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opennurbs/opennurbs_xform.cpp
2024-10-09 06:42:31 -07:00

3173 lines
86 KiB
C++

//
// Copyright (c) 1993-2022 Robert McNeel & Associates. All rights reserved.
// OpenNURBS, Rhinoceros, and Rhino3D are registered trademarks of Robert
// McNeel & Associates.
//
// THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY.
// ALL IMPLIED WARRANTIES OF FITNESS FOR ANY PARTICULAR PURPOSE AND OF
// MERCHANTABILITY ARE HEREBY DISCLAIMED.
//
// For complete openNURBS copyright information see <http://www.opennurbs.org>.
//
////////////////////////////////////////////////////////////////
#include "opennurbs.h"
#if !defined(ON_COMPILING_OPENNURBS)
// This check is included in all opennurbs source .c and .cpp files to insure
// ON_COMPILING_OPENNURBS is defined when opennurbs source is compiled.
// When opennurbs source is being compiled, ON_COMPILING_OPENNURBS is defined
// and the opennurbs .h files alter what is declared and how it is declared.
#error ON_COMPILING_OPENNURBS must be defined when compiling opennurbs
#endif
static void SwapRow( double matrix[4][4], int i0, int i1 )
{
double* p0;
double* p1;
double t;
p0 = &matrix[i0][0];
p1 = &matrix[i1][0];
t = *p0; *p0++ = *p1; *p1++ = t;
t = *p0; *p0++ = *p1; *p1++ = t;
t = *p0; *p0++ = *p1; *p1++ = t;
t = *p0; *p0 = *p1; *p1 = t;
}
static void SwapCol( double matrix[4][4], int j0, int j1 )
{
double* p0;
double* p1;
double t;
p0 = &matrix[0][j0];
p1 = &matrix[0][j1];
t = *p0; *p0 = *p1; *p1 = t;
p0 += 4; p1 += 4;
t = *p0; *p0 = *p1; *p1 = t;
p0 += 4; p1 += 4;
t = *p0; *p0 = *p1; *p1 = t;
p0 += 4; p1 += 4;
t = *p0; *p0 = *p1; *p1 = t;
}
//static void ScaleRow( double matrix[4][4], double c, int i )
//{
// double* p = &matrix[i][0];
// *p++ *= c;
// *p++ *= c;
// *p++ *= c;
// *p *= c;
//}
//
//static void InvScaleRow( double matrix[4][4], double c, int i )
//{
// double* p = &matrix[i][0];
// *p++ /= c;
// *p++ /= c;
// *p++ /= c;
// *p /= c;
//}
static void AddCxRow( double matrix[4][4], double c, int i0, int i1 )
{
const double* p0;
double* p1;
p0 = &matrix[i0][0];
p1 = &matrix[i1][0];
*p1++ += c* *p0++;
*p1++ += c* *p0++;
*p1++ += c* *p0++;
*p1 += c* *p0;
}
/*
static void AddCxCol( double matrix[4][4], double c, int j0, int j1 )
{
const double* p0;
double* p1;
p0 = &matrix[0][j0];
p1 = &matrix[0][j1];
*p1 += c* *p0;
p0 += 4; p1 += 4;
*p1 += c* *p0;
p0 += 4; p1 += 4;
*p1 += c* *p0;
p0 += 4; p1 += 4;
*p1 += c* *p0;
}
*/
static int Inv( const double* src, double dst[4][4], double* determinant, double* pivot )
{
// returns rank (0, 1, 2, 3, or 4), inverse, and smallest pivot
double M[4][4], I[4][4], x, c, d;
int i, j, ix, jx;
int col[4] = {0,1,2,3};
int swapcount = 0;
int rank = 0;
*pivot = 0.0;
*determinant = 0.0;
memset( I, 0, sizeof(I) );
I[0][0] = I[1][1] = I[2][2] = I[3][3] = 1.0;
memcpy( M, src, sizeof(M) );
// some loops unrolled for speed
ix = jx = 0;
x = fabs(M[0][0]);
for ( i = 0; i < 4; i++ ) for ( j = 0; j < 4; j++ ) {
if ( fabs(M[i][j]) > x ) {
ix = i;
jx = j;
x = fabs(M[i][j]);
}
}
*pivot = x;
if ( ix != 0 ) {
SwapRow( M, 0, ix );
SwapRow( I, 0, ix );
swapcount++;
}
if ( jx != 0 ) {
SwapCol( M, 0, jx );
col[0] = jx;
swapcount++;
}
if ( x > 0.0 ) {
rank++;
// 17 August 2011 Dale Lear
// The result is slightly more accurate when using division
// instead of multiplying by the inverse of M[0][0]. If there
// is any speed penalty at this point in history, the accuracy
// is more important than the additional clocks.
//c = d = 1.0/M[0][0];
//M[0][1] *= c; M[0][2] *= c; M[0][3] *= c;
//ScaleRow( I, c, 0 );
c = M[0][0];
M[0][1] /= c; M[0][2] /= c; M[0][3] /= c;
I[0][0] /= c; I[0][1] /= c; I[0][2] /= c; I[0][3] /= c;
d = 1.0/c;
x *= ON_EPSILON;
if (fabs(M[1][0]) > x) {
c = -M[1][0];
M[1][1] += c*M[0][1]; M[1][2] += c*M[0][2]; M[1][3] += c*M[0][3];
AddCxRow( I, c, 0, 1 );
}
if (fabs(M[2][0]) > x) {
c = -M[2][0];
M[2][1] += c*M[0][1]; M[2][2] += c*M[0][2]; M[2][3] += c*M[0][3];
AddCxRow( I, c, 0, 2 );
}
if (fabs(M[3][0]) > x) {
c = -M[3][0];
M[3][1] += c*M[0][1]; M[3][2] += c*M[0][2]; M[3][3] += c*M[0][3];
AddCxRow( I, c, 0, 3 );
}
ix = jx = 1;
x = fabs(M[1][1]);
for ( i = 1; i < 4; i++ ) for ( j = 1; j < 4; j++ ) {
if ( fabs(M[i][j]) > x ) {
ix = i;
jx = j;
x = fabs(M[i][j]);
}
}
if ( x < *pivot )
*pivot = x;
if ( ix != 1 ) {
SwapRow( M, 1, ix );
SwapRow( I, 1, ix );
swapcount++;
}
if ( jx != 1 ) {
SwapCol( M, 1, jx );
col[1] = jx;
swapcount++;
}
if ( x > 0.0 ) {
rank++;
// 17 August 2011 Dale Lear
// The result is slightly more accurate when using division
// instead of multiplying by the inverse of M[1][1]. If there
// is any speed penalty at this point in history, the accuracy
// is more important than the additional clocks.
