diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2017-08-30 18:39:20 +0200 |
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committer | GitHub <noreply@github.com> | 2017-08-30 18:39:20 +0200 |
commit | 752459cc5a9eba821ab6c241b33a07236baf366d (patch) | |
tree | e9403842e8eafc5f1d8c63d15711713f23eaabd0 | |
parent | 6611dfbd6ce9d00bc178554001f64a9ab60ff7ce (diff) | |
parent | 5ad8d310f2a62a78a7d68bc169089b0f450dfe89 (diff) |
Merge pull request #10641 from tagcup/o3_posscale_decomposition
Add a new decomposition to Basis.
-rw-r--r-- | core/math/matrix3.cpp | 39 | ||||
-rw-r--r-- | core/math/matrix3.h | 3 |
2 files changed, 38 insertions, 4 deletions
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp index 57555bbb2a..9732a1ff37 100644 --- a/core/math/matrix3.cpp +++ b/core/math/matrix3.cpp @@ -107,6 +107,13 @@ bool Basis::is_orthogonal() const { return is_equal_approx(id, m); } +bool Basis::is_diagonal() const { + return ( + Math::is_equal_approx(elements[0][1], 0) && Math::is_equal_approx(elements[0][2], 0) && + Math::is_equal_approx(elements[1][0], 0) && Math::is_equal_approx(elements[1][2], 0) && + Math::is_equal_approx(elements[2][0], 0) && Math::is_equal_approx(elements[2][1], 0)); +} + bool Basis::is_rotation() const { return Math::is_equal_approx(determinant(), 1) && is_orthogonal(); } @@ -241,12 +248,13 @@ Vector3 Basis::get_scale() const { // This may lead to confusion for some users though. // // The convention we use here is to absorb the sign flip into the scaling matrix. - // The same convention is also used in other similar functions such as set_scale, - // get_rotation_axis_angle, get_rotation, set_rotation_axis_angle, set_rotation_euler, ... + // The same convention is also used in other similar functions such as get_rotation_axis_angle, get_rotation, ... // // A proper way to get rid of this issue would be to store the scaling values (or at least their signs) // as a part of Basis. However, if we go that path, we need to disable direct (write) access to the // matrix elements. + // + // The rotation part of this decomposition is returned by get_rotation* functions. real_t det_sign = determinant() > 0 ? 1 : -1; return det_sign * Vector3( Vector3(elements[0][0], elements[1][0], elements[2][0]).length(), @@ -254,6 +262,26 @@ Vector3 Basis::get_scale() const { Vector3(elements[0][2], elements[1][2], elements[2][2]).length()); } +// Decomposes a Basis into a rotation-reflection matrix (an element of the group O(3)) and a positive scaling matrix as B = O.S. +// Returns the rotation-reflection matrix via reference argument, and scaling information is returned as a Vector3. +// This (internal) function is too specıfıc and named too ugly to expose to users, and probably there's no need to do so. +Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const { +#ifdef MATH_CHECKS + ERR_FAIL_COND_V(determinant() == 0, Vector3()); + + Basis m = transposed() * (*this); + ERR_FAIL_COND_V(m.is_diagonal() == false, Vector3()); +#endif + Vector3 scale = get_scale(); + Basis inv_scale = Basis().scaled(scale.inverse()); // this will also absorb the sign of scale + rotref = (*this) * inv_scale; + +#ifdef MATH_CHECKS + ERR_FAIL_COND_V(rotref.is_orthogonal() == false, Vector3()); +#endif + return scale.abs(); +} + // Multiplies the matrix from left by the rotation matrix: M -> R.M // Note that this does *not* rotate the matrix itself. // @@ -331,8 +359,9 @@ Vector3 Basis::get_euler_xyz() const { euler.y = Math::asin(elements[0][2]); if (euler.y < Math_PI * 0.5) { if (euler.y > -Math_PI * 0.5) { - //if rotation is Y-only, return a proper -pi,pi range like in x or z for the same case. + // is this a pure Y rotation? if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) { + // return the simplest form euler.x = 0; euler.y = atan2(elements[0][2], elements[0][0]); euler.z = 0; @@ -399,7 +428,9 @@ Vector3 Basis::get_euler_yxz() const { if (m12 < 1) { if (m12 > -1) { - if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) { // use pure x rotation + // is this a pure X rotation? + if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) { + // return the simplest form euler.x = atan2(-m12, elements[1][1]); euler.y = 0; euler.z = 0; diff --git a/core/math/matrix3.h b/core/math/matrix3.h index be8de2e1c4..9c9080ac46 100644 --- a/core/math/matrix3.h +++ b/core/math/matrix3.h @@ -81,6 +81,8 @@ public: Vector3 get_rotation() const; void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const; + Vector3 rotref_posscale_decomposition(Basis &rotref) const; + Vector3 get_euler_xyz() const; void set_euler_xyz(const Vector3 &p_euler); Vector3 get_euler_yxz() const; @@ -128,6 +130,7 @@ public: void set_orthogonal_index(int p_index); bool is_orthogonal() const; + bool is_diagonal() const; bool is_rotation() const; operator String() const; |