overte/libraries/shared/src/Transform.cpp

71 lines
2.5 KiB
C++

//
// Transform.cpp
// shared/src/gpu
//
// Created by Sam Gateau on 11/4/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Transform.h"
void Transform::evalRotationScale(Quat& rotation, Vec3& scale, const Mat3& rotationScaleMatrix) {
const float ACCURACY_THREASHOLD = 0.00001f;
// Following technique taken from:
// http://callumhay.blogspot.com/2010/10/decomposing-affine-transforms.html
// Extract the rotation component - this is done using polar decompostion, where
// we successively average the matrix with its inverse transpose until there is
// no/a very small difference between successive averages
float norm;
int count = 0;
Mat3 rotationMat = rotationScaleMatrix;
do {
Mat3 currInvTranspose = glm::inverse(glm::transpose(rotationMat));
Mat3 nextRotation = 0.5f * (rotationMat + currInvTranspose);
norm = 0.0;
for (int i = 0; i < 3; i++) {
float n = static_cast<float>(
fabs(rotationMat[0][i] - nextRotation[0][i]) +
fabs(rotationMat[1][i] - nextRotation[1][i]) +
fabs(rotationMat[2][i] - nextRotation[2][i]));
norm = (norm > n ? norm : n);
}
rotationMat = nextRotation;
} while (count++ < 100 && norm > ACCURACY_THREASHOLD);
// extract scale of the matrix as the length of each axis
Mat3 scaleMat = glm::inverse(rotationMat) * rotationScaleMatrix;
scale = glm::max(Vec3(ACCURACY_THREASHOLD), Vec3(scaleMat[0][0], scaleMat[1][1], scaleMat[2][2]));
// Let's work on a local matrix containing rotation only
Mat3 matRot(
rotationScaleMatrix[0] / scale.x,
rotationScaleMatrix[1] / scale.y,
rotationScaleMatrix[2] / scale.z);
// Beware!!! needs to detect for the case there is a negative scale
// Based on the determinant sign we just can flip the scale sign of one component: we choose X axis
float determinant = glm::determinant(matRot);
if (determinant < 0.0f) {
scale.x = -scale.x;
matRot[0] *= -1.0f;
}
// Beware: even though the matRot is supposed to be normalized at that point,
// glm::quat_cast doesn't always return a normalized quaternion...
// rotation = glm::normalize(glm::quat_cast(matRot));
rotation = (glm::quat_cast(matRot));
}