mirror of
https://github.com/overte-org/overte.git
synced 2025-04-28 04:25:19 +02:00
1070 lines
38 KiB
C++
Executable file
1070 lines
38 KiB
C++
Executable file
/************************************************************************************
|
|
|
|
PublicHeader: OVR.h
|
|
Filename : OVR_Math.h
|
|
Content : Implementation of 3D primitives such as vectors, matrices.
|
|
Created : September 4, 2012
|
|
Authors : Andrew Reisse, Michael Antonov, Steve LaValle, Anna Yershova
|
|
|
|
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
|
|
|
|
Use of this software is subject to the terms of the Oculus license
|
|
agreement provided at the time of installation or download, or which
|
|
otherwise accompanies this software in either electronic or hard copy form.
|
|
|
|
*************************************************************************************/
|
|
|
|
#ifndef OVR_Math_h
|
|
#define OVR_Math_h
|
|
|
|
#include <assert.h>
|
|
#include <stdlib.h>
|
|
#include <math.h>
|
|
|
|
#include "OVR_Types.h"
|
|
#include "OVR_RefCount.h"
|
|
|
|
namespace OVR {
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Constants for 3D world/axis definitions.
|
|
|
|
// Definitions of axes for coordinate and rotation conversions.
|
|
enum Axis
|
|
{
|
|
Axis_X = 0, Axis_Y = 1, Axis_Z = 2
|
|
};
|
|
|
|
// RotateDirection describes the rotation direction around an axis, interpreted as follows:
|
|
// CW - Clockwise while looking "down" from positive axis towards the origin.
|
|
// CCW - Counter-clockwise while looking from the positive axis towards the origin,
|
|
// which is in the negative axis direction.
|
|
// CCW is the default for the RHS coordinate system. Oculus standard RHS coordinate
|
|
// system defines Y up, X right, and Z back (pointing out from the screen). In this
|
|
// system Rotate_CCW around Z will specifies counter-clockwise rotation in XY plane.
|
|
enum RotateDirection
|
|
{
|
|
Rotate_CCW = 1,
|
|
Rotate_CW = -1
|
|
};
|
|
|
|
enum HandedSystem
|
|
{
|
|
Handed_R = 1, Handed_L = -1
|
|
};
|
|
|
|
// AxisDirection describes which way the axis points. Used by WorldAxes.
|
|
enum AxisDirection
|
|
{
|
|
Axis_Up = 2,
|
|
Axis_Down = -2,
|
|
Axis_Right = 1,
|
|
Axis_Left = -1,
|
|
Axis_In = 3,
|
|
Axis_Out = -3
|
|
};
|
|
|
|
struct WorldAxes
|
|
{
|
|
AxisDirection XAxis, YAxis, ZAxis;
|
|
|
|
WorldAxes(AxisDirection x, AxisDirection y, AxisDirection z)
|
|
: XAxis(x), YAxis(y), ZAxis(z)
|
|
{ OVR_ASSERT(abs(x) != abs(y) && abs(y) != abs(z) && abs(z) != abs(x));}
|
|
};
|
|
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// ***** Math
|
|
|
|
// Math class contains constants and functions. This class is a template specialized
|
|
// per type, with Math<float> and Math<double> being distinct.
|
|
template<class Type>
|
|
class Math
|
|
{
|
|
};
|
|
|
|
// Single-precision Math constants class.
|
|
template<>
|
|
class Math<float>
|
|
{
|
|
public:
|
|
static const float Pi;
|
|
static const float TwoPi;
|
|
static const float PiOver2;
|
|
static const float PiOver4;
|
|
static const float E;
|
|
|
|
static const float MaxValue; // Largest positive float Value
|
|
static const float MinPositiveValue; // Smallest possible positive value
|
|
|
|
static const float RadToDegreeFactor;
|
|
static const float DegreeToRadFactor;
|
|
|
|
static const float Tolerance; // 0.00001f;
|
|
static const float SingularityRadius; //0.00000000001f for Gimbal lock numerical problems
|
|
};
|
|
|
|
// Double-precision Math constants class.
|
|
template<>
|
|
class Math<double>
|
|
{
|
|
public:
|
|
static const double Pi;
|
|
static const double TwoPi;
|
|
static const double PiOver2;
|
|
static const double PiOver4;
|
|
static const double E;
|
|
|
|
static const double MaxValue; // Largest positive double Value
|
|
static const double MinPositiveValue; // Smallest possible positive value
|
|
|
|
static const double RadToDegreeFactor;
|
|
static const double DegreeToRadFactor;
|
|
|
|
static const double Tolerance; // 0.00001f;
|
|
static const double SingularityRadius; //0.00000000001 for Gimbal lock numerical problems
|
|
};
|
|
|
|
typedef Math<float> Mathf;
|
|
typedef Math<double> Mathd;
|
|
|
|
// Conversion functions between degrees and radians
|
|
template<class FT>
|
|
FT RadToDegree(FT rads) { return rads * Math<FT>::RadToDegreeFactor; }
|
|
template<class FT>
|
|
FT DegreeToRad(FT rads) { return rads * Math<FT>::DegreeToRadFactor; }
|
|
|
|
template<class T>
|
|
class Quat;
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// ***** Vector2f - 2D Vector2f
|
|
|
|
// Vector2f represents a 2-dimensional vector or point in space,
|
|
// consisting of coordinates x and y,
|
|
|
|
template<class T>
|
|
class Vector2
|
|
{
|
|
public:
|
|
T x, y;
|
|
|
|
Vector2() : x(0), y(0) { }
|
|
Vector2(T x_, T y_) : x(x_), y(y_) { }
|
|
explicit Vector2(T s) : x(s), y(s) { }
|
|
|
|
bool operator== (const Vector2& b) const { return x == b.x && y == b.y; }
|
|
bool operator!= (const Vector2& b) const { return x != b.x || y != b.y; }
|
|
|
|
Vector2 operator+ (const Vector2& b) const { return Vector2(x + b.x, y + b.y); }
|
|
Vector2& operator+= (const Vector2& b) { x += b.x; y += b.y; return *this; }
|
|
Vector2 operator- (const Vector2& b) const { return Vector2(x - b.x, y - b.y); }
|
|
Vector2& operator-= (const Vector2& b) { x -= b.x; y -= b.y; return *this; }
|
|
Vector2 operator- () const { return Vector2(-x, -y); }
|
|
|
|
// Scalar multiplication/division scales vector.