//c = 1.0/M[1][1];
//d *= c;
//M[1][2] *= c; M[1][3] *= c;
//ScaleRow( I, c, 1 );
c = M[1][1];
M[1][2] /= c; M[1][3] /= c;
I[1][0] /= c; I[1][1] /= c; I[1][2] /= c; I[1][3] /= c;
d /= c;
x *= ON_EPSILON;
if (fabs(M[0][1]) > x) {
c = -M[0][1];
M[0][2] += c*M[1][2]; M[0][3] += c*M[1][3];
AddCxRow( I, c, 1, 0 );
}
if (fabs(M[2][1]) > x) {
c = -M[2][1];
M[2][2] += c*M[1][2]; M[2][3] += c*M[1][3];
AddCxRow( I, c, 1, 2 );
}
if (fabs(M[3][1]) > x) {
c = -M[3][1];
M[3][2] += c*M[1][2]; M[3][3] += c*M[1][3];
AddCxRow( I, c, 1, 3 );
}
ix = jx = 2;
x = fabs(M[2][2]);
for ( i = 2; i < 4; i++ ) for ( j = 2; j < 4; j++ ) {
if ( fabs(M[i][j]) > x ) {
ix = i;
jx = j;
x = fabs(M[i][j]);
}
}
if ( x < *pivot )
*pivot = x;
if ( ix != 2 ) {
SwapRow( M, 2, ix );
SwapRow( I, 2, ix );
swapcount++;
}
if ( jx != 2 ) {
SwapCol( M, 2, jx );
col[2] = jx;
swapcount++;
}
if ( x > 0.0 ) {
rank++;
// 17 August 2011 Dale Lear
// The result is slightly more accurate when using division
// instead of multiplying by the inverse of M[2][2]. If there
// is any speed penalty at this point in history, the accuracy
// is more important than the additional clocks.
//c = 1.0/M[2][2];
//d *= c;
//M[2][3] *= c;
//ScaleRow( I, c, 2 );
c = M[2][2];
M[2][3] /= c;
I[2][0] /= c; I[2][1] /= c; I[2][2] /= c; I[2][3] /= c;
d /= c;
x *= ON_EPSILON;
if (fabs(M[0][2]) > x) {
c = -M[0][2];
M[0][3] += c*M[2][3];
AddCxRow( I, c, 2, 0 );
}
if (fabs(M[1][2]) > x) {
c = -M[1][2];
M[1][3] += c*M[2][3];
AddCxRow( I, c, 2, 1 );
}
if (fabs(M[3][2]) > x) {
c = -M[3][2];
M[3][3] += c*M[2][3];
AddCxRow( I, c, 2, 3 );
}
x = fabs(M[3][3]);
if ( x < *pivot )
*pivot = x;
if ( x > 0.0 ) {
rank++;
// 17 August 2011 Dale Lear
// The result is slightly more accurate when using division
// instead of multiplying by the inverse of M[3][3]. If there
// is any speed penalty at this point in history, the accuracy
// is more important than the additional clocks.
//c = 1.0/M[3][3];
//d *= c;
//ScaleRow( I, c, 3 );
c = M[3][3];
I[3][0] /= c; I[3][1] /= c; I[3][2] /= c; I[3][3] /= c;
d /= c;
x *= ON_EPSILON;
if (fabs(M[0][3]) > x) {
AddCxRow( I, -M[0][3], 3, 0 );
}
if (fabs(M[1][3]) > x) {
AddCxRow( I, -M[1][3], 3, 1 );
}
if (fabs(M[2][3]) > x) {
AddCxRow( I, -M[2][3], 3, 2 );
}
*determinant = (swapcount%2) ? -d : d;
}
}
}
}
if ( col[3] != 3 )
SwapRow( I, 3, col[3] );
if ( col[2] != 2 )
SwapRow( I, 2, col[2] );
if ( col[1] != 1 )
SwapRow( I, 1, col[1] );
if ( col[0] != 0 )
SwapRow( I, 0, col[0] );
memcpy( dst, I, sizeof(I) );
return rank;
}
///////////////////////////////////////////////////////////////
//
// ON_Xform constructors
//
ON_Xform::ON_Xform()
{
memset( m_xform, 0, sizeof(m_xform) );
m_xform[3][3] = 1.0;
}
ON_Xform::ON_Xform(
double x
)
{
memset( m_xform, 0, sizeof(m_xform) );
m_xform[0][0] = x;
m_xform[1][1] = x;
m_xform[2][2] = x;
m_xform[3][3] = 1.0;
}
const ON_Xform ON_Xform::DiagonalTransformation(
double d
)
{
return ON_Xform::DiagonalTransformation(d, d, d);
}
const ON_Xform ON_Xform::DiagonalTransformation(
const ON_3dVector& diagnoal
)
{
return ON_Xform::DiagonalTransformation(diagnoal.x, diagnoal.y, diagnoal.z);
}
const ON_Xform ON_Xform::DiagonalTransformation(
double d0,
double d1,
double d2
)
{
ON_Xform xform(ON_Xform::IdentityTransformation);
xform.m_xform[0][0] = d0;
xform.m_xform[1][1] = d1;
xform.m_xform[2][2] = d2;
return xform;
}
#if defined(ON_COMPILER_MSC)
ON_Xform::ON_Xform( double m[4][4] )
{
memcpy( m_xform, m, sizeof(m_xform) );
}
#endif
ON_Xform::ON_Xform( const double m[4][4] )
{
memcpy( m_xform, m, sizeof(m_xform) );
}
#if defined(ON_COMPILER_MSC)
ON_Xform::ON_Xform( float m[4][4] )
{
m_xform[0][0] = (double)m[0][0];
m_xform[0][1] = (double)m[0][1];
m_xform[0][2] = (double)m[0][2];
m_xform[0][3] = (double)m[0][3];
m_xform[1][0] = (double)m[1][0];
m_xform[1][1] = (double)m[1][1];
m_xform[1][2] = (double)m[1][2];
m_xform[1][3] = (double)m[1][3];
m_xform[2][0] = (double)m[2][0];
m_xform[2][1] = (double)m[2][1];
m_xform[2][2] = (double)m[2][2];
m_xform[2][3] = (double)m[2][3];
m_xform[3][0] = (double)m[3][0];
m_xform[3][1] = (double)m[3][1];
m_xform[3][2] = (double)m[3][2];
m_xform[3][3] = (double)m[3][3];
}
#endif
ON_Xform::ON_Xform( const float m[4][4] )
{
m_xform[0][0] = (double)m[0][0];
m_xform[0][1] = (double)m[0][1];
m_xform[0][2] = (double)m[0][2];
m_xform[0][3] = (double)m[0][3];
m_xform[1][0] = (double)m[1][0];
m_xform[1][1] = (double)m[1][1];
m_xform[1][2] = (double)m[1][2];
m_xform[1][3] = (double)m[1][3];
m_xform[2][0] = (double)m[2][0];
m_xform[2][1] = (double)m[2][1];
m_xform[2][2] = (double)m[2][2];
m_xform[2][3] = (double)m[2][3];
m_xform[3][0] = (double)m[3][0];
m_xform[3][1] = (double)m[3][1];
m_xform[3][2] = (double)m[3][2];
m_xform[3][3] = (double)m[3][3];
}
ON_Xform::ON_Xform( const double* m )
{
memcpy( m_xform, m, sizeof(m_xform) );
}
ON_Xform::ON_Xform( const float* m )
{
m_xform[0][0] = (double)m[0];
m_xform[0][1] = (double)m[1];
m_xform[0][2] = (double)m[2];
m_xform[0][3] = (double)m[3];
m_xform[1][0] = (double)m[4];
m_xform[1][1] = (double)m[5];
m_xform[1][2] = (double)m[6];
m_xform[1][3] = (double)m[7];
m_xform[2][0] = (double)m[8];
m_xform[2][1] = (double)m[9];
m_xform[2][2] = (double)m[10];
m_xform[2][3] = (double)m[11];
m_xform[3][0] = (double)m[12];
m_xform[3][1] = (double)m[13];
m_xform[3][2] = (double)m[14];
m_xform[3][3] = (double)m[15];
}
ON_Xform::ON_Xform( const ON_3dPoint& P,
const ON_3dVector& X,
const ON_3dVector& Y,
const ON_3dVector& Z)
{
m_xform[0][0] = X[0];
m_xform[1][0] = X[1];
m_xform[2][0] = X[2];
m_xform[3][0] = 0;
m_xform[0][1] = Y[0];
m_xform[1][1] = Y[1];
m_xform[2][1] = Y[2];
m_xform[3][1] = 0;
m_xform[0][2] = Z[0];
m_xform[1][2] = Z[1];
m_xform[2][2] = Z[2];
m_xform[3][2] = 0;
m_xform[0][3] = P[0];
m_xform[1][3] = P[1];
m_xform[2][3] = P[2];
m_xform[3][3] = 1;
}
ON_Xform::ON_Xform( const ON_Matrix& m )
{
*this = m;
}
///////////////////////////////////////////////////////////////
//
// ON_Xform operator[]
//
double* ON_Xform::operator[](int i)
{
return ( i >= 0 && i < 4 ) ? &m_xform[i][0] : nullptr;
}
const double* ON_Xform::operator[](int i) const
{
return ( i >= 0 && i < 4 ) ? &m_xform[i][0] : nullptr;
}
///////////////////////////////////////////////////////////////
//
// ON_Xform operator* operator- operator+
//
// All non-commutative operations have "this" as left hand side and
// argument as right hand side.
