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Diffstat (limited to 'externals/g3dlite/G3D/CoordinateFrame.h')
| -rw-r--r-- | externals/g3dlite/G3D/CoordinateFrame.h | 331 |
1 files changed, 0 insertions, 331 deletions
diff --git a/externals/g3dlite/G3D/CoordinateFrame.h b/externals/g3dlite/G3D/CoordinateFrame.h deleted file mode 100644 index 7ed4d0acc65..00000000000 --- a/externals/g3dlite/G3D/CoordinateFrame.h +++ /dev/null @@ -1,331 +0,0 @@ -/** - @file CoordinateFrame.h - - @maintainer Morgan McGuire, http://graphics.cs.williams.edu - - @created 2001-03-04 - @edited 2009-04-29 - - Copyright 2000-2009, Morgan McGuire. - All rights reserved. -*/ - -#ifndef G3D_CFrame_h -#define G3D_CFrame_h - -#include "G3D/platform.h" -#include "G3D/Vector3.h" -#include "G3D/Vector4.h" -#include "G3D/Matrix3.h" -#include "G3D/Array.h" -#include <math.h> -#include <string> -#include <stdio.h> -#include <cstdarg> -#include <assert.h> - -#ifdef _MSC_VER -// Turn off "conditional expression is constant" warning; MSVC generates this -// for debug assertions in inlined methods. -# pragma warning (disable : 4127) -#endif - - -namespace G3D { -class Any; - -/** - A rigid body RT (rotation-translation) transformation. - -CoordinateFrame abstracts a 4x4 matrix that maps object space to world space: - - v_world = C * v_object - -CoordinateFrame::rotation is the upper 3x3 submatrix, CoordinateFrame::translation -is the right 3x1 column. The 4th row is always [0 0 0 1], so it isn't stored. -So you don't have to remember which way the multiplication and transformation work, -it provides explicit toWorldSpace and toObjectSpace methods. Also, points, vectors -(directions), and surface normals transform differently, so they have separate methods. - -Some helper functions transform whole primitives like boxes in and out of object space. - -Convert to Matrix4 using CoordinateFrame::toMatrix4. You <I>can</I> construct a CoordinateFrame -from a Matrix4 using Matrix4::approxCoordinateFrame, however, because a Matrix4 is more -general than a CoordinateFrame, some information may be lost. - -@sa G3D::UprightFrame, G3D::PhysicsFrame, G3D::Matrix4, G3D::Quat -*/ -class CoordinateFrame { -public: - - /** Takes object space points to world space. */ - Matrix3 rotation; - - /** Takes object space points to world space. */ - Vector3 translation; - - /** \param any Must be in one of the following forms: - - CFrame((matrix3 expr), (vector3 expr)) - - CFrame::fromXYZYPRDegrees(#, #, #, #, #, #) - - CFrame { rotation = (matrix3 expr), translation = (vector3 expr) } - */ - CoordinateFrame(const Any& any); - - /** Converts the CFrame to an Any. */ - operator Any() const; - - inline bool operator==(const CoordinateFrame& other) const { - return (translation == other.translation) && (rotation == other.rotation); - } - - inline bool operator!=(const CoordinateFrame& other) const { - return !(*this == other); - } - - bool fuzzyEq(const CoordinateFrame& other) const; - - bool fuzzyIsIdentity() const; - - bool isIdentity() const; - - /** - Initializes to the identity coordinate frame. - */ - CoordinateFrame(); - - CoordinateFrame(const Vector3& _translation) : - rotation(Matrix3::identity()), translation(_translation) { - } - - CoordinateFrame(const Matrix3 &rotation, const Vector3 &translation) : - rotation(rotation), translation(translation) { - } - - CoordinateFrame(const Matrix3 &rotation) : - rotation(rotation), translation(Vector3::zero()) { - } - - CoordinateFrame(const class UprightFrame& f); - - static CoordinateFrame fromXYZYPRRadians(float x, float y, float z, float yaw = 0.0f, float pitch = 0.0f, float roll = 0.0f); - - /** Construct a coordinate frame from translation = (x,y,z) and - rotations (in that order) about Y, object space X, object space - Z. Note that because object-space axes are used, these are not - equivalent to Euler angles; they are known as Tait-Bryan - rotations and are more convenient for intuitive positioning.*/ - static CoordinateFrame fromXYZYPRDegrees(float x, float y, float z, float yaw = 0.0f, float pitch = 0.0f, float roll = 0.0f); - - CoordinateFrame(class BinaryInput& b); - - void deserialize(class BinaryInput& b); - - void serialize(class BinaryOutput& b) const; - - CoordinateFrame(const CoordinateFrame &other) : - rotation(other.rotation), translation(other.translation) {} - - /** - Computes the inverse of this coordinate frame. - */ - inline CoordinateFrame inverse() const { - CoordinateFrame out; - out.rotation = rotation.transpose(); - out.translation = -out.rotation * translation; - return out; - } - - inline ~CoordinateFrame() {} - - /** See also Matrix4::approxCoordinateFrame */ - class Matrix4 toMatrix4() const; - - void getXYZYPRRadians(float& x, float& y, float& z, float& yaw, float& pitch, float& roll) const; - void getXYZYPRDegrees(float& x, float& y, float& z, float& yaw, float& pitch, float& roll) const; - - - /** - Produces an XML serialization of this coordinate frame. - @deprecated - */ - std::string toXML() const; - - /** - Returns the heading of the lookVector as an angle in radians relative to - the world -z axis. That is, a