|
|
Vector2 operator* (T s) const { return Vector2(x*s, y*s); }
|
|
Vector2& operator*= (T s) { x *= s; y *= s; return *this; }
|
|
|
|
Vector2 operator/ (T s) const { T rcp = T(1)/s;
|
|
return Vector2(x*rcp, y*rcp); }
|
|
Vector2& operator/= (T s) { T rcp = T(1)/s;
|
|
x *= rcp; y *= rcp;
|
|
return *this; }
|
|
|
|
// Compare two vectors for equality with tolerance. Returns true if vectors match withing tolerance.
|
|
bool Compare(const Vector2&b, T tolerance = Mathf::Tolerance)
|
|
{
|
|
return (fabs(b.x-x) < tolerance) && (fabs(b.y-y) < tolerance);
|
|
}
|
|
|
|
// Dot product overload.
|
|
// Used to calculate angle q between two vectors among other things,
|
|
// as (A dot B) = |a||b|cos(q).
|
|
T operator* (const Vector2& b) const { return x*b.x + y*b.y; }
|
|
|
|
// Returns the angle from this vector to b, in radians.
|
|
T Angle(const Vector2& b) const { return acos((*this * b)/(Length()*b.Length())); }
|
|
|
|
// Return Length of the vector squared.
|
|
T LengthSq() const { return (x * x + y * y); }
|
|
// Return vector length.
|
|
T Length() const { return sqrt(LengthSq()); }
|
|
|
|
// Returns distance between two points represented by vectors.
|
|
T Distance(Vector2& b) const { return (*this - b).Length(); }
|
|
|
|
// Determine if this a unit vector.
|
|
bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; }
|
|
// Normalize, convention vector length to 1.
|
|
void Normalize() { *this /= Length(); }
|
|
// Returns normalized (unit) version of the vector without modifying itself.
|
|
Vector2 Normalized() const { return *this / Length(); }
|
|
|
|
// Linearly interpolates from this vector to another.
|
|
// Factor should be between 0.0 and 1.0, with 0 giving full value to this.
|
|
Vector2 Lerp(const Vector2& b, T f) const { return *this*(T(1) - f) + b*f; }
|
|
|
|
// Projects this vector onto the argument; in other words,
|
|
// A.Project(B) returns projection of vector A onto B.
|
|
Vector2 ProjectTo(const Vector2& b) const { return b * ((*this * b) / b.LengthSq()); }
|
|
};
|
|
|
|
|
|
typedef Vector2<float> Vector2f;
|
|
typedef Vector2<double> Vector2d;
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// ***** Vector3f - 3D Vector3f
|
|
|
|
// Vector3f represents a 3-dimensional vector or point in space,
|
|
// consisting of coordinates x, y and z.
|
|
|
|
template<class T>
|
|
class Vector3
|
|
{
|
|
public:
|
|
T x, y, z;
|
|
|
|
Vector3() : x(0), y(0), z(0) { }
|
|
Vector3(T x_, T y_, T z_ = 0) : x(x_), y(y_), z(z_) { }
|
|
explicit Vector3(T s) : x(s), y(s), z(s) { }
|
|
|
|
bool operator== (const Vector3& b) const { return x == b.x && y == b.y && z == b.z; }
|
|
bool operator!= (const Vector3& b) const { return x != b.x || y != b.y || z != b.z; }
|
|
|
|
Vector3 operator+ (const Vector3& b) const { return Vector3(x + b.x, y + b.y, z + b.z); }
|
|
Vector3& operator+= (const Vector3& b) { x += b.x; y += b.y; z += b.z; return *this; }
|
|
Vector3 operator- (const Vector3& b) const { return Vector3(x - b.x, y - b.y, z - b.z); }
|
|
Vector3& operator-= (const Vector3& b) { x -= b.x; y -= b.y; z -= b.z; return *this; }
|
|
Vector3 operator- () const { return Vector3(-x, -y, -z); }
|
|
|
|
// Scalar multiplication/division scales vector.
|
|
Vector3 operator* (T s) const { return Vector3(x*s, y*s, z*s); }
|
|
Vector3& operator*= (T s) { x *= s; y *= s; z *= s; return *this; }
|
|
|
|
Vector3 operator/ (T s) const { T rcp = T(1)/s;
|
|
return Vector3(x*rcp, y*rcp, z*rcp); }
|
|
Vector3& operator/= (T s) { T rcp = T(1)/s;
|
|
x *= rcp; y *= rcp; z *= rcp;
|
|
return *this; }
|
|
|
|
// Compare two vectors for equality with tolerance. Returns true if vectors match withing tolerance.
|
|
bool Compare(const Vector3&b, T tolerance = Mathf::Tolerance)
|
|
{
|
|
return (fabs(b.x-x) < tolerance) && (fabs(b.y-y) < tolerance) && (fabs(b.z-z) < tolerance);
|
|
}
|
|
|
|
// Dot product overload.
|
|
// Used to calculate angle q between two vectors among other things,
|
|
// as (A dot B) = |a||b|cos(q).
|
|
T operator* (const Vector3& b) const { return x*b.x + y*b.y + z*b.z; }
|
|
|
|
// Compute cross product, which generates a normal vector.
|
|
// Direction vector can be determined by right-hand rule: Pointing index finder in
|
|
// direction a and middle finger in direction b, thumb will point in a.Cross(b).
|
|
Vector3 Cross(const Vector3& b) const { return Vector3(y*b.z - z*b.y,
|
|
z*b.x - x*b.z,
|
|
x*b.y - y*b.x); }
|
|
|
|
// Returns the angle from this vector to b, in radians.
|
|
T Angle(const Vector3& b) const { return acos((*this * b)/(Length()*b.Length())); }
|
|
|
|
// Return Length of the vector squared.
|
|
T LengthSq() const { return (x * x + y * y + z * z); }
|
|
// Return vector length.