ON_Xform ON_Xform::operator*( const ON_Xform& rhs ) const
{
double m[4][4];
const double* p = &rhs.m_xform[0][0];
m[0][0] = m_xform[0][0]*p[0] + m_xform[0][1]*p[4] + m_xform[0][2]*p[ 8] + m_xform[0][3]*p[12];
m[0][1] = m_xform[0][0]*p[1] + m_xform[0][1]*p[5] + m_xform[0][2]*p[ 9] + m_xform[0][3]*p[13];
m[0][2] = m_xform[0][0]*p[2] + m_xform[0][1]*p[6] + m_xform[0][2]*p[10] + m_xform[0][3]*p[14];
m[0][3] = m_xform[0][0]*p[3] + m_xform[0][1]*p[7] + m_xform[0][2]*p[11] + m_xform[0][3]*p[15];
m[1][0] = m_xform[1][0]*p[0] + m_xform[1][1]*p[4] + m_xform[1][2]*p[ 8] + m_xform[1][3]*p[12];
m[1][1] = m_xform[1][0]*p[1] + m_xform[1][1]*p[5] + m_xform[1][2]*p[ 9] + m_xform[1][3]*p[13];
m[1][2] = m_xform[1][0]*p[2] + m_xform[1][1]*p[6] + m_xform[1][2]*p[10] + m_xform[1][3]*p[14];
m[1][3] = m_xform[1][0]*p[3] + m_xform[1][1]*p[7] + m_xform[1][2]*p[11] + m_xform[1][3]*p[15];
m[2][0] = m_xform[2][0]*p[0] + m_xform[2][1]*p[4] + m_xform[2][2]*p[ 8] + m_xform[2][3]*p[12];
m[2][1] = m_xform[2][0]*p[1] + m_xform[2][1]*p[5] + m_xform[2][2]*p[ 9] + m_xform[2][3]*p[13];
m[2][2] = m_xform[2][0]*p[2] + m_xform[2][1]*p[6] + m_xform[2][2]*p[10] + m_xform[2][3]*p[14];
m[2][3] = m_xform[2][0]*p[3] + m_xform[2][1]*p[7] + m_xform[2][2]*p[11] + m_xform[2][3]*p[15];
m[3][0] = m_xform[3][0]*p[0] + m_xform[3][1]*p[4] + m_xform[3][2]*p[ 8] + m_xform[3][3]*p[12];
m[3][1] = m_xform[3][0]*p[1] + m_xform[3][1]*p[5] + m_xform[3][2]*p[ 9] + m_xform[3][3]*p[13];
m[3][2] = m_xform[3][0]*p[2] + m_xform[3][1]*p[6] + m_xform[3][2]*p[10] + m_xform[3][3]*p[14];
m[3][3] = m_xform[3][0]*p[3] + m_xform[3][1]*p[7] + m_xform[3][2]*p[11] + m_xform[3][3]*p[15];
return ON_Xform(m);
}
ON_Xform ON_Xform::operator+( const ON_Xform& rhs ) const
{
double m[4][4];
const double* p = &rhs.m_xform[0][0];
m[0][0] = m_xform[0][0] + p[0];
m[0][1] = m_xform[0][1] + p[1];
m[0][2] = m_xform[0][2] + p[2];
m[0][3] = m_xform[0][3] + p[3];
m[1][0] = m_xform[1][0] + p[4];
m[1][1] = m_xform[1][1] + p[5];
m[1][2] = m_xform[1][2] + p[6];
m[1][3] = m_xform[1][3] + p[7];
m[2][0] = m_xform[2][0] + p[ 8];
m[2][1] = m_xform[2][1] + p[ 9];
m[2][2] = m_xform[2][2] + p[10];
m[2][3] = m_xform[2][3] + p[11];
m[3][0] = m_xform[3][0] + p[12];
m[3][1] = m_xform[3][1] + p[13];
m[3][2] = m_xform[3][2] + p[14];
m[3][3] = m_xform[3][3] + p[15];
return ON_Xform(m);
}
ON_Xform ON_Xform::operator-( const ON_Xform& rhs ) const
{
double m[4][4];
const double* p = &rhs.m_xform[0][0];
m[0][0] = m_xform[0][0] - p[0];
m[0][1] = m_xform[0][1] - p[1];
m[0][2] = m_xform[0][2] - p[2];
m[0][3] = m_xform[0][3] - p[3];
m[1][0] = m_xform[1][0] - p[4];
m[1][1] = m_xform[1][1] - p[5];
m[1][2] = m_xform[1][2] - p[6];
m[1][3] = m_xform[1][3] - p[7];
m[2][0] = m_xform[2][0] - p[ 8];
m[2][1] = m_xform[2][1] - p[ 9];
m[2][2] = m_xform[2][2] - p[10];
m[2][3] = m_xform[2][3] - p[11];
m[3][0] = m_xform[3][0] - p[12];
m[3][1] = m_xform[3][1] - p[13];
m[3][2] = m_xform[3][2] - p[14];
m[3][3] = m_xform[3][3] - p[15];
return ON_Xform(m);
}
///////////////////////////////////////////////////////////////
//
// ON_Xform
//
void ON_Xform::Identity()
{
memset( m_xform, 0, sizeof(m_xform) );
m_xform[0][0] = m_xform[1][1] = m_xform[2][2] = m_xform[3][3] = 1.0;
}
void ON_Xform::Diagonal( double d )
{
memset( m_xform, 0, sizeof(m_xform) );
m_xform[0][0] = m_xform[1][1] = m_xform[2][2] = d;
m_xform[3][3] = 1.0;
}
void ON_Xform::Scale( double x, double y, double z )
{
memset( m_xform, 0, sizeof(m_xform) );
m_xform[0][0] = x;
m_xform[1][1] = y;
m_xform[2][2] = z;
m_xform[3][3] = 1.0;
}
void ON_Xform::Scale( const ON_3dVector& v )
{
memset( m_xform, 0, sizeof(m_xform) );
m_xform[0][0] = v.x;
m_xform[1][1] = v.y;
m_xform[2][2] = v.z;
m_xform[3][3] = 1.0;
}
void ON_Xform::Scale
(
ON_3dPoint fixed_point,
double scale_factor
)
{
*this = ON_Xform::ScaleTransformation(fixed_point, scale_factor);
}
const ON_Xform ON_Xform::ScaleTransformation(
const ON_3dPoint& fixed_point,
double scale_factor
)
{
return ON_Xform::ScaleTransformation(fixed_point, scale_factor, scale_factor, scale_factor);
}
const ON_Xform ON_Xform::ScaleTransformation(
const ON_3dPoint& fixed_point,
double x_scale_factor,
double y_scale_factor,
double z_scale_factor
)
{
const ON_Xform s(ON_Xform::DiagonalTransformation(x_scale_factor, y_scale_factor, z_scale_factor));
if ( fixed_point.x == 0.0 && fixed_point.y == 0.0 && fixed_point.z == 0.0 )
{
return s;
}
const ON_3dVector delta = fixed_point - ON_3dPoint::Origin;
ON_Xform t0(ON_Xform::TranslationTransformation(-delta));
ON_Xform t1(ON_Xform::TranslationTransformation(delta));
return (t1*s*t0);
}
void ON_Xform::Scale
