splited Transform.h/.cpp

This commit is contained in:
hyzboy 2024-08-04 00:56:35 +08:00
parent fd346defe3
commit ec35feb883
6 changed files with 355 additions and 242 deletions

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@ -2,9 +2,7 @@
#define HGL_ALGORITHM_MATH_INCLUDE #define HGL_ALGORITHM_MATH_INCLUDE
#include<hgl/math/PrimaryMathematics.h> #include<hgl/math/PrimaryMathematics.h>
#include<hgl/math/FastTriangle.h>
#include<hgl/math/Area.h> #include<hgl/math/Area.h>
#include<hgl/math/Vector.h> // Game Math and Geometry Library #include<hgl/math/Transform.h>
#include<hgl/math/Matrix.h>
#endif//HGL_ALGORITHM_MATH_INCLUDE #endif//HGL_ALGORITHM_MATH_INCLUDE

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@ -18,7 +18,7 @@ namespace hgl
#define DEFINE_MATRIX(num) using Matrix##num##f=glm::mat##num; \ #define DEFINE_MATRIX(num) using Matrix##num##f=glm::mat##num; \
constexpr const Matrix##num##f Identity##num##f=Matrix##num##f(1.0f); \ constexpr const Matrix##num##f Identity##num##f=Matrix##num##f(1.0f); \
inline bool IsIdentity(const Matrix##num##f &m){return(hgl_cmp(m,Identity##num##f)==0);} \ inline bool IsIdentityMatrix(const Matrix##num##f &m){return(hgl_cmp(m,Identity##num##f)==0);} \
inline int FastMatrixComp(const Matrix##num##f &m1,const Matrix##num##f &m2){return hgl_cmp(m1,m2);} inline int FastMatrixComp(const Matrix##num##f &m1,const Matrix##num##f &m2){return hgl_cmp(m1,m2);}
DEFINE_MATRIX(2) DEFINE_MATRIX(2)
@ -29,7 +29,7 @@ namespace hgl
DEFINE_MATRIX(4x2) DEFINE_MATRIX(4x2)
DEFINE_MATRIX(4x3) DEFINE_MATRIX(4x3)
#undef DEFINE_MATRIX //#undef DEFINE_MATRIX
inline Matrix4f inverse(const Matrix4f &m) inline Matrix4f inverse(const Matrix4f &m)
{ {
@ -218,232 +218,7 @@ namespace hgl
const Matrix4f GetRotateMatrix(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction); const Matrix4f GetRotateMatrix(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction);
const Quatf GetRotateQuat(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction); const Quatf GetRotateQuat(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction);
/**
*
* @param m1 1
* @param m2 2
* @param deviation
*/
template<typename M>
inline float DeviationMatrixComp(const M &m1,const M &m2,const float deviation=HGL_FLOAT_SMALL)
{
float *f1=(float *)&m1;
float *f2=(float *)&m2;
float gap;
for(int i=0;i<sizeof(M)/sizeof(float);i++)
{
gap=*f1-*f2;
if(fabsf(gap)<deviation)
return(gap);
}
return 0;
}
// 函数用于从 glm::mat4 中提取平移、旋转和缩放 // 函数用于从 glm::mat4 中提取平移、旋转和缩放
bool DecomposeTransform(const Matrix4f & transform, Vector3f & outTranslation, Quatf & outRotation, Vector3f & outScale); bool DecomposeTransform(const Matrix4f & transform, Vector3f & outTranslation, Quatf & outRotation, Vector3f & outScale);
/**
* <Br>
* 便
*/
class Transform
{
protected:
Matrix4f matrix;
Matrix4f inverse_matrix;
Matrix4f transpose_inverse_matrix;
bool matrix_dirty;
Vector3f translation_vector;
Quatf rotation_quat;
Vector3f rotation_axis;
float rotate_angle;
Vector3f scale_vector;
protected:
void UpdateMatrix()
{
if(!matrix_dirty)
return;
matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