|
|
T Length() const { return sqrt(LengthSq()); }
|
|
|
|
// Returns distance between two points represented by vectors.
|
|
T Distance(Vector3& b) const { return (*this - b).Length(); }
|
|
|
|
// Determine if this a unit vector.
|
|
bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; }
|
|
// Normalize, convention vector length to 1.
|
|
void Normalize() { *this /= Length(); }
|
|
// Returns normalized (unit) version of the vector without modifying itself.
|
|
Vector3 Normalized() const { return *this / Length(); }
|
|
|
|
// Linearly interpolates from this vector to another.
|
|
// Factor should be between 0.0 and 1.0, with 0 giving full value to this.
|
|
Vector3 Lerp(const Vector3& b, T f) const { return *this*(T(1) - f) + b*f; }
|
|
|
|
// Projects this vector onto the argument; in other words,
|
|
// A.Project(B) returns projection of vector A onto B.
|
|
Vector3 ProjectTo(const Vector3& b) const { return b * ((*this * b) / b.LengthSq()); }
|
|
};
|
|
|
|
|
|
typedef Vector3<float> Vector3f;
|
|
typedef Vector3<double> Vector3d;
|
|
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// ***** Matrix4f
|
|
|
|
// Matrix4f is a 4x4 matrix used for 3d transformations and projections.
|
|
// Translation stored in the last column.
|
|
// The matrix is stored in row-major order in memory, meaning that values
|
|
// of the first row are stored before the next one.
|
|
//
|
|
// The arrangement of the matrix is chosen to be in Right-Handed
|
|
// coordinate system and counterclockwise rotations when looking down
|
|
// the axis
|
|
//
|
|
// Transformation Order:
|
|
// - Transformations are applied from right to left, so the expression
|
|
// M1 * M2 * M3 * V means that the vector V is transformed by M3 first,
|
|
// followed by M2 and M1.
|
|
//
|
|
// Coordinate system: Right Handed
|
|
//
|
|
// Rotations: Counterclockwise when looking down the axis. All angles are in radians.
|
|
//
|
|
// | sx 01 02 tx | // First column (sx, 10, 20): Axis X basis vector.
|
|
// | 10 sy 12 ty | // Second column (01, sy, 21): Axis Y basis vector.
|
|
// | 20 21 sz tz | // Third columnt (02, 12, sz): Axis Z basis vector.
|
|
// | 30 31 32 33 |
|
|
//
|
|
// The basis vectors are first three columns.
|
|
|
|
class Matrix4f
|
|
{
|
|
static Matrix4f IdentityValue;
|
|
|
|
public:
|
|
float M[4][4];
|
|
|
|
enum NoInitType { NoInit };
|
|
|
|
// Construct with no memory initialization.
|
|
Matrix4f(NoInitType) { }
|
|
|
|
// By default, we construct identity matrix.
|
|
Matrix4f()
|
|
{
|
|
SetIdentity();
|
|
}
|
|
|
|
Matrix4f(float m11, float m12, float m13, float m14,
|
|
float m21, float m22, float m23, float m24,
|
|
float m31, float m32, float m33, float m34,
|
|
float m41, float m42, float m43, float m44)
|
|
{
|
|
M[0][0] = m11; M[0][1] = m12; M[0][2] = m13; M[0][3] = m14;
|
|
M[1][0] = m21; M[1][1] = m22; M[1][2] = m23; M[1][3] = m24;
|
|
M[2][0] = m31; M[2][1] = m32; M[2][2] = m33; M[2][3] = m34;
|
|
M[3][0] = m41; M[3][1] = m42; M[3][2] = m43; M[3][3] = m44;
|
|
}
|
|
|
|
Matrix4f(float m11, float m12, float m13,
|
|
float m21, float m22, float m23,
|
|
float m31, float m32, float m33)
|
|
{
|
|
M[0][0] = m11; M[0][1] = m12; M[0][2] = m13; M[0][3] = 0;
|
|
M[1][0] = m21; M[1][1] = m22; M[1][2] = m23; M[1][3] = 0;
|
|
M[2][0] = m31; M[2][1] = m32; M[2][2] = m33; M[2][3] = 0;
|
|
M[3][0] = 0; M[3][1] = 0; M[3][2] = 0; M[3][3] = 1;
|
|
}
|
|
|
|
static const Matrix4f& Identity() { return IdentityValue; }
|
|
|
|
void SetIdentity()
|
|
{
|
|
M[0][0] = M[1][1] = M[2][2] = M[3][3] = 1;
|
|
M[0][1] = M[1][0] = M[2][3] = M[3][1] = 0;
|
|
M[0][2] = M[1][2] = M[2][0] = M[3][2] = 0;
|
|
M[0][3] = M[1][3] = M[2][1] = M[3][0] = 0;
|
|
}
|
|
|
|
// Multiplies two matrices into destination with minimum copying.