(
const ON_Plane& plane,
double x_scale_factor,
double y_scale_factor,
double z_scale_factor
)
{
*this = ON_Xform::ScaleTransformation(plane, x_scale_factor, z_scale_factor, y_scale_factor);
}
const ON_Xform ON_Xform::ScaleTransformation
(
const ON_Plane& plane,
double x_scale_factor,
double y_scale_factor,
double z_scale_factor
)
{
return
(x_scale_factor == y_scale_factor && x_scale_factor == z_scale_factor)
? ON_Xform::ScaleTransformation(plane.origin,x_scale_factor)
: ON_Xform::ShearTransformation( plane, x_scale_factor*plane.xaxis, y_scale_factor*plane.yaxis, z_scale_factor*plane.zaxis );
}
void ON_Xform::Shear
(
const ON_Plane& plane,
const ON_3dVector& x1,
const ON_3dVector& y1,
const ON_3dVector& z1
)
{
*this = ON_Xform::ShearTransformation(plane, x1, y1, z1);
}
const ON_Xform ON_Xform::ShearTransformation(
const ON_Plane& plane,
const ON_3dVector& x1,
const ON_3dVector& y1,
const ON_3dVector& z1
)
{
const ON_3dVector delta = plane.origin - ON_3dPoint::Origin;
const ON_Xform t0(ON_Xform::TranslationTransformation(-delta));
const ON_Xform t1(ON_Xform::TranslationTransformation(delta));
ON_Xform s0(ON_Xform::IdentityTransformation);
ON_Xform s1(ON_Xform::IdentityTransformation);
s0.m_xform[0][0] = plane.xaxis.x;
s0.m_xform[0][1] = plane.xaxis.y;
s0.m_xform[0][2] = plane.xaxis.z;
s0.m_xform[1][0] = plane.yaxis.x;
s0.m_xform[1][1] = plane.yaxis.y;
s0.m_xform[1][2] = plane.yaxis.z;
s0.m_xform[2][0] = plane.zaxis.x;
s0.m_xform[2][1] = plane.zaxis.y;
s0.m_xform[2][2] = plane.zaxis.z;
s1.m_xform[0][0] = x1.x;
s1.m_xform[1][0] = x1.y;
s1.m_xform[2][0] = x1.z;
s1.m_xform[0][1] = y1.x;
s1.m_xform[1][1] = y1.y;
s1.m_xform[2][1] = y1.z;
s1.m_xform[0][2] = z1.x;
s1.m_xform[1][2] = z1.y;
s1.m_xform[2][2] = z1.z;
return (t1*s1*s0*t0);
}
void ON_Xform::Translation( double dx, double dy, double dz )
{
*this = ON_Xform::TranslationTransformation(dx,dy,dz);
}
void ON_Xform::Translation( const ON_3dVector& delta )
{
*this = ON_Xform::TranslationTransformation(delta);
}
const ON_Xform ON_Xform::TranslationTransformation(
const ON_2dVector& delta
)
{
return ON_Xform::TranslationTransformation(delta.x, delta.y, 0.0);
}
const ON_Xform ON_Xform::TranslationTransformation(
const ON_3dVector& delta
)
{
return ON_Xform::TranslationTransformation(delta.x, delta.y, delta.z);
}
const ON_Xform ON_Xform::TranslationTransformation(
double dx,
double dy,
double dz
)
{
ON_Xform xform(ON_Xform::IdentityTransformation);
xform.m_xform[0][3] = dx;
xform.m_xform[1][3] = dy;
xform.m_xform[2][3] = dz;
return xform;
}
void ON_Xform::PlanarProjection( const ON_Plane& plane )
{
int i, j;
double x[3] = {plane.xaxis.x,plane.xaxis.y,plane.xaxis.z};
double y[3] = {plane.yaxis.x,plane.yaxis.y,plane.yaxis.z};
double p[3] = {plane.origin.x,plane.origin.y,plane.origin.z};
double q[3];
for ( i = 0; i < 3; i++ )
{
for ( j = 0; j < 3; j++ )
{
m_xform[i][j] = x[i]*x[j] + y[i]*y[j];
}
q[i] = m_xform[i][0]*p[0] + m_xform[i][1]*p[1] + m_xform[i][2]*p[2];
}
for ( i = 0; i < 3; i++ )
{
m_xform[3][i] = 0.0;
m_xform[i][3] = p[i]-q[i];
}
m_xform[3][3] = 1.0;
}
///////////////////////////////////////////////////////////////
//
// ON_Xform
//
void ON_Xform::ActOnLeft(double x,double y,double z,double w,double v[4]) const
{
if ( v )
{
v[0] = m_xform[0][0]*x + m_xform[0][1]*y + m_xform[0][2]*z + m_xform[0][3]*w;
v[1] = m_xform[1][0]*x + m_xform[1][1]*y + m_xform[1][2]*z + m_xform[1][3]*w;
v[2] = m_xform[2][0]*x + m_xform[2][1]*y + m_xform[2][2]*z + m_xform[2][3]*w;
v[3] = m_xform[3][0]*x + m_xform[3][1]*y + m_xform[3][2]*z + m_xform[3][3]*w;
}
}
void ON_Xform::ActOnRight(double x,double y,double z,double w,double v[4]) const
{
if ( v )
{
v[0] = m_xform[0][0]*x + m_xform[1][0]*y + m_xform[2][0]*z + m_xform[3][0]*w;
v[1] = m_xform[0][1]*x + m_xform[1][1]*y + m_xform[2][1]*z + m_xform[3][1]*w;
v[2] = m_xform[0][2]*x + m_xform[1][2]*y + m_xform[2][2]*z + m_xform[3][2]*w;
v[3] = m_xform[0][3]*x + m_xform[1][3]*y + m_xform[2][3]*z + m_xform[3][3]*w;
}
}
const ON_Xform operator*(double c, const ON_Xform& xform)
{
ON_Xform cx(xform);
double* p = &cx.m_xform[0][0];
double* p1 = p + 16;
while (p < p1)
{
const double x = *p;
*p++ = c*x;
}
return cx;
}
const ON_Xform operator*(const ON_Xform& xform, double c)
{
ON_Xform xc(xform);
double* p = &xc.m_xform[0][0];
double* p1 = p + 16;
while (p < p1)
{
const double x = *p;
*p++ = x*c;
}
return xc;
}
ON_2dPoint ON_Xform::operator*( const ON_2dPoint& p ) const
{
// Note well: The right hand column and bottom row have an important effect
// when transforming a Euclidean point and have no effect when transforming a vector.
