diff options
Diffstat (limited to 'src/core/Basis.cpp')
| -rw-r--r-- | src/core/Basis.cpp | 152 |
1 files changed, 126 insertions, 26 deletions
diff --git a/src/core/Basis.cpp b/src/core/Basis.cpp index b4b24d1..5919558 100644 --- a/src/core/Basis.cpp +++ b/src/core/Basis.cpp @@ -59,7 +59,7 @@ void Basis::invert() elements[0][2] * co[2]; - ERR_FAIL_COND(det != 0); + ERR_FAIL_COND(det == 0); real_t s = 1.0/det; @@ -179,8 +179,18 @@ Vector3 Basis::get_scale() const ); } -Vector3 Basis::get_euler() const -{ +// get_euler_xyz returns a vector containing the Euler angles in the format +// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last +// (following the convention they are commonly defined in the literature). +// +// The current implementation uses XYZ convention (Z is the first rotation), +// so euler.z is the angle of the (first) rotation around Z axis and so on, +// +// And thus, assuming the matrix is a rotation matrix, this function returns +// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates +// around the z-axis by a and so on. +Vector3 Basis::get_euler_xyz() const { + // Euler angles in XYZ convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix // @@ -190,50 +200,130 @@ Vector3 Basis::get_euler() const Vector3 euler; - if (is_rotation() == false) - return euler; - - euler.y = ::asin(elements[0][2]); - if ( euler.y < Math_PI*0.5) { - if ( euler.y > -Math_PI*0.5) { - euler.x = ::atan2(-elements[1][2],elements[2][2]); - euler.z = ::atan2(-elements[0][1],elements[0][0]); - + ERR_FAIL_COND_V(is_rotation() == false, euler); + + real_t sy = elements[0][2]; + if (sy < 1.0) { + if (sy > -1.0) { + // 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 (human friendlier in editor and scripts) + euler.x = 0; + euler.y = atan2(elements[0][2], elements[0][0]); + euler.z = 0; + } else { + euler.x = ::atan2(-elements[1][2], elements[2][2]); + euler.y = ::asin(sy); + euler.z = ::atan2(-elements[0][1], elements[0][0]); + } } else { - real_t r = ::atan2(elements[1][0],elements[1][1]); + euler.x = -::atan2(elements[0][1], elements[1][1]); + euler.y = -Math_PI / 2.0; euler.z = 0.0; - euler.x = euler.z - r; - } } else { - real_t r = ::atan2(elements[0][1],elements[1][1]); + euler.x = ::atan2(elements[0][1], elements[1][1]); + euler.y = Math_PI / 2.0; + euler.z = 0.0; + } + return euler; +} + +// set_euler_xyz expects a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// The current implementation uses XYZ convention (Z is the first rotation). +void Basis::set_euler_xyz(const Vector3 &p_euler) { + + real_t c, s; + + c = ::cos(p_euler.x); + s = ::sin(p_euler.x); + Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); + + c = ::cos(p_euler.y); + s = ::sin(p_euler.y); + Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); + + c = ::cos(p_euler.z); + s = ::sin(p_euler.z); + Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); + + //optimizer will optimize away all this anyway + *this = xmat * (ymat * zmat); +} + +// get_euler_yxz returns a vector containing the Euler angles in the YXZ convention, +// as in first-Z, then-X, last-Y. The angles for X, Y, and Z rotations are returned +// as the x, y, and z components of a Vector3 respectively. +Vector3 Basis::get_euler_yxz() const { + + // Euler angles in YXZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz+sy*sx*sz cz*sy*sx-cy*sz cx*sy + // cx*sz cx*cz -sx + // cy*sx*sz-cz*sy cy*cz*sx+sy*sz cy*cx + + Vector3 euler; + + ERR_FAIL_COND_V(is_rotation() == false, euler); + + real_t m12 = elements[1][2]; + + if (m12 < 1) { + if (m12 > -1) { + // 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 (human friendlier in editor and scripts) + euler.x = atan2(-m12, elements[1][1]); + euler.y = 0; + euler.z = 0; + } else { + euler.x = asin(-m12); + euler.y = atan2(elements[0][2], elements[2][2]); + euler.z = atan2(elements[1][0], elements[1][1]); + } + } else { // m12 == -1 + euler.x = Math_PI * 0.5; + euler.y = -atan2(-elements[0][1], elements[0][0]); + euler.z = 0; + } + } else { // m12 == 1 + euler.x = -Math_PI * 0.5; + euler.y = -atan2(-elements[0][1], elements[0][0]); euler.z = 0; - euler.x = r - euler.z; } return euler; } -void Basis::set_euler(const Vector3& p_euler) -{ +// set_euler_yxz expects a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// The current implementation uses YXZ convention (Z is the first rotation). +void Basis::set_euler_yxz(const Vector3 &p_euler) { + real_t c, s; c = ::cos(p_euler.x); s = ::sin(p_euler.x); - Basis xmat(1.0,0.0,0.0,0.0,c,-s,0.0,s,c); + Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); c = ::cos(p_euler.y); s = ::sin(p_euler.y); - Basis ymat(c,0.0,s,0.0,1.0,0.0,-s,0.0,c); + Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); c = ::cos(p_euler.z); s = ::sin(p_euler.z); - Basis zmat(c,-s,0.0,s,c,0.0,0.0,0.0,1.0); + Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); //optimizer will optimize away all this anyway - *this = xmat*(ymat*zmat); + *this = ymat * xmat * zmat; } + + // transposed dot products real_t Basis::tdotx(const Vector3& v) const { return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2]; @@ -344,7 +434,16 @@ Basis Basis::operator*(real_t p_val) const { Basis::operator String() const { String s; - // @Todo + for (int i = 0; i < 3; i++) { + + for (int j = 0; j < 3; j++) { + + if (i != 0 || j != 0) + s += ", "; + + s += String::num(elements[i][j]); + } + } return s; } @@ -398,7 +497,7 @@ Basis Basis::transpose_xform(const Basis& m) const void Basis::orthonormalize() { - ERR_FAIL_COND(determinant() != 0); + ERR_FAIL_COND(determinant() == 0); // Gram-Schmidt Process @@ -617,7 +716,8 @@ Basis::Basis(const Vector3& p_axis, real_t p_phi) { } Basis::operator Quat() const { - ERR_FAIL_COND_V(is_rotation() == false, Quat()); + //commenting this check because precision issues cause it to fail when it shouldn't + //ERR_FAIL_COND_V(is_rotation() == false, Quat()); real_t trace = elements[0][0] + elements[1][1] + elements[2][2]; real_t temp[4]; |