|
|
static Matrix4f& Multiply(Matrix4f* d, const Matrix4f& a, const Matrix4f& b)
|
|
{
|
|
OVR_ASSERT((d != &a) && (d != &b));
|
|
int i = 0;
|
|
do {
|
|
d->M[i][0] = a.M[i][0] * b.M[0][0] + a.M[i][1] * b.M[1][0] + a.M[i][2] * b.M[2][0] + a.M[i][3] * b.M[3][0];
|
|
d->M[i][1] = a.M[i][0] * b.M[0][1] + a.M[i][1] * b.M[1][1] + a.M[i][2] * b.M[2][1] + a.M[i][3] * b.M[3][1];
|
|
d->M[i][2] = a.M[i][0] * b.M[0][2] + a.M[i][1] * b.M[1][2] + a.M[i][2] * b.M[2][2] + a.M[i][3] * b.M[3][2];
|
|
d->M[i][3] = a.M[i][0] * b.M[0][3] + a.M[i][1] * b.M[1][3] + a.M[i][2] * b.M[2][3] + a.M[i][3] * b.M[3][3];
|
|
} while((++i) < 4);
|
|
|
|
return *d;
|
|
}
|
|
|
|
Matrix4f operator* (const Matrix4f& b) const
|
|
{
|
|
Matrix4f result(Matrix4f::NoInit);
|
|
Multiply(&result, *this, b);
|
|
return result;
|
|
}
|
|
|
|
Matrix4f& operator*= (const Matrix4f& b)
|
|
{
|
|
return Multiply(this, Matrix4f(*this), b);
|
|
}
|
|
|
|
Matrix4f operator* (float s) const
|
|
{
|
|
return Matrix4f(M[0][0] * s, M[0][1] * s, M[0][2] * s, M[0][3] * s,
|
|
M[1][0] * s, M[1][1] * s, M[1][2] * s, M[1][3] * s,
|
|
M[2][0] * s, M[2][1] * s, M[2][2] * s, M[2][3] * s,
|
|
M[3][0] * s, M[3][1] * s, M[3][2] * s, M[3][3] * s);
|
|
}
|
|
|
|
Matrix4f& operator*= (float s)
|
|
{
|
|
M[0][0] *= s; M[0][1] *= s; M[0][2] *= s; M[0][3] *= s;
|
|
M[1][0] *= s; M[1][1] *= s; M[1][2] *= s; M[1][3] *= s;
|
|
M[2][0] *= s; M[2][1] *= s; M[2][2] *= s; M[2][3] *= s;
|
|
M[3][0] *= s; M[3][1] *= s; M[3][2] *= s; M[3][3] *= s;
|
|
return *this;
|
|
}
|
|
|
|
Vector3f Transform(const Vector3f& v) const
|
|
{
|
|
return Vector3f(M[0][0] * v.x + M[0][1] * v.y + M[0][2] * v.z + M[0][3],
|
|
M[1][0] * v.x + M[1][1] * v.y + M[1][2] * v.z + M[1][3],
|
|
M[2][0] * v.x + M[2][1] * v.y + M[2][2] * v.z + M[2][3]);
|
|
}
|
|
|
|
Matrix4f Transposed() const
|
|
{
|
|
return Matrix4f(M[0][0], M[1][0], M[2][0], M[3][0],
|
|
M[0][1], M[1][1], M[2][1], M[3][1],
|
|
M[0][2], M[1][2], M[2][2], M[3][2],
|
|
M[0][3], M[1][3], M[2][3], M[3][3]);
|
|
}
|
|
|
|
void Transpose()
|
|
{
|
|
*this = Transposed();
|
|
}
|
|
|
|
|
|
float SubDet (const int* rows, const int* cols) const
|
|
{
|
|
return M[rows[0]][cols[0]] * (M[rows[1]][cols[1]] * M[rows[2]][cols[2]] - M[rows[1]][cols[2]] * M[rows[2]][cols[1]])
|
|
- M[rows[0]][cols[1]] * (M[rows[1]][cols[0]] * M[rows[2]][cols[2]] - M[rows[1]][cols[2]] * M[rows[2]][cols[0]])
|
|
+ M[rows[0]][cols[2]] * (M[rows[1]][cols[0]] * M[rows[2]][cols[1]] - M[rows[1]][cols[1]] * M[rows[2]][cols[0]]);
|
|
}
|
|
|
|
float Cofactor(int I, int J) const
|
|
{
|
|
const int indices[4][3] = {{1,2,3},{0,2,3},{0,1,3},{0,1,2}};
|
|
return ((I+J)&1) ? -SubDet(indices[I],indices[J]) : SubDet(indices[I],indices[J]);
|
|
}
|
|
|
|
float Determinant() const
|
|
{
|
|
return M[0][0] * Cofactor(0,0) + M[0][1] * Cofactor(0,1) + M[0][2] * Cofactor(0,2) + M[0][3] * Cofactor(0,3);
|
|
}
|
|
|
|
Matrix4f Adjugated() const
|
|
{
|
|
return Matrix4f(Cofactor(0,0), Cofactor(1,0), Cofactor(2,0), Cofactor(3,0),
|
|
Cofactor(0,1), Cofactor(1,1), Cofactor(2,1), Cofactor(3,1),
|
|
Cofactor(0,2), Cofactor(1,2), Cofactor(2,2), Cofactor(3,2),
|
|
Cofactor(0,3), Cofactor(1,3), Cofactor(2,3), Cofactor(3,3));
|
|
}
|
|
|
|
Matrix4f Inverted() const
|
|
{
|
|
float det = Determinant();
|
|
assert(det != 0);
|
|
return Adjugated() * (1.0f/det);
|
|
}
|
|
|
|
void Invert()
|
|
{
|
|
*this = Inverted();
|
|
}
|
|
|
|
//AnnaSteve:
|
|
// a,b,c, are the YawPitchRoll angles to be returned
|
|
// rotation a around axis A1
|
|
// is followed by rotation b around axis A2
|
|
// is followed by rotation c around axis A3
|
|
// rotations are CCW or CW (D) in LH or RH coordinate system (S)
|
|
template <Axis A1, Axis A2, Axis A3, RotateDirection D, HandedSystem S>
|
|
void ToEulerAngles(float *a, float *b, float *c)
|
|
{
|
|
OVR_COMPILER_ASSERT((A1 != A2) && (A2 != A3) && (A1 != A3));
|
|
|
|
float psign = -1.0f;
|
|
if (((A1 + 1) % 3 == A2) && ((A2 + 1) % 3 == A3)) // Determine whether even permutation
|
|
psign = 1.0f;
|
|
|
|
float pm = psign*M[A1][A3];
|
|
if (pm < -1.0f + Math<float>::SingularityRadius)
|
|
{ // South pole singularity
|
|
*a = 0.0f;
|
|
*b = -S*D*Math<float>::PiOver2;
|
|
*c = S*D*atan2( psign*M[A2][A1], M[A2][A2] );
|
|
}
|
|
else if (pm > 1.0 - Math<float>::SingularityRadius)
|
|
{ // North pole singularity
|
|
*a = 0.0f;
|
|
*b = S*D*Math<float>::PiOver2;
|
|