// Be sure you understand the differences between vectors and points when applying a 4x4 transformation.
const double x = p.x; // optimizer should put x,y in registers
const double y = p.y;
double xh[2], w;
const double* m = &m_xform[0][0];
xh[0] = m[ 0]*x + m[ 1]*y + m[ 3];
xh[1] = m[ 4]*x + m[ 5]*y + m[ 7];
w = m[12]*x + m[13]*y + m[15];
w = (w != 0.0) ? 1.0/w : 1.0;
return ON_2dPoint( w*xh[0], w*xh[1] );
}
ON_3dPoint ON_Xform::operator*( const ON_3dPoint& p ) const
{
// Note well: The right hand column and bottom row have an important effect
// when transforming a Euclidean point and have no effect when transforming a vector.
// Be sure you understand the differences between vectors and points when applying a 4x4 transformation.
const double x = p.x; // optimizer should put x,y,z in registers
const double y = p.y;
const double z = p.z;
double xh[3], w;
const double* m = &m_xform[0][0];
xh[0] = m[ 0]*x + m[ 1]*y + m[ 2]*z + m[ 3];
xh[1] = m[ 4]*x + m[ 5]*y + m[ 6]*z + m[ 7];
xh[2] = m[ 8]*x + m[ 9]*y + m[10]*z + m[11];
w = m[12]*x + m[13]*y + m[14]*z + m[15];
w = (w != 0.0) ? 1.0/w : 1.0;
return ON_3dPoint( w*xh[0], w*xh[1], w*xh[2] );
}
ON_4dPoint ON_Xform::operator*( const ON_4dPoint& h ) const
{
const double x = h.x; // optimizer should put x,y,z,w in registers
const double y = h.y;
const double z = h.z;
const double w = h.w;
double xh[4];
const double* m = &m_xform[0][0];
xh[0] = m[ 0]*x + m[ 1]*y + m[ 2]*z + m[ 3]*w;
xh[1] = m[ 4]*x + m[ 5]*y + m[ 6]*z + m[ 7]*w;
xh[2] = m[ 8]*x + m[ 9]*y + m[10]*z + m[11]*w;
xh[3] = m[12]*x + m[13]*y + m[14]*z + m[15]*w;
return ON_4dPoint( xh[0],xh[1],xh[2],xh[3] );
}
ON_2dVector ON_Xform::operator*( const ON_2dVector& v ) const
{
// Note well: The right hand column and bottom row have an important effect
// when transforming a Euclidean point and have no effect when transforming a vector.
// Be sure you understand the differences between vectors and points when applying a 4x4 transformation.
const double x = v.x; // optimizer should put x,y in registers
const double y = v.y;
double xh[2];
const double* m = &m_xform[0][0];
xh[0] = m[0]*x + m[1]*y;
xh[1] = m[4]*x + m[5]*y;
return ON_2dVector( xh[0],xh[1] );
}
ON_3dVector ON_Xform::operator*( const ON_3dVector& v ) const
{
// Note well: The right hand column and bottom row have an important effect
// when transforming a Euclidean point and have no effect when transforming a vector.
// Be sure you understand the differences between vectors and points when applying a 4x4 transformation.
const double x = v.x; // optimizer should put x,y,z in registers
const double y = v.y;
const double z = v.z;
double xh[3];
const double* m = &m_xform[0][0];
xh[0] = m[0]*x + m[1]*y + m[ 2]*z;
xh[1] = m[4]*x + m[5]*y + m[ 6]*z;
xh[2] = m[8]*x + m[9]*y + m[10]*z;
return ON_3dVector( xh[0],xh[1],xh[2] );
}
const ON_SHA1_Hash ON_Xform::Hash() const
{
ON_SHA1 sha1;
sha1.AccumulateDoubleArray(16, &this->m_xform[0][0]);
return sha1.Hash();
}
ON__UINT32 ON_Xform::CRC32(ON__UINT32 current_remainder) const
{
const ON_SHA1_Hash hash = this->Hash();
return ON_CRC32(current_remainder, sizeof(hash), &hash);
}
bool ON_Xform::IsValid() const
{
const double* x = &m_xform[0][0];
const double* x16 = x + 16;
while ( x < x16 )
{
const double t = *x++;
if (ON_IS_VALID(t))
continue;
return false; // t is not valid
}
return true;
}
bool ON_Xform::IsNan() const
{
const double* x = &m_xform[0][0];
const double* x16 = x + 16;
while ( x < x16 )
{
const double t = *x++;
if (!(t == t))
return true; // t is a nan
}
return false;
}
bool ON_Xform::operator==(const ON_Xform& rhs) const
{
// Intentionally returns false if any coefficient is a nan.
const double* x = &m_xform[0][0];
const double* x16 = x + 16;
const double* y = &rhs.m_xform[0][0];
while (x < x16)
{
if (*x++ == *y++)
continue;
return false; // not equal or a nan
}
return true;
}
bool ON_Xform::operator!=(const ON_Xform& rhs) const
{
// Intentionally returns false if any coefficient is a nan.
const double* x = &m_xform[0][0];
const double* x16 = x + 16;
const double* y = &rhs.m_xform[0][0];
while (x < x16)
{
double a = *x++;
double b = *y++;
if (a == b)
continue;
if (a != b)
{
while (x < x16)
{
a = *x++;
b = *y++;
if (a == a && b == b)
continue;
return false; // a or b is a nan.
}
return true; // no nans and at least one not equal equalcoefficient.
}
}
return false; // nans or equal
}
bool ON_Xform::IsIdentity( double zero_tolerance ) const
{
// The code below will return false if m_xform[][] contains
// a nan value.
if (!(zero_tolerance >= 0.0 && zero_tolerance < ON_UNSET_POSITIVE_VALUE))
return false;
const double* v = &m_xform[0][0];
for ( int i = 0; i < 3; i++ )
{
if ( !(fabs(1.0 - *v++) <= zero_tolerance) )
return false;
if ( !(fabs(*v++) <= zero_tolerance) )
return false;
if ( !(fabs(*v++) <= zero_tolerance) )
return false;
if ( !(fabs(*v++) <= zero_tolerance) )
return false;
if ( !(fabs(*v++) <= zero_tolerance) )
return false;
}
if ( !(fabs( 1.0 - *v ) <= zero_tolerance) )
return false;
return true;
}
bool ON_Xform::IsNotIdentity( double zero_tolerance ) const
{
// It is intentional that this functions returns false if any coefficient is a nan or unset value.
return (zero_tolerance >= 0.0 && zero_tolerance < ON_UNSET_POSITIVE_VALUE && false == ON_Xform::IsIdentity(zero_tolerance) && IsValid());
}
bool ON_Xform::IsValidAndNotZeroAndNotIdentity(
double zero_tolerance
) const
{
if (false == IsValid())
return false;
if (!(zero_tolerance >= 0.0 && zero_tolerance < ON_UNSET_POSITIVE_VALUE))
return false;
int one_count = 0;
int zero_count = 0;
const double* v = &m_xform[0][0];
for ( int i = 0; i < 3; i++ )
{
if (fabs(1.0 - *v) <= zero_tolerance)
{
// this diagonal coefficient = 1
one_count++;
if (zero_count > 0)
return true;
}
else if (fabs(*v) <= zero_tolerance)
{
// this diagonal coefficient = 0
zero_count++;
if (one_count > 0)
return true;
}
else
{
// this diagonal coefficient != 1 and != 0
return true;
}
// If any off diagonal coefficient is not zero, return true
v++;
if ( !(fabs(*v++) <= zero_tolerance) )
return true;
if ( !(fabs(*v++) <= zero_tolerance) )
return true;
if ( !(fabs(*v++) <= zero_tolerance) )
return true;
if ( !(fabs(*v++) <= zero_tolerance) )
return true;
}
if (!(fabs(1.0 - *v) <= zero_tolerance))
{
if (3 == zero_count && fabs(1.0 - *v) <= zero_tolerance)
return false; // every matrix coefficient = 0
// otherwise, xform[3][3] != 1 so return true.