counter-clockwise heading where north (-z) - is 0 and west (-x) is PI/2. - - Note that the heading ignores the Y axis, so an inverted - object has an inverted heading. - */ - inline float getHeading() const { - Vector3 look = rotation.column(2); - float angle = -(float) atan2(-look.x, look.z); - return angle; - } - - /** - Takes the coordinate frame into object space. - this->inverse() * c - */ - inline CoordinateFrame toObjectSpace(const CoordinateFrame& c) const { - return this->inverse() * c; - } - - inline Vector4 toObjectSpace(const Vector4& v) const { - return this->inverse().toWorldSpace(v); - } - - inline Vector4 toWorldSpace(const Vector4& v) const { - return Vector4(rotation * Vector3(v.x, v.y, v.z) + translation * v.w, v.w); - } - - /** - Transforms the point into world space. - */ - inline Vector3 pointToWorldSpace(const Vector3& v) const { - return Vector3( - rotation[0][0] * v[0] + rotation[0][1] * v[1] + rotation[0][2] * v[2] + translation[0], - rotation[1][0] * v[0] + rotation[1][1] * v[1] + rotation[1][2] * v[2] + translation[1], - rotation[2][0] * v[0] + rotation[2][1] * v[1] + rotation[2][2] * v[2] + translation[2]); - } - - /** - Transforms the point into object space. Assumes that the rotation matrix is orthonormal. - */ - inline Vector3 pointToObjectSpace(const Vector3& v) const { - float p[3]; - p[0] = v[0] - translation[0]; - p[1] = v[1] - translation[1]; - p[2] = v[2] - translation[2]; - debugAssert(G3D::fuzzyEq(rotation.determinant(), 1.0f)); - return Vector3( - rotation[0][0] * p[0] + rotation[1][0] * p[1] + rotation[2][0] * p[2], - rotation[0][1] * p[0] + rotation[1][1] * p[1] + rotation[2][1] * p[2], - rotation[0][2] * p[0] + rotation[1][2] * p[1] + rotation[2][2] * p[2]); - } - - /** - Transforms the vector into world space (no translation). - */ - inline Vector3 vectorToWorldSpace(const Vector3& v) const { - return rotation * v; - } - - inline Vector3 normalToWorldSpace(const Vector3& v) const { - return rotation * v; - } - - class Ray toObjectSpace(const Ray& r) const; - - Ray toWorldSpace(const Ray& r) const; - - /** - Transforms the vector into object space (no translation). - */ - inline Vector3 vectorToObjectSpace(const Vector3 &v) const { - // Multiply on the left (same as rotation.transpose() * v) - return v * rotation; - } - - inline Vector3 normalToObjectSpace(const Vector3 &v) const { - // Multiply on the left (same as rotation.transpose() * v) - return v * rotation; - } - - void pointToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const; - - void normalToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const; - - void vectorToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const; - - void pointToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const; - - void normalToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const; - - void vectorToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const; - - class Box toWorldSpace(const class AABox& b) const; - - class Box toWorldSpace(const class Box& b) const; - - class Cylinder toWorldSpace(const class Cylinder& b) const; - - class Capsule toWorldSpace(const class Capsule& b) const; - - class Plane toWorldSpace(const class Plane& p) const; - - class Sphere toWorldSpace(const class Sphere& b) const; - - class Triangle toWorldSpace(const class Triangle& t) const; - - class Box toObjectSpace(const AABox& b) const; - - class Box toObjectSpace(const Box& b) const; - - class Plane toObjectSpace(const Plane& p) const; - - class Sphere toObjectSpace(const Sphere& b) const; - - Triangle toObjectSpace(const Triangle& t) const; - - /** Compose: create the transformation that is <I>other</I> followed by <I>this</I>.*/ - CoordinateFrame operator*(const CoordinateFrame &other) const { - return CoordinateFrame(rotation * other.rotation, - pointToWorldSpace(other.translation)); - } - - CoordinateFrame operator+(const Vector3& v) const { - return CoordinateFrame(rotation, translation + v); - } - - CoordinateFrame operator-(const Vector3& v) const { - return CoordinateFrame(rotation, translation - v); - } - - void lookAt(const Vector3& target); - - void lookAt( - const Vector3& target, - Vector3 up); - - /** The direction this camera is looking (its negative z axis)*/ - inline Vector3 lookVector() const { - return -rotation.column(2); - } - - /** Returns the ray starting at the camera origin travelling in direction CoordinateFrame::lookVector. */ - class Ray lookRay() const; - - /** Up direction for this camera (its y axis). */ - inline Vector3 upVector() const { - return rotation.column(1); - } - - inline Vector3 rightVector() const { - return rotation.column(0); - } - - /** - If a viewer looks along the look vector, this is the viewer's "left". - Useful for strafing motions and building alternative coordinate frames. - */ - inline Vector3 leftVector() const { - return -rotation.column(0); - } - - /** - Linearly interpolates between two coordinate frames, using - Quat::slerp for the rotations. - */ - CoordinateFrame lerp( - const CoordinateFrame& other, - float alpha) const; - -}; - -typedef CoordinateFrame CFrame; - -} // namespace - -#endif |