*c = S*D*atan2( psign*M[A2][A1], M[A2][A2] );
|
|
}
|
|
else
|
|
{ // Normal case (nonsingular)
|
|
*a = S*D*atan2( -psign*M[A2][A3], M[A3][A3] );
|
|
*b = S*D*asin(pm);
|
|
*c = S*D*atan2( -psign*M[A1][A2], M[A1][A1] );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//AnnaSteve:
|
|
// a,b,c, are the YawPitchRoll angles to be returned
|
|
// rotation a around axis A1
|
|
// is followed by rotation b around axis A2
|
|
// is followed by rotation c around axis A1
|
|
// rotations are CCW or CW (D) in LH or RH coordinate system (S)
|
|
template <Axis A1, Axis A2, RotateDirection D, HandedSystem S>
|
|
void ToEulerAnglesABA(float *a, float *b, float *c)
|
|
{
|
|
OVR_COMPILER_ASSERT(A1 != A2);
|
|
|
|
// Determine the axis that was not supplied
|
|
int m = 3 - A1 - A2;
|
|
|
|
float psign = -1.0f;
|
|
if ((A1 + 1) % 3 == A2) // Determine whether even permutation
|
|
psign = 1.0f;
|
|
|
|
float c2 = M[A1][A1];
|
|
if (c2 < -1.0 + Math<float>::SingularityRadius)
|
|
{ // South pole singularity
|
|
*a = 0.0f;
|
|
*b = S*D*Math<float>::Pi;
|
|
*c = S*D*atan2( -psign*M[A2][m],M[A2][A2]);
|
|
}
|
|
else if (c2 > 1.0 - Math<float>::SingularityRadius)
|
|
{ // North pole singularity
|
|
*a = 0.0f;
|
|
*b = 0.0f;
|
|
*c = S*D*atan2( -psign*M[A2][m],M[A2][A2]);
|
|
}
|
|
else
|
|
{ // Normal case (nonsingular)
|
|
*a = S*D*atan2( M[A2][A1],-psign*M[m][A1]);
|
|
*b = S*D*acos(c2);
|
|
*c = S*D*atan2( M[A1][A2],psign*M[A1][m]);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Creates a matrix that converts the vertices from one coordinate system
|
|
// to another.
|
|
//
|
|
static Matrix4f AxisConversion(const WorldAxes& to, const WorldAxes& from)
|
|
{
|
|
// Holds axis values from the 'to' structure
|
|
int toArray[3] = { to.XAxis, to.YAxis, to.ZAxis };
|
|
|
|
// The inverse of the toArray
|
|
int inv[4];
|
|
inv[0] = inv[abs(to.XAxis)] = 0;
|
|
inv[abs(to.YAxis)] = 1;
|
|
inv[abs(to.ZAxis)] = 2;
|
|
|
|
Matrix4f m(0, 0, 0,
|
|
0, 0, 0,
|
|
0, 0, 0);
|
|
|
|
// Only three values in the matrix need to be changed to 1 or -1.
|
|
m.M[inv[abs(from.XAxis)]][0] = float(from.XAxis/toArray[inv[abs(from.XAxis)]]);
|
|
m.M[inv[abs(from.YAxis)]][1] = float(from.YAxis/toArray[inv[abs(from.YAxis)]]);
|
|
m.M[inv[abs(from.ZAxis)]][2] = float(from.ZAxis/toArray[inv[abs(from.ZAxis)]]);
|
|
return m;
|
|
}
|
|
|
|
|
|
|
|
static Matrix4f Translation(const Vector3f& v)
|
|
{
|
|
Matrix4f t;
|
|
t.M[0][3] = v.x;
|
|
t.M[1][3] = v.y;
|
|
t.M[2][3] = v.z;
|
|
return t;
|
|
}
|
|
|
|
static Matrix4f Translation(float x, float y, float z = 0.0f)
|
|
{
|
|
Matrix4f t;
|
|
t.M[0][3] = x;
|
|
t.M[1][3] = y;
|
|
t.M[2][3] = z;
|
|
return t;
|
|
}
|
|
|
|
static Matrix4f Scaling(const Vector3f& v)
|
|
{
|
|
Matrix4f t;
|
|
t.M[0][0] = v.x;
|
|
t.M[1][1] = v.y;
|
|
t.M[2][2] = v.z;
|
|
return t;
|
|
}
|
|
|
|
static Matrix4f Scaling(float x, float y, float z)
|
|
{
|
|
Matrix4f t;
|
|
t.M[0][0] = x;
|
|
t.M[1][1] = y;
|
|
t.M[2][2] = z;
|
|
return t;
|
|
}
|
|
|
|
static Matrix4f Scaling(float s)
|
|
{
|
|
Matrix4f t;
|
|
t.M[0][0] = s;
|
|
t.M[1][1] = s;
|
|
t.M[2][2] = s;
|
|
return t;
|
|
}
|
|
|
|
|
|
|
|
//AnnaSteve : Just for quick testing. Not for final API. Need to remove case.
|
|
static Matrix4f RotationAxis(Axis A, float angle, RotateDirection d, HandedSystem s)
|
|
{
|
|
float sina = s * d *sin(angle);
|
|
float cosa = cos(angle);
|
|
|
|
switch(A)
|
|
{
|
|
case Axis_X:
|
|
return Matrix4f(1, 0, 0,
|
|
0, cosa, -sina,
|
|
0, sina, cosa);
|
|
case Axis_Y:
|
|
return Matrix4f(cosa, 0, sina,
|
|
0, 1, 0,
|
|
-sina, 0, cosa);
|
|
case Axis_Z:
|
|
return Matrix4f(cosa, -sina, 0,
|
|
sina, cosa, 0,
|
|
0, 0, 1);
|
|
}
|
|
}
|
|
|
|
|
|
// Creates a rotation matrix rotating around the X axis by 'angle' radians.
|
|
// Rotation direction is depends on the coordinate system:
|
|
// RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
|
|
// while looking in the negative axis direction. This is the
|
|
// same as looking down from positive axis values towards origin.
|
|
// LHS: Positive angle values rotate clock-wise (CW), while looking in the
|
|
// negative axis direction.
|
|
static Matrix4f RotationX(float angle)
|
|
{
|
|
float sina = sin(angle);
|
|
float cosa = cos(angle);
|
|
return Matrix4f(1, 0, 0,
|
|
0, cosa, -sina,
|
|
0, sina, cosa);
|
|
}
|
|
|
|
// Creates a rotation matrix rotating around the Y axis by 'angle' radians.
