Added various functions basic math classes. Also enabled math checks only for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
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13 changed files with 217 additions and 50 deletions
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@ -61,8 +61,9 @@ void Basis::invert() {
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real_t det = elements[0][0] * co[0] +
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elements[0][1] * co[1] +
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elements[0][2] * co[2];
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(det == 0);
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#endif
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real_t s = 1.0 / det;
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set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
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@ -71,8 +72,9 @@ void Basis::invert() {
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}
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void Basis::orthonormalize() {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(determinant() == 0);
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#endif
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// Gram-Schmidt Process
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Vector3 x = get_axis(0);
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@ -101,20 +103,20 @@ bool Basis::is_orthogonal() const {
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Basis id;
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Basis m = (*this) * transposed();
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return isequal_approx(id, m);
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return is_equal_approx(id, m);
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}
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bool Basis::is_rotation() const {
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return Math::isequal_approx(determinant(), 1) && is_orthogonal();
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return Math::is_equal_approx(determinant(), 1) && is_orthogonal();
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}
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bool Basis::is_symmetric() const {
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if (Math::abs(elements[0][1] - elements[1][0]) > CMP_EPSILON)
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if (!Math::is_equal_approx(elements[0][1], elements[1][0]))
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return false;
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if (Math::abs(elements[0][2] - elements[2][0]) > CMP_EPSILON)
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if (!Math::is_equal_approx(elements[0][2], elements[2][0]))
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return false;
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if (Math::abs(elements[1][2] - elements[2][1]) > CMP_EPSILON)
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if (!Math::is_equal_approx(elements[1][2], elements[2][1]))
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return false;
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return true;
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@ -122,11 +124,11 @@ bool Basis::is_symmetric() const {
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Basis Basis::diagonalize() {
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//NOTE: only implemented for symmetric matrices
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//with the Jacobi iterative method method
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//NOTE: only implemented for symmetric matrices
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//with the Jacobi iterative method method
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(!is_symmetric(), Basis());
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#endif
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const int ite_max = 1024;
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real_t off_matrix_norm_2 = elements[0][1] * elements[0][1] + elements[0][2] * elements[0][2] + elements[1][2] * elements[1][2];
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@ -159,7 +161,7 @@ Basis Basis::diagonalize() {
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// Compute the rotation angle
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real_t angle;
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if (Math::abs(elements[j][j] - elements[i][i]) < CMP_EPSILON) {
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if (Math::is_equal_approx(elements[j][j], elements[i][i])) {
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angle = Math_PI / 4;
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} else {
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angle = 0.5 * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i]));
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@ -225,11 +227,25 @@ Basis Basis::scaled(const Vector3 &p_scale) const {
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}
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Vector3 Basis::get_scale() const {
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// We are assuming M = R.S, and performing a polar decomposition to extract R and S.
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// FIXME: We eventually need a proper polar decomposition.
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// As a cheap workaround until then, to ensure that R is a proper rotation matrix with determinant +1
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// (such that it can be represented by a Quat or Euler angles), we absorb the sign flip into the scaling matrix.
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// As such, it works in conjunction with get_rotation().
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// FIXME: We are assuming M = R.S (R is rotation and S is scaling), and use polar decomposition to extract R and S.
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// A polar decomposition is M = O.P, where O is an orthogonal matrix (meaning rotation and reflection) and
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// P is a positive semi-definite matrix (meaning it contains absolute values of scaling along its diagonal).
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//
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// Despite being different from what we want to achieve, we can nevertheless make use of polar decomposition
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// here as follows. We can split O into a rotation and a reflection as O = R.Q, and obtain M = R.S where
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// we defined S = Q.P. Now, R is a proper rotation matrix and S is a (signed) scaling matrix,
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// which can involve negative scalings. However, there is a catch: unlike the polar decomposition of M = O.P,
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// the decomposition of O into a rotation and reflection matrix as O = R.Q is not unique.
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// Therefore, we are going to do this decomposition by sticking to a particular convention.
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// This may lead to confusion for some users though.
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//
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// The convention we use here is to absorb the sign flip into the scaling matrix.
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// The same convention is also used in other similar functions such as set_scale,
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// get_rotation_axis_angle, get_rotation, set_rotation_axis_angle, set_rotation_euler, ...
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//
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// A proper way to get rid of this issue would be to store the scaling values (or at least their signs)
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// as a part of Basis. However, if we go that path, we need to disable direct (write) access to the
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// matrix elements.