inverse_matrix=inverse(matrix);
transpose_inverse_matrix=transpose(inverse_matrix);
matrix_dirty=false;
}
void UpdateQuat()
{
rotation_quat=RotationQuat(rotate_angle,rotation_axis);
matrix_dirty=true;
}
public:
const Matrix4f &GetMatrix()
{
UpdateMatrix();
return matrix;
}
operator const Matrix4f &(){return GetMatrix();}
const Matrix4f &GetInverseMatrix()
{
UpdateMatrix();
return inverse_matrix;
}
const Vector3f &GetTranslation ()const{return translation_vector;}
const Vector3f &GetScale ()const{return scale_vector;}
const Quatf & GetRotationQuat ()const{return rotation_quat;}
const Vector3f &GetRotationAxis ()const{return rotation_axis;}
const float GetRotateAngle ()const{return rotate_angle;}
void SetTranslation(const float x,const float y,const float z)
{
translation_vector.x=x;
translation_vector.y=y;
translation_vector.z=z;
matrix_dirty=true;
}
void SetTranslation(const Vector3f &v)
{
translation_vector=v;
matrix_dirty=true;
}
void ClearRotation()
{
rotation_quat=IdentityQuatf;
rotation_axis=Vector3f(0,0,0);
rotate_angle=0;
matrix_dirty=true;
}
void SetRotation(const Quatf &q)
{
rotation_quat=q;
ExtractedQuat(q,rotation_axis,rotate_angle);
matrix_dirty=true;
}
void SetRotation(const Vector3f &axis,const float angle)
{
rotation_axis=axis;
rotate_angle=angle;
UpdateQuat();
}
void SetRotationAxis(const Vector3f &axis)
{
rotation_axis=axis;
UpdateQuat();
}
void SetRotation(const AXIS &axis,const float angle)
{
rotation_axis=GetAxisVector(axis);
rotate_angle=angle;
UpdateQuat();
}
void SetRotationAxis(const AXIS &axis)
{
rotation_axis=GetAxisVector(axis);
UpdateQuat();
}
void SetRotateAngle(float angle)
{
rotate_angle=angle;
UpdateQuat();
}
void SetScale(const float &v)
{
scale_vector=Vector3f(v,v,v);
matrix_dirty=true;
}
void SetScale(const Vector3f &v)
{
scale_vector=v;
matrix_dirty=true;
}
public:
Transform()
{
matrix=Identity4f;
inverse_matrix=Identity4f;
matrix_dirty=false;
translation_vector=Vector3f(0,0,0);
rotation_quat=Quatf(1,0,0,0);
rotation_axis=Vector3f(0,0,0);
rotate_angle=0;
scale_vector=Vector3f(1,1,1);
}
Transform(const Matrix4f &m)
{
SetFromMatrix4f(m);
}
void SetFromMatrix4f(const Matrix4f &m)
{
matrix=m;
inverse_matrix=inverse(m);
matrix_dirty=false;
DecomposeTransform(m,translation_vector,rotation_quat,scale_vector);
ExtractedQuat(rotation_quat,rotation_axis,rotate_angle);
}
inline Vector3f TransformPosition(const Vector3f &v)
{
return Vector3f(matrix*Vector4f(v,1.0f));
}
inline Vector3f TransformDirection(const Vector3f &v)
{
return Vector3f(matrix*Vector4f(v,0.0f));
}
inline Vector3f TransformNormal(const Vector3f &v)
{
return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));
}
inline Matrix3f TransformMatrix(const Matrix3f &child)
{
return Matrix3f(matrix*Matrix4f(child));
}
inline Matrix4f TransformMatrix(const Matrix4f &child)
{
return matrix*child;
}
};//Transform
constexpr const size_t TransformMatrix4fLength=sizeof(Transform);
Transform Blend(const Transform &from,const Transform &to,const float t);
}//namespace hgl }//namespace hgl
#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE #endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE

334
inc/hgl/math/Transform.h Normal file
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@ -0,0 +1,334 @@
#pragma once
#include<hgl/math/Matrix.h>
namespace hgl
{
/**
* <Br>
* 便
*/
class Transform
{
protected:
uint32 version;
bool is_identity;
bool is_zero_rotate;
bool matrix_dirty;
Matrix4f matrix;
Matrix4f inverse_matrix;
Matrix4f transpose_inverse_matrix;
Vector3f translation_vector;
Quatf rotation_quat;
Vector3f rotation_axis;
float rotate_angle;
Vector3f scale_vector;
protected:
void UpdateQuat()
{
if(IsNearlyZero(rotate_angle))
{
if(is_zero_rotate)
return;
is_zero_rotate=true;
rotation_quat=IdentityQuatf;
return;
}
else
{
is_zero_rotate=false;
rotation_quat=RotationQuat(rotate_angle,rotation_axis);
}
matrix_dirty=true;
}
public:
void UpdateMatrix()
{
if(!matrix_dirty)
return;
if(translation_vector==ZeroVector3f
&&rotation_quat==IdentityQuatf
&&scale_vector==OneVector3f)
{
if(is_identity) //如果之前就是空的,那不更新版本号
{
matrix_dirty=false;
return;
}
SetToIdentity();
}
else
{
matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
inverse_matrix=inverse(matrix);
transpose_inverse_matrix=transpose(inverse_matrix);
is_identity=false;
}
matrix_dirty=false;
if(version>0xF0000000)
version=0;
else
++version;
}
const uint32 GetVersion()
{
UpdateMatrix();
return version;
}
const bool IsIdentity()
{
UpdateMatrix();
return is_identity;
}
const Matrix4f &GetMatrix()
{
UpdateMatrix();
return matrix;
}
const Matrix4f GetMatrix()const //不能执行UpdateMatrix时的获取
{
if(matrix_dirty)
return translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
else
return matrix;
}
operator const Matrix4f &(){return GetMatrix();}
const Matrix4f &GetInverseMatrix()
{
UpdateMatrix();
return inverse_matrix;
}
const Vector3f &GetTranslation ()const{return translation_vector;}
const Vector3f &GetScale ()const{return scale_vector;}
const Quatf & GetRotationQuat ()const{return rotation_quat;}
const Vector3f &GetRotationAxis ()const{return rotation_axis;}
const float GetRotateAngle ()const{return rotate_angle;}
void SetTranslation(const float x,const float y,const float z)
{
translation_vector.x=x;
translation_vector.y=y;
translation_vector.z=z;
matrix_dirty=true;
}
void SetTranslation(const Vector3f &v)
{
translation_vector=v;
matrix_dirty=true;
}
void ClearRotation()
{
rotation_quat=IdentityQuatf;
rotation_axis=ZeroVector3f;
rotate_angle=0;
matrix_dirty=true;
}
void SetRotation(const Quatf &q)
{
rotation_quat=q;
ExtractedQuat(q,rotation_axis,rotate_angle);
matrix_dirty=true;
}
void SetRotation(const Vector3f &axis,const float angle)
{
rotation_axis=axis;
rotate_angle=angle;
UpdateQuat();
}
void SetRotation(const AXIS &axis,const float angle)
{
rotation_axis=GetAxisVector(axis);
rotate_angle=angle;
UpdateQuat();
}
void SetRotateAngle(float angle)
{
rotate_angle=angle;
UpdateQuat();
}
void SetScale(const float &v)
{
scale_vector=Vector3f(v,v,v);
matrix_dirty=true;
}
void SetScale(const float x,const float y,const float z)
{
scale_vector.x=x;
scale_vector.y=y;
scale_vector.z=z;
matrix_dirty=true;
}
void SetScale(const Vector3f &v)
{
scale_vector=v;
matrix_dirty=true;
}
public:
Transform()
{
SetToIdentity();
}
Transform(const Matrix4f &m)
{
SetFromMatrix4f(m);
}
Transform(const Transform &t)
{
hgl_cpy(*this,t);
}
void SetToIdentity()
{
is_identity=true;
is_zero_rotate=true;
matrix=Identity4f;
inverse_matrix=Identity4f;
matrix_dirty=false;
translation_vector=ZeroVector3f;
rotation_quat=IdentityQuatf;
rotation_axis=ZeroVector3f;
rotate_angle=0;
scale_vector=OneVector3f;
}
const bool operator == (const Transform &t)
{
UpdateMatrix();
if(is_identity)
{
if(t.is_identity)
return(true);
else
return(false);
}
else
{
if(t.is_identity)
return(false);
}
const Matrix4f tm=t.GetMatrix();
return matrix==tm;
}
void operator = (const Transform &t)
{
hgl_cpy(*this,t);
UpdateMatrix();
}
void SetFromMatrix4f(const Matrix4f &m)
{
is_identity=IsIdentityMatrix(m);
if(is_identity)
{
SetToIdentity();
return;
}
matrix=m;
inverse_matrix=inverse(m);
matrix_dirty=false;
DecomposeTransform(m,translation_vector,rotation_quat,scale_vector);
ExtractedQuat(rotation_quat,rotation_axis,rotate_angle);
}
inline Vector3f TransformPosition(const Vector3f &v)
{
UpdateMatrix();
return Vector3f(matrix*Vector4f(v,1.0f));
}
inline Vector3f TransformDirection(const Vector3f &v)
{
UpdateMatrix();
return Vector3f(matrix*Vector4f(v,0.0f));
}
inline Vector3f TransformNormal(const Vector3f &v)
{
UpdateMatrix();
return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));
}
inline Matrix3f TransformMatrix(const Matrix3f &child)
{
UpdateMatrix();
return Matrix3f(matrix*Matrix4f(child));
}
inline Matrix4f TransformMatrix(const Matrix4f &child)
{
UpdateMatrix();
return matrix*child;
}
inline Transform TransformTransform(const Transform &child)
{
UpdateMatrix();
const Matrix4f &child_matrix=child.GetMatrix();
return Transform(matrix*child_matrix);
}
inline Transform TransformTransform(const Transform &child)const
{
const Matrix4f &cur_matrix=GetMatrix();
const Matrix4f &child_matrix=child.GetMatrix();
return Transform(cur_matrix*child_matrix);
}
};//Transform
constexpr const size_t TransformMatrix4fLength=sizeof(Transform);
Transform Lerp(const Transform &from,const Transform &to,const float t);
}//namespace hgl