|
|
// Rotation direction is depends on the coordinate system:
|
|
// RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
|
|
// while looking in the negative axis direction. This is the
|
|
// same as looking down from positive axis values towards origin.
|
|
// LHS: Positive angle values rotate clock-wise (CW), while looking in the
|
|
// negative axis direction.
|
|
static Matrix4f RotationY(float angle)
|
|
{
|
|
float sina = sin(angle);
|
|
float cosa = cos(angle);
|
|
return Matrix4f(cosa, 0, sina,
|
|
0, 1, 0,
|
|
-sina, 0, cosa);
|
|
}
|
|
|
|
// Creates a rotation matrix rotating around the Z axis by 'angle' radians.
|
|
// Rotation direction is depends on the coordinate system:
|
|
// RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
|
|
// while looking in the negative axis direction. This is the
|
|
// same as looking down from positive axis values towards origin.
|
|
// LHS: Positive angle values rotate clock-wise (CW), while looking in the
|
|
// negative axis direction.
|
|
static Matrix4f RotationZ(float angle)
|
|
{
|
|
float sina = sin(angle);
|
|
float cosa = cos(angle);
|
|
return Matrix4f(cosa, -sina, 0,
|
|
sina, cosa, 0,
|
|
0, 0, 1);
|
|
}
|
|
|
|
|
|
// LookAtRH creates a View transformation matrix for right-handed coordinate system.
|
|
// The resulting matrix points camera from 'eye' towards 'at' direction, with 'up'
|
|
// specifying the up vector. The resulting matrix should be used with PerspectiveRH
|
|
// projection.
|
|
static Matrix4f LookAtRH(const Vector3f& eye, const Vector3f& at, const Vector3f& up);
|
|
|
|
// LookAtLH creates a View transformation matrix for left-handed coordinate system.
|
|
// The resulting matrix points camera from 'eye' towards 'at' direction, with 'up'
|
|
// specifying the up vector.
|
|
static Matrix4f LookAtLH(const Vector3f& eye, const Vector3f& at, const Vector3f& up);
|
|
|
|
|
|
// PerspectiveRH creates a right-handed perspective projection matrix that can be
|
|
// used with the Oculus sample renderer.
|
|
// yfov - Specifies vertical field of view in radians.
|
|
// aspect - Screen aspect ration, which is usually width/height for square pixels.
|
|
// Note that xfov = yfov * aspect.
|
|
// znear - Absolute value of near Z clipping clipping range.
|
|
// zfar - Absolute value of far Z clipping clipping range (larger then near).
|
|
// Even though RHS usually looks in the direction of negative Z, positive values
|
|
// are expected for znear and zfar.
|
|
static Matrix4f PerspectiveRH(float yfov, float aspect, float znear, float zfar);
|
|
|
|
|
|
// PerspectiveRH creates a left-handed perspective projection matrix that can be
|
|
// used with the Oculus sample renderer.
|
|
// yfov - Specifies vertical field of view in radians.
|
|
// aspect - Screen aspect ration, which is usually width/height for square pixels.
|
|
// Note that xfov = yfov * aspect.
|
|
// znear - Absolute value of near Z clipping clipping range.
|
|
// zfar - Absolute value of far Z clipping clipping range (larger then near).
|
|
static Matrix4f PerspectiveLH(float yfov, float aspect, float znear, float zfar);
|
|
|
|
|
|
static Matrix4f Ortho2D(float w, float h);
|
|
};
|
|
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// ***** Quat
|
|
|
|
// Quatf represents a quaternion class used for rotations.
|
|
//
|
|
// Quaternion multiplications are done in right-to-left order, to match the
|
|
// behavior of matrices.
|
|
|
|
|
|
template<class T>
|
|
class Quat
|
|
{
|
|
public:
|
|
// w + Xi + Yj + Zk
|
|
T x, y, z, w;
|
|
|
|
Quat() : x(0), y(0), z(0), w(1) {}
|
|
Quat(T x_, T y_, T z_, T w_) : x(x_), y(y_), z(z_), w(w_) {}
|
|
|
|
|
|
// Constructs rotation quaternion around the axis.
|
|
Quat(const Vector3<T>& axis, T angle)
|
|
{
|
|
Vector3<T> unitAxis = axis.Normalized();
|
|
T sinHalfAngle = sin(angle * T(0.5));
|
|
|
|
w = cos(angle * T(0.5));
|
|
x = unitAxis.x * sinHalfAngle;
|
|
y = unitAxis.y * sinHalfAngle;
|
|
z = unitAxis.z * sinHalfAngle;
|
|
}
|
|
|
|
//AnnaSteve:
|
|
void AxisAngle(Axis A, T angle, RotateDirection d, HandedSystem s)
|
|
{
|
|
T sinHalfAngle = s * d *sin(angle * (T)0.5);
|
|
T v[3];
|
|
v[0] = v[1] = v[2] = (T)0;
|
|
v[A] = sinHalfAngle;
|
|
//return Quat(v[0], v[1], v[2], cos(angle * (T)0.5));
|
|
w = cos(angle * (T)0.5);
|
|
x = v[0];
|
|
y = v[1];
|
|
z = v[2];
|
|
}
|
|
|
|
|
|
void GetAxisAngle(Vector3<T>* axis, T* angle) const
|
|
{
|
|
if (LengthSq() > Math<T>::Tolerance * Math<T>::Tolerance)
|
|
{
|
|
*axis = Vector3<T>(x, y, z).Normalized();
|
|
*angle = 2 * acos(w);
|
|
}
|
|
else
|
|
{
|
|
*axis = Vector3<T>(1, 0, 0);
|
|
*angle= 0;
|
|
}
|
|
}
|
|
|
|
bool operator== (const Quat& b) const { return x == b.x && y == b.y && z == b.z && w == b.w; }
|
|
bool operator!= (const Quat& b) const { return x != b.x || y != b.y || z != b.z || w != b.w; }
|
|
|
|
Quat operator+ (const Quat& b) const { return Quat(x + b.x, y + b.y, z + b.z, w + b.w); }
|
|
Quat& operator+= (const Quat& b) { w += b.w; x += b.x; y += b.y; z += b.z; return *this; }
|
|
Quat operator- (const Quat& b) const { return Quat(x - b.x, y - b.y, z - b.z, w - b.w); }
|
|
Quat& operator-= (const Quat& b) { w -= b.w; x -= b.x; y -= b.y; z -= b.z; return *this; }
|
|
|
|
Quat operator* (T s) const { return Quat(x * s, y * s, z * s, w * s); }
|
|
Quat& operator*= (T s) { w *= s; x *= s; y *= s; z *= s; return *this; }
|
|
Quat operator/ (T s) const { T rcp = T(1)/s; return Quat(x * rcp, y * rcp, z * rcp, w *rcp); }
|
|
Quat& operator/= (T s) { T rcp = T(1)/s; w *= rcp; x *= rcp; y *= rcp; z *= rcp; return *this; }
|
|
|
|
// Get Imaginary part vector
|
|
Vector3<T> Imag() const { return Vector3<T>(x,y,z); }
|
|
|
|
// Get quaternion length.
