] + m.ElementAt(0, 1)*p[1] + m.ElementAt(0, 2)*p[2] + m.ElementAt(0, 3);
s[1] = m.ElementAt(1, 0)*p[0] + m.ElementAt(1, 1)*p[1] + m.ElementAt(1, 2)*p[2] + m.ElementAt(1, 3);
s[2] = m.ElementAt(2, 0)*p[0] + m.ElementAt(2, 1)*p[1] + m.ElementAt(2, 2)*p[2] + m.ElementAt(2, 3);
w = m.ElementAt(3, 0)*p[0] + m.ElementAt(3, 1)*p[1] + m.ElementAt(3, 2)*p[2] + m.ElementAt(3, 3);
if(w!= 0) s /= w;
return s;
T w;
Point3<T> s;
s[0] = m.ElementAt(0, 0)*p[0] + m.ElementAt(0, 1)*p[1] + m.ElementAt(0, 2)*p[2] + m.ElementAt(0, 3);
s[1] = m.ElementAt(1, 0)*p[0] + m.ElementAt(1, 1)*p[1] + m.ElementAt(1, 2)*p[2] + m.ElementAt(1, 3);
s[2] = m.ElementAt(2, 0)*p[0] + m.ElementAt(2, 1)*p[1] + m.ElementAt(2, 2)*p[2] + m.ElementAt(2, 3);
w = m.ElementAt(3, 0)*p[0] + m.ElementAt(3, 1)*p[1] + m.ElementAt(3, 2)*p[2] + m.ElementAt(3, 3);
if(w!= 0) s /= w;
return s;
}
template <class T> Matrix44<T> &Transpose(Matrix44<T> &m) {
for(int i = 1; i < 4; i++)
for(int j = 0; j < i; j++) {
std::swap(m.ElementAt(i, j), m.ElementAt(j, i));
}
return m;
for(int i = 1; i < 4; i++)
for(int j = 0; j < i; j++) {
std::swap(m.ElementAt(i, j), m.ElementAt(j, i));
}
return m;
}
template <class T> Matrix44<T> Inverse(const Matrix44<T> &m) {
Eigen::Matrix4d mm,mmi;
m.ToEigenMatrix(mm);
mmi=mm.inverse();
Matrix44<T> res;
res.FromEigenMatrix(mmi);
return res;
Eigen::Matrix4d mm,mmi;
m.ToEigenMatrix(mm);
mmi=mm.inverse();
Matrix44<T> res;
res.FromEigenMatrix(mmi);
return res;
}
} //namespace