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@ -56,6 +56,7 @@ SET(MATH_HEADER_FILES ${MATH_INCLUDE_PATH}/bvec.h
${MATH_INCLUDE_PATH}/Math.h ${MATH_INCLUDE_PATH}/Math.h
${MATH_INCLUDE_PATH}/MathConst.h ${MATH_INCLUDE_PATH}/MathConst.h
${MATH_INCLUDE_PATH}/Matrix.h ${MATH_INCLUDE_PATH}/Matrix.h
${MATH_INCLUDE_PATH}/Transform.h
${MATH_INCLUDE_PATH}/Vector.h ${MATH_INCLUDE_PATH}/Vector.h
${MATH_INCLUDE_PATH}/PrimaryMathematics.h ${MATH_INCLUDE_PATH}/PrimaryMathematics.h
${MATH_INCLUDE_PATH}/PhysicsConst.h ${MATH_INCLUDE_PATH}/PhysicsConst.h
@ -68,7 +69,8 @@ SET(MATH_HEADER_FILES ${MATH_INCLUDE_PATH}/bvec.h
SET(MATH_SOURCE_FILES Math/LAtan.cpp SET(MATH_SOURCE_FILES Math/LAtan.cpp
Math/LSinCos.cpp Math/LSinCos.cpp
Math/Matrix4f.cpp Math/Matrix4f.cpp
Math/HalfFloat.cpp) Math/HalfFloat.cpp
Math/Transform.cpp)
SOURCE_GROUP("Math\\Header Files" FILES ${MATH_HEADER_FILES}) SOURCE_GROUP("Math\\Header Files" FILES ${MATH_HEADER_FILES})
SOURCE_GROUP("Math\\Source Files" FILES ${MATH_SOURCE_FILES}) SOURCE_GROUP("Math\\Source Files" FILES ${MATH_SOURCE_FILES})

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@ -168,17 +168,6 @@ namespace hgl
return true; return true;
} }
Transform Blend(const Transform &from,const Transform &to,const float t)
{
Transform result;
result.SetTranslation( from.GetTranslation()*(1.0f-t) + to.GetTranslation() *t);
result.SetRotation( SLerpQuat(from.GetRotationQuat(),to.GetRotationQuat(),t));
result.SetScale( from.GetScale() *(1.0f-t) + to.GetScale() *t);
return result;
}
/** /**
* *
*/ */

15
src/Math/Transform.cpp Normal file
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@ -0,0 +1,15 @@
#include<hgl/math/Transform.h>
namespace hgl
{
Transform Lerp(const Transform &from,const Transform &to,const float t)
{
Transform result;
result.SetTranslation( from.GetTranslation()*(1.0f-t) + to.GetTranslation() *t);
result.SetRotation( SLerpQuat(from.GetRotationQuat(),to.GetRotationQuat(),t));
result.SetScale( from.GetScale() *(1.0f-t) + to.GetScale() *t);
return result;
}
}//namespace hgl