|
|
T Length() const { return sqrt(x * x + y * y + z * z + w * w); }
|
|
// Get quaternion length squared.
|
|
T LengthSq() const { return (x * x + y * y + z * z + w * w); }
|
|
// Simple Eulidean distance in R^4 (not SLERP distance, but at least respects Haar measure)
|
|
T Distance(const Quat& q) const
|
|
{
|
|
T d1 = (*this - q).Length();
|
|
T d2 = (*this + q).Length(); // Antipoldal point check
|
|
return (d1 < d2) ? d1 : d2;
|
|
}
|
|
T DistanceSq(const Quat& q) const
|
|
{
|
|
T d1 = (*this - q).LengthSq();
|
|
T d2 = (*this + q).LengthSq(); // Antipoldal point check
|
|
return (d1 < d2) ? d1 : d2;
|
|
}
|
|
|
|
// Normalize
|
|
bool IsNormalized() const { return fabs(LengthSq() - 1) < Math<T>::Tolerance; }
|
|
void Normalize() { *this /= Length(); }
|
|
Quat Normalized() const { return *this / Length(); }
|
|
|
|
// Returns conjugate of the quaternion. Produces inverse rotation if quaternion is normalized.
|
|
Quat Conj() const { return Quat(-x, -y, -z, w); }
|
|
|
|
// AnnaSteve fixed: order of quaternion multiplication
|
|
// Quaternion multiplication. Combines quaternion rotations, performing the one on the
|
|
// right hand side first.
|
|
Quat operator* (const Quat& b) const { return Quat(w * b.x + x * b.w + y * b.z - z * b.y,
|
|
w * b.y - x * b.z + y * b.w + z * b.x,
|
|
w * b.z + x * b.y - y * b.x + z * b.w,
|
|
w * b.w - x * b.x - y * b.y - z * b.z); }
|
|
|
|
//
|
|
// this^p normalized; same as rotating by this p times.
|
|
Quat PowNormalized(T p) const
|
|
{
|
|
Vector3<T> v;
|
|
T a;
|
|
GetAxisAngle(&v, &a);
|
|
return Quat(v, a * p);
|
|
}
|
|
|
|
// Rotate transforms vector in a manner that matches Matrix rotations (counter-clockwise,
|
|
// assuming negative direction of the axis). Standard formula: q(t) * V * q(t)^-1.
|
|
Vector3<T> Rotate(const Vector3<T>& v) const
|
|
{
|
|
return ((*this * Quat<T>(v.x, v.y, v.z, 0)) * Inverted()).Imag();
|
|
}
|
|
|
|
|
|
// Inversed quaternion rotates in the opposite direction.
|
|
Quat Inverted() const
|
|
{
|
|
return Quat(-x, -y, -z, w);
|
|
}
|
|
|
|
// Sets this quaternion to the one rotates in the opposite direction.
|
|
void Invert() const
|
|
{
|
|
*this = Quat(-x, -y, -z, w);
|
|
}
|
|
|
|
// Converting quaternion to matrix.
|
|
operator Matrix4f() const
|
|
{
|
|
T ww = w*w;
|
|
T xx = x*x;
|
|
T yy = y*y;
|
|
T zz = z*z;
|
|
|
|
return Matrix4f(float(ww + xx - yy - zz), float(T(2) * (x*y - w*z)), float(T(2) * (x*z + w*y)),
|
|
float(T(2) * (x*y + w*z)), float(ww - xx + yy - zz), float(T(2) * (y*z - w*x)),
|
|
float(T(2) * (x*z - w*y)), float(T(2) * (y*z + w*x)), float(ww - xx - yy + zz) );
|
|
}
|
|
|
|
|
|
// GetEulerAngles extracts Euler angles from the quaternion, in the specified order of
|
|
// axis rotations and the specified coordinate system. Right-handed coordinate system
|
|
// is the default, with CCW rotations while looking in the negative axis direction.
|
|
// Here a,b,c, are the Yaw/Pitch/Roll angles to be returned.