return true;
}
if (3 == one_count || 3 == zero_count)
return false;
return true;
}
bool ON_Xform::IsTranslation( double zero_tolerance ) const
{
if (!(zero_tolerance >= 0.0 && zero_tolerance < ON_UNSET_POSITIVE_VALUE))
return false;
const double* v = &m_xform[0][0];
if ( fabs(1.0 - *v++) > zero_tolerance )
return false;
if ( fabs(*v++) > zero_tolerance )
return false;
if ( fabs(*v++) > zero_tolerance )
return false;
v++;
if ( fabs(*v++) > zero_tolerance )
return false;
if ( fabs(1.0 - *v++) > zero_tolerance )
return false;
if ( fabs(*v++) > zero_tolerance )
return false;
v++;
if ( fabs(*v++) > zero_tolerance )
return false;
if ( fabs(*v++) > zero_tolerance )
return false;
if ( fabs(1.0 - *v++) > zero_tolerance )
return false;
v++;
if ( fabs(*v++) > zero_tolerance )
return false;
if ( fabs(*v++) > zero_tolerance )
return false;
if ( fabs(*v++) > zero_tolerance )
return false;
if ( fabs( 1.0 - *v ) > zero_tolerance )
return false;
return IsValid();
}
int ON_Xform::Compare( const ON_Xform& rhs ) const
{
const double* a = &m_xform[0][0];
const double* b = &rhs.m_xform[0][0];
const double* a16 = a + 16;
while ( a < a16 )
{
const double x = *a++;
const double y = *b++;
if ( x < y )
return -1;
if ( x > y )
return 1;
if (x == y)
continue;
if (!(x == x))
{
// x is a nan
if (!(y == y))
continue; // x and y are nans
return 1; // x is a nan and y is not.
}
// y is a nan and x is not a nan.
return -1;
}
return 0;
}
static
ON_Interval BoundEVals( const ON_Xform& M )
{
// assume M is Linear().
// Bound the eigenvalues. Spectrum ( M ) \in [emin, emax]
// that is if lambda is a eigenvalue of M then emin<=Re(lambda)<=emax
// Uses Gershgorin circle theorem.
ON_Interval SpectrumHull;
for (int i = 0; i < 3; i++)
{
double R = 0.0;
for (int j = 0; j < 3; j++)
if (j != i) R += fabs( M[i][j] );
ON_Interval GCircle ( M[i][i] - R , M[i][i] + R );
if (i == 0)
SpectrumHull = GCircle;
else
SpectrumHull.Union(GCircle);
}
return SpectrumHull;
}
// Given a Linear transformation L. return an interval containing Spectrum(L^T *L)
static ON_Interval ApproxSpectrumLTL(const ON_Xform& L)
{
// L.IsLinear() is a precondition
// LTL = L^T * L
ON_Xform LTL = L;
LTL.Transpose();
LTL = LTL * L;
return BoundEVals(LTL);
}
// Given a linear transformation bound distance to group of orthogonal transformations
// dist ( L, O(3) ) < ApproxDist2Ortho(L)
// L = R * P is the polar decomposition of L. R is the closest rotation to L and
// P = (L^T * L)^(-1/2)
// So || L-R || = || R*( P - I ) || = || P - I || = || (L^T L)^(1/2) - I ||
static double ApproxDist2Ortho(const ON_Xform& L)
{
// L.IsLinear() is a precondition
ON_Interval Spec = ApproxSpectrumLTL(L);
if (Spec[0] < 0) Spec[0] = 0.0;
Spec[0] = sqrt(Spec[0]) - 1.0;
Spec[1] = sqrt(Spec[1]) - 1.0; // contains Spectrum of (L^T L)^(-1/2) - I
double dist = fabs(Spec[0]);
if (dist < fabs(Spec[1]))
dist = fabs(Spec[1]);
return dist;
}
int ON_Xform::IsSimilarity() const
{
return IsSimilarity(ON_ZERO_TOLERANCE);
}
int ON_Xform::IsSimilarity(double tol) const
{
// This function does not construct a similarity transformation,
// ( see ON_Xform::DecomposeSimilarity() for this ). It merely
// indicates that this transformation is sufficiently close to a similarity.
// However using with a tight tolerance like tol<ON_ZERO_TOLERANCE
// Indicates that this is very close to being a similar transformation.
// This calculations is based on approximations and is only
// reliable if tolerance << 1.0.
int rval = 0;
if (IsAffine())
{
// L = Linear component of this.
// LTL = L^T * L
// *this is similar iff Spectrum(LTL) = lambda, for real lambda!=0.0
ON_Xform L = (*this);
L.Linearize();
ON_Interval Spectrum = ApproxSpectrumLTL(L);
double lambda = Spectrum.Mid();
double dist = Spectrum.Length() / 2.0;
if (dist < tol && fabs(lambda)>dist )
{
double det = L.Determinant();
rval = (det > 0) ? 1 : -1;
}
}
return rval;
}
int ON_Xform::DecomposeSimilarity(ON_3dVector& T, double& dilation, ON_Xform& R, double tolerance) const
{
int rval = 0;
if (IsAffine())
{
ON_Xform L;
DecomposeAffine(T, L);
/* Three cases:
I. L is within OrthogonalTol of being orthogonal then just return R = Linear
(this is an optimization to avoid doing an eigen solve)
II. Linear<10*tolerance or tol>1.0 then find the closest orthogonal matrix R.
test the final solution to see if |*this-R|<tolerance .
III. Otherwise return 0
*/
const double OrthogonalTol = 100 * ON_EPSILON;
ON_Interval Spectrum = ApproxSpectrumLTL(L);
double dist = Spectrum.Length()/2.0;
if (dist<OrthogonalTol)
{
// Case I.
double det = L.Determinant();
dilation = pow(fabs(det), 1.0 / 3.0);
if (det < 0)
dilation *= -1.0;
R = ON_Xform(1.0 / dilation)*L;
R.Orthogonalize(10*ON_EPSILON); // tune-it up.
rval = (det > 0) ? 1 : -1;
}
else if (dist < 10 * tolerance || tolerance>1.0)
{
// Case II.
ON_Xform Q; // ortho change of coordinate matrix
ON_3dVector lambda;
ON_3dVector Ttrash;
if (L.DecomposeAffine(Ttrash, R, Q, lambda))
{
// Find the min and max eigen-values
int mini=0, maxi=0;
double l0 = ON_DBL_MAX;
double l1 = ON_DBL_MIN;
for (int i = 0; i < 3; i++)
{
if (lambda[i] < l0)
{
mini = i; l0 = lambda[i];
}
if (l1< lambda[i])
{
maxi = i; l1 = lambda[i];
}
}
double err = (lambda[maxi] - lambda[mini]) / 2.0;
if (err > tolerance)
rval = 0;
else
{
dilation = (lambda[mini] + lambda[maxi]) / 2.0;
rval = (dilation > 0) ? 1 : -1;
//dilation;
}
}
}
}
return rval;
}
bool ON_Xform::DecomposeSymmetric(ON_Xform& Q, ON_3dVector& diagonal) const
{
bool rc = false;
if (IsLinear())
{
bool symmetric = ( m_xform[0][1] == m_xform[1][0] &&
m_xform[0][2] == m_xform[2][0] &&
m_xform[1][2] == m_xform[2][1] );
if (symmetric)
{
ON_3dVector evec[3];
rc = ON_Sym3x3EigenSolver(m_xform[0][0], m_xform[1][1], m_xform[2][2],
m_xform[0][1], m_xform[1][2], m_xform[0][2],
&diagonal.x, evec[0],
&diagonal.y, evec[1],
&diagonal.z, evec[2]);
if (rc)
{
Q = ON_Xform(ON_3dPoint::Origin, evec[0], evec[1], evec[2]);
}
}
}
return rc;
}
int ON_Xform::DecomposeRigid(ON_3dVector& T, ON_Xform& R, double tolerance) const
{
int rval = 0;
if (IsAffine())
{
ON_Xform Linear;
DecomposeAffine(T, Linear);
/* Three cases:
I. Linear is within OrthogonalTol of being orthogonal then just return R = Linear
(this is an optimization to avoid doing an eigen solve)
II. Linear~~<10*tolerance or tol>1.0 then find the closest orthogonal matrix R.
test the final solution to see if |*this-R|<tolerance .