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real_t det_sign = determinant() > 0 ? 1 : -1;
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return det_sign * Vector3(
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Vector3(elements[0][0], elements[1][0], elements[2][0]).length(),
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@ -237,6 +253,17 @@ Vector3 Basis::get_scale() const {
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Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
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}
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// Sets scaling while preserving rotation.
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// This requires some care when working with matrices with negative determinant,
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// since we're using a particular convention for "polar" decomposition in get_scale and get_rotation.
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// For details, see the explanation in get_scale.
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void Basis::set_scale(const Vector3 &p_scale) {
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Vector3 e = get_euler();
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Basis(); // reset to identity
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scale(p_scale);
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rotate(e);
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}
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// Multiplies the matrix from left by the rotation matrix: M -> R.M
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// Note that this does *not* rotate the matrix itself.
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//
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@ -259,6 +286,7 @@ void Basis::rotate(const Vector3 &p_euler) {
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*this = rotated(p_euler);
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}
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// TODO: rename this to get_rotation_euler
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Vector3 Basis::get_rotation() const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
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// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
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@ -273,6 +301,42 @@ Vector3 Basis::get_rotation() const {
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return m.get_euler();
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}
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void Basis::get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
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// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
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// See the comment in get_scale() for further information.
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Basis m = orthonormalized();
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real_t det = m.determinant();
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if (det < 0) {
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// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
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m.scale(Vector3(-1, -1, -1));
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}
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m.get_axis_angle(p_axis, p_angle);
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}
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// Sets rotation while preserving scaling.
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// This requires some care when working with matrices with negative determinant,
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// since we're using a particular convention for "polar" decomposition in get_scale and get_rotation.
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// For details, see the explanation in get_scale.
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void Basis::set_rotation_euler(const Vector3 &p_euler) {
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Vector3 s = get_scale();
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Basis(); // reset to identity
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scale(s);
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rotate(p_euler);
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}
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// Sets rotation while preserving scaling.
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// This requires some care when working with matrices with negative determinant,
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// since we're using a particular convention for "polar" decomposition in get_scale and get_rotation.
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// For details, see the explanation in get_scale.
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void Basis::set_rotation_axis_angle(const Vector3 &p_axis, real_t p_angle) {
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Vector3 s = get_scale();
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Basis(); // reset to identity
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scale(s);
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rotate(p_axis, p_angle);
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}
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// get_euler returns a vector containing the Euler angles in the format
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// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last
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// (following the convention they are commonly defined in the literature).
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@ -293,9 +357,9 @@ Vector3 Basis::get_euler() const {
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// -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
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Vector3 euler;
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_rotation() == false, euler);
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#endif
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euler.y = Math::asin(elements[0][2]);
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if (euler.y < Math_PI * 0.5) {
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if (euler.y > -Math_PI * 0.5) {
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@ -339,11 +403,11 @@ void Basis::set_euler(const Vector3 &p_euler) {
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*this = xmat * (ymat * zmat);
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}
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bool Basis::isequal_approx(const Basis &a, const Basis &b) const {
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bool Basis::is_equal_approx(const Basis &a, const Basis &b) const {
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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if (Math::isequal_approx(a.elements[i][j], b.elements[i][j]) == false)
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if (Math::is_equal_approx(a.elements[i][j], b.elements[i][j]) == false)
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return false;
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}
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}
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@ -386,8 +450,9 @@ Basis::operator String() const {
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}
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Basis::operator Quat() const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_rotation() == false, Quat());
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#endif
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real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
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real_t temp[4];
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@ -481,9 +546,10 @@ void Basis::set_orthogonal_index(int p_index) {
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*this = _ortho_bases[p_index];
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}
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void Basis::get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const {
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void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(is_rotation() == false);
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#endif
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real_t angle, x, y, z; // variables for result
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real_t epsilon = 0.01; // margin to allow for rounding errors
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real_t epsilon2 = 0.1; // margin to distinguish between 0 and 180 degrees
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@ -572,11 +638,11 @@ Basis::Basis(const Quat &p_quat) {
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xz - wy, yz + wx, 1.0 - (xx + yy));
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}
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Basis::Basis(const Vector3 &p_axis, real_t p_phi) {
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// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
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void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
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// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(p_axis.is_normalized() == false);
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#endif
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Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
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real_t cosine = Math::cos(p_phi);
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@ -594,3 +660,7 @@ Basis::Basis(const Vector3 &p_axis, real_t p_phi) {
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elements[2][1] = p_axis.y * p_axis.z * (1.0 - cosine) + p_axis.x * sine;
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elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
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}
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Basis::Basis(const Vector3 &p_axis, real_t p_phi) {
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set_axis_angle(p_axis, p_phi);
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}
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