|
|
// rotation a around axis A1
|
|
// is followed by rotation b around axis A2
|
|
// is followed by rotation c around axis A3
|
|
// rotations are CCW or CW (D) in LH or RH coordinate system (S)
|
|
template <Axis A1, Axis A2, Axis A3, RotateDirection D, HandedSystem S>
|
|
void GetEulerAngles(T *a, T *b, T *c)
|
|
{
|
|
OVR_COMPILER_ASSERT((A1 != A2) && (A2 != A3) && (A1 != A3));
|
|
|
|
T Q[3] = { x, y, z }; //Quaternion components x,y,z
|
|
|
|
T ww = w*w;
|
|
T Q11 = Q[A1]*Q[A1];
|
|
T Q22 = Q[A2]*Q[A2];
|
|
T Q33 = Q[A3]*Q[A3];
|
|
|
|
T psign = T(-1.0);
|
|
// Determine whether even permutation
|
|
if (((A1 + 1) % 3 == A2) && ((A2 + 1) % 3 == A3))
|
|
psign = T(1.0);
|
|
|
|
T s2 = psign * T(2.0) * (psign*w*Q[A2] + Q[A1]*Q[A3]);
|
|
|
|
if (s2 < (T)-1.0 + Math<T>::SingularityRadius)
|
|
{ // South pole singularity
|
|
*a = T(0.0);
|
|
*b = -S*D*Math<T>::PiOver2;
|
|
*c = S*D*atan2((T)2.0*(psign*Q[A1]*Q[A2] + w*Q[A3]),
|
|
ww + Q22 - Q11 - Q33 );
|
|
}
|
|
else if (s2 > (T)1.0 - Math<T>::SingularityRadius)
|
|
{ // North pole singularity
|
|
*a = (T)0.0;
|
|
*b = S*D*Math<T>::PiOver2;
|
|
*c = S*D*atan2((T)2.0*(psign*Q[A1]*Q[A2] + w*Q[A3]),
|
|
ww + Q22 - Q11 - Q33);
|
|
}
|
|
else
|
|
{
|
|
*a = -S*D*atan2((T)-2.0*(w*Q[A1] - psign*Q[A2]*Q[A3]),
|
|
ww + Q33 - Q11 - Q22);
|
|
*b = S*D*asin(s2);
|
|
*c = S*D*atan2((T)2.0*(w*Q[A3] - psign*Q[A1]*Q[A2]),
|
|
ww + Q11 - Q22 - Q33);
|
|
}
|
|
return;
|
|
}
|
|
|
|
template <Axis A1, Axis A2, Axis A3, RotateDirection D>
|
|
void GetEulerAngles(T *a, T *b, T *c)
|
|
{ GetEulerAngles<A1, A2, A3, D, Handed_R>(a, b, c); }
|
|
|
|
template <Axis A1, Axis A2, Axis A3>
|
|
void GetEulerAngles(T *a, T *b, T *c)
|
|
{ GetEulerAngles<A1, A2, A3, Rotate_CCW, Handed_R>(a, b, c); }
|
|
|
|
|
|
// GetEulerAnglesABA extracts Euler angles from the quaternion, in the specified order of
|
|
// axis rotations and the specified coordinate system. Right-handed coordinate system
|
|
// is the default, with CCW rotations while looking in the negative axis direction.
|
|
// Here a,b,c, are the Yaw/Pitch/Roll angles to be returned.
|
|
// rotation a around axis A1
|
|
// is followed by rotation b around axis A2
|
|
// is followed by rotation c around axis A1
|
|
// Rotations are CCW or CW (D) in LH or RH coordinate system (S)
|
|
template <Axis A1, Axis A2, RotateDirection D, HandedSystem S>
|
|
void GetEulerAnglesABA(T *a, T *b, T *c)
|
|
{
|
|
OVR_COMPILER_ASSERT(A1 != A2);
|
|
|
|
T Q[3] = {x, y, z}; // Quaternion components
|
|
|
|
// Determine the missing axis that was not supplied
|
|
int m = 3 - A1 - A2;
|
|
|
|
T ww = w*w;
|
|
T Q11 = Q[A1]*Q[A1];
|
|
T Q22 = Q[A2]*Q[A2];
|
|
T Qmm = Q[m]*Q[m];
|
|
|
|
T psign = T(-1.0);
|
|
if ((A1 + 1) % 3 == A2) // Determine whether even permutation
|
|
{
|
|
psign = (T)1.0;
|
|
}
|
|
|
|
T c2 = ww + Q11 - Q22 - Qmm;
|
|
if (c2 < (T)-1.0 + Math<T>::SingularityRadius)
|
|
{ // South pole singularity
|
|
*a = (T)0.0;
|
|
*b = S*D*Math<T>::Pi;
|
|
*c = S*D*atan2( (T)2.0*(w*Q[A1] - psign*Q[A2]*Q[m]),
|
|
ww + Q22 - Q11 - Qmm);
|
|
}
|
|
else if (c2 > (T)1.0 - Math<T>::SingularityRadius)
|
|
{ // North pole singularity
|
|
*a = (T)0.0;
|
|
*b = (T)0.0;
|
|
*c = S*D*atan2( (T)2.0*(w*Q[A1] - psign*Q[A2]*Q[m]),
|
|
ww + Q22 - Q11 - Qmm);
|
|
}
|
|
else
|
|
{
|
|
*a = S*D*atan2( psign*w*Q[m] + Q[A1]*Q[A2],
|
|
w*Q[A2] -psign*Q[A1]*Q[m]);
|
|
*b = S*D*acos(c2);
|
|
*c = S*D*atan2( -psign*w*Q[m] + Q[A1]*Q[A2],
|
|
w*Q[A2] + psign*Q[A1]*Q[m]);
|
|
}
|
|
return;
|
|
}
|
|
};
|
|
|
|
|
|
typedef Quat<float> Quatf;
|
|
typedef Quat<double> Quatd;
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// ***** Plane
|
|
|
|
// Consists of a normal vector and distance from the origin where the plane is located.
|
|
|
|
template<class T>
|
|
class Plane : public RefCountBase<Plane<T> >
|
|
{
|
|
public:
|
|
Vector3<T> N;
|
|
T D;
|
|
|
|
Plane() : D(0) {}
|
|
|
|
// Normals must already be normalized
|
|
Plane(const Vector3<T>& n, T d) : N(n), D(d) {}
|
|
Plane(T x, T y, T z, T d) : N(x,y,z), D(d) {}
|
|
|
|
// construct from a point on the plane and the normal
|
|
Plane(const Vector3<T>& p, const Vector3<T>& n) : N(n), D(-(p * n)) {}
|
|
|
|
// Find the point to plane distance. The sign indicates what side of the plane the point is on (0 = point on plane).
|
|
T TestSide(const Vector3<T>& p) const
|
|
{
|
|
return (N * p) + D;
|
|
}
|
|
|
|
Plane<T> Flipped() const
|
|
{
|
|
return Plane(-N, -D);
|
|
}
|
|
|
|
void Flip()
|
|
{
|
|
N = -N;
|
|
D = -D;
|
|
}
|
|
|
|
bool operator==(const Plane<T>& rhs) const
|
|
{
|
|
return (this->D == rhs.D && this->N == rhs.N);
|
|
}
|
|
};
|
|
|
|
typedef Plane<float> Planef;
|
|
|
|
}
|
|
|
|
#endif
|