III. Otherwise return 0
Note:
A. I and III are fast and do almost nothing, while II is more involved.
B. Use a large tolerance setting to find the nearest rigid motion to a this transformation.
*/
const double OrthogonalTol = ON_ZERO_TOLERANCE;
double dist = ApproxDist2Ortho(Linear);
if(dist<OrthogonalTol)
{
// Case I.
R = Linear;
R.Orthogonalize(.001);
double det = Linear.Determinant();
rval = (det > 0) ? 1: -1;
}
else if (dist < 10*tolerance || tolerance>1.0)
{
// Case II.
// Closest orthogonal matrix is given by polar decomposition
// BHP Horn, http://people.csail.mit.edu/bkph/articles/Nearest_Orthonormal_Matrix.pdf
ON_Xform Q;
ON_3dVector lambda;
if (DecomposeAffine(T, R, Q, lambda))
{
// Is ||R - Linear|| = || R ( I - Q lam QT ) || = || I - Q lam QT ||= || Q QT - Q lam QT ||= || I - lam ||
double err = 0.0;
for (int i = 0; i < 3; i++)
{
double x = fabs(1.0 - lambda[i]);
if (x > err)
err = x;
}
if (err < tolerance)
{
double det = lambda[0] * lambda[1] * lambda[2];
rval = (det > 0) ? 1 : -1;
}
}
}
}
return rval;
}
int ON_Xform::IsRigid(double tolerance) const
{
// This function does not construct a rigid transformation,
// ( see ON_Xform::DecomposeRigid() for this ). It merely
// indicates that this transformation is sufficiently close to a rigid one.
// However using with a tight tolerance like tol<ON_ZERO_TOLERANCE
// Indicates that this is very close to being a rigid transformation.
// This calculations is based on approximations and is only
// reliable if tolerance << 1.0.
int rval = 0;
if (IsAffine())
{
// L = Linearized version of this.
// LTL = L^T * L
ON_Xform L = (*this);
L.Linearize();
double dist = ApproxDist2Ortho(L);
rval = (dist < tolerance);
if (rval)
{
double det = L.Determinant();
if (det < 0)
rval = -1;
}
}
return rval;
}
bool ON_Xform::IsAffine() const
{
return (
0.0 == m_xform[3][0]
&& 0.0 == m_xform[3][1]
&& 0.0 == m_xform[3][2]
&& 1.0 == m_xform[3][3]
&& IsValid());
}
void ON_Xform::Affineize()
{
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0;
m_xform[3][3] = 1.0;
}
bool ON_Xform::IsLinear() const
{
return (IsAffine()
&& 0.0 == m_xform[0][3]
&& 0.0 == m_xform[1][3]
&& 0.0 == m_xform[2][3]);
}
void ON_Xform::Linearize()
{
Affineize();
m_xform[0][3] = m_xform[1][3] = m_xform[2][3] = 0.0;
m_xform[3][3] = 1.0;
}
bool ON_Xform::IsRotation() const
{
bool rc = false;
if (IsLinear())
{
ON_Xform RTR = (*this);
RTR.Transpose();
RTR = RTR * (*this);
rc = RTR.IsIdentity(ON_ZERO_TOLERANCE) && Determinant()>0;
}
return rc;
}
bool ON_Xform::GetQuaternion(ON_Quaternion& Q) const
{
bool rc = IsRotation();
if (rc)
{
double theta = 0;
ON_3dVector Axis(m_xform[2][1] - m_xform[1][2], m_xform[0][2] - m_xform[2][0], m_xform[1][0] - m_xform[0][1]);
double Alen = Axis.Length();
double trace = m_xform[0][0] + m_xform[1][1] + m_xform[2][2];
theta = atan2(Alen, trace - 1); // 0<= theta <= Pi/2
if(Alen>0.0 && trace> -.999)
Axis = 1.0 / Alen * Axis;
else
{
if (theta == 0.0)
Axis = ON_3dVector::ZAxis; // case where axis is unspecified
else
{
// Form off diagonal elements of the symmetric matrix (R+R^t)/2
double S12 = (m_xform[1][2] + m_xform[2][1]) / 2;
double S13 = (m_xform[1][2] + m_xform[3][1]) / 2;
// double S23 = (m_xform[2][3] + m_xform[3][2]) / 2;
double c = (1 - trace) / 2.0; // cos(theta) should be ~-1.0
// magnitude of axis coefficients are computed as such:
for (int i = 0; i < 3; i++)
Axis[i] = sqrt((m_xform[i][i] - c) / (1 - c));
// need to set the signs
if (S12 < 0) Axis[1] *= -1;
if (S13 < 0) Axis[2] *= -1;
}
}
Q.SetRotation(theta, Axis);
}
return rc;
}
bool ON_Xform::Orthogonalize(double tol)
{
bool rc = false;
if (IsAffine())
{
ON_3dVector T;
ON_Xform L;
DecomposeAffine(T, L);
ON_Xform LTL = L;
LTL.Transpose();
LTL = LTL * L;
if (!LTL.IsIdentity(tol))
{
// Gram - Schmidt
ON_3dVector V[3];
V[0] = ON_3dVector(m_xform[0]);
V[1] = ON_3dVector(m_xform[1]);
V[2] = ON_3dVector(m_xform[2]);
rc = true;
for (int i = 0; rc && i < 3; i++)
{
for (int j = 0; j < i; j++)
V[i] -= V[i] * V[j] * V[j];
rc = V[i].Unitize();
}
if (rc)
{
*(reinterpret_cast<ON_3dVector*>(m_xform[0])) = V[0];
*(reinterpret_cast<ON_3dVector*>(m_xform[1])) = V[1];
*(reinterpret_cast<ON_3dVector*>(m_xform[2])) = V[2];
}
}
else
rc = true;
}
return rc;
}
bool ON_Xform::DecomposeAffine(ON_3dVector& T, ON_Xform& R,
ON_Xform& Q, ON_3dVector& lambda) const
{
bool rc = false;
if (IsAffine())
{
ON_Xform L;
DecomposeAffine(T, L);
ON_Xform LT = L;
LT.Transpose();
ON_Xform LTL = LT * L;
rc = LTL.DecomposeSymmetric(Q, lambda);
if (rc)
{
rc = (lambda[0] > 0 && lambda[1] > 0 && lambda[2] > 0);
if(rc)
{
lambda[0] = sqrt(lambda[0]);
lambda[1] = sqrt(lambda[1]);
lambda[2] = sqrt(lambda[2]);
ON_Xform QT = Q;
QT.Transpose();
ON_Xform Diag = ON_Xform::DiagonalTransformation(1.0 / lambda[0], 1.0 / lambda[1], 1.0 / lambda[2]);
R = Q * Diag * QT;
R = L * R;
if (R.Determinant() < 0)
{
R = ON_Xform(-1) * R;
lambda = -1 * lambda;
}
R.Orthogonalize(ON_ZERO_TOLERANCE); // tune it up - tol should be <= that in
// Is_Rotation()
}
}
}
return rc;
}
bool ON_Xform::DecomposeAffine(ON_3dVector& T, ON_Xform& L) const
{
bool rc = IsAffine();
if (rc)
{
T = ON_3dVector(m_xform[0][3], m_xform[1][3], m_xform[2][3]);
L = (*this);
L.m_xform[0][3] = L.m_xform[1][3] = L.m_xform[2][3] = 0.0;
}
return rc;
}
// Suppose the transformation is given by f(x) = Lx + B. If L is invertible then
// f(x) = L ( x + L^(-1) B) so T = L^(-1) B.
bool ON_Xform::DecomposeAffine(ON_Xform& L, ON_3dVector& T) const
{
bool rc = IsAffine();
if (rc)
{
ON_Xform Linv = *this;
rc = Linv.Invert();
if (rc)
{
T = - ON_3dVector( Linv[0][3], Linv[1][3], Linv[2][3] );
L = (*this);
L[0][3] = L[1][3] = L[2][3] = 0.0;
}
/*
TODO: A more thorough solution would be to take a tolerance and
compute the best approximate T using psuodoinvese and comparing it
using the tolerance.
*/
}
return rc;
}
void ON_Xform::DecomposeTextureMapping(ON_3dVector& offset, ON_3dVector& repeat, ON_3dVector& rotation) const
{
// All angles in radians.
ON_Xform xform = *this;
repeat.x = sqrt(xform[0][0] * xform[0][0] + xform[0][1] * xform[0][1] + xform[0][2] * xform[0][2]);
repeat.y = sqrt(xform[1][0] * xform[1][0] + xform[1][1] * xform[1][1] + xform[1][2] * xform[1][2]);
repeat.z = sqrt(xform[2][0] * xform[2][0] + xform[2][1] * xform[2][1] + xform[2][2] * xform[2][2]);
const ON_Xform S = TextureMapping(ON_3dVector::ZeroVector, repeat, ON_3dVector::ZeroVector).Inverse();
xform = S * xform;
const double dSinBeta = -xform[2][0];
double dCosBeta = sqrt(1.0 - dSinBeta * dSinBeta);
if (dCosBeta < 0.0)
{
dCosBeta = -dCosBeta;
}
double dSinAlpha, dCosAlpha, dSinGamma, dCosGamma;
if (dCosBeta < 1e-6)
{
dSinAlpha = -xform[1][2];
dCosAlpha = xform[1][1];
dSinGamma = 0.0;
dCosGamma = 1.0;
}
else
{
dSinAlpha = xform[2][1] / dCosBeta;
dCosAlpha = xform[2][2] / dCosBeta;
dSinGamma = xform[1][0] / dCosBeta;
dCosGamma = xform[0][0] / dCosBeta;
}
rotation.x = atan2(dSinAlpha, dCosAlpha);
rotation.y = atan2(dSinBeta, dCosBeta);
rotation.z = atan2(dSinGamma, dCosGamma);
const ON_Xform R = TextureMapping(ON_3dVector::ZeroVector, repeat, rotation).Inverse();
const ON_Xform T = R * *this;
offset.x = -T[0][3];
offset.y = -T[1][3];
offset.z = -T[2][3];
}
//static
const ON_Xform ON_Xform::TextureMapping(const ON_3dVector& offset, const ON_3dVector& repeat, const ON_3dVector& rotation)
{
// All angles in radians.
ON_Xform S = ON_Xform::DiagonalTransformation(repeat.x, repeat.y, repeat.z);
ON_Xform R;
R.Rotation(rotation.x, ON_3dVector::XAxis, ON_3dPoint::Origin);
ON_3dVector vRotate = ON_3dVector::YAxis;
vRotate.Transform(R.Inverse());
ON_Xform Ry;
Ry.Rotation(rotation.y, vRotate, ON_3dPoint::Origin);
R = R * Ry;
vRotate = ON_3dVector::ZAxis;
vRotate.Transform(R.Inverse());
ON_Xform Rz;
Rz.Rotation(rotation.z, vRotate, ON_3dPoint::Origin);
R = R * Rz;
const ON_Xform T = ON_Xform::TranslationTransformation(-offset.x, -offset.y, -offset.z);
return S * R * T;
}
bool ON_Xform::IsZero() const
{
const double* v = &m_xform[0][0];
for ( int i = 0; i < 15; i++ )
{
if ( !(*v++ == 0.0 ) )
return false; // nonzero or nan
}
return (m_xform[3][3] == m_xform[3][3]);
}
bool ON_Xform::IsZero4x4() const
{
return (0.0 == m_xform[3][3] && IsZero());
}
bool ON_Xform::IsZero4x4(double tol) const
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
if (false == fabs(m_xform[i][j]) <= tol) return false;
return true;
}
bool ON_Xform::IsZeroTransformation() const
{
return IsZeroTransformation(0.0);
}
bool ON_Xform::IsZeroTransformation(double tol) const
{
bool rc = true;
for(int i=0; rc && i<4; i++)
for (int j = 0; rc && j < 4; j++)
{
if (i == 3 && j == 3)
continue;
rc = fabs(m_xform[i][j]) <= tol;
}
return (rc && 1.0 == m_xform[3][3] );
}
void ON_Xform::Transpose()
{
double t;
t = m_xform[0][1]; m_xform[0][1] = m_xform[1][0]; m_xform[1][0] = t;
t = m_xform[0][2]; m_xform[0][2] = m_xform[2][0]; m_xform[2][0] = t;
t = m_xform[0][3]; m_xform[0][3] = m_xform[3][0]; m_xform[3][0] = t;
t = m_xform[1][2]; m_xform[1][2] = m_xform[2][1]; m_xform[2][1] = t;
t = m_xform[1][3]; m_xform[1][3] = m_xform[3][1]; m_xform[3][1] = t;
t = m_xform[2][3]; m_xform[2][3] = m_xform[3][2]; m_xform[3][2] = t;
}
int ON_Xform::Rank( double* pivot ) const
{
double I[4][4], d = 0.0, p = 0.0;
int r = Inv( &m_xform[0][0], I, &d, &p );
if ( pivot )
*pivot = p;
return r;
}
double ON_Xform::Determinant( double* pivot ) const
{
double I[4][4], d = 0.0, p = 0.0;
//int rank =
Inv( &m_xform[0][0], I, &d, &p );
if ( pivot )
*pivot = p;
if (d != 0.0 )
d = 1.0/d;
return d;
}
int ON_Xform::SignOfDeterminant(bool bFastTest) const
{
if (bFastTest)
{
if (
(0.0 == m_xform[3][0] && 0.0 == m_xform[3][1] && 0.0 == m_xform[3][2])
||
(0.0 == m_xform[0][3] && 0.0 == m_xform[1][3] && 0.0 == m_xform[2][3])
)
{
// vast majority of the 4x4 cases in practice.
if (0.0 == m_xform[3][3])
{
return 0; // 100% accurate result.
}
// Use the simple 3x3 formula with the fewest flops.
const double x
= m_xform[0][0] * (m_xform[1][1] * m_xform[2][2] - m_xform[1][2] * m_xform[2][1])
+ m_xform[0][1] * (m_xform[1][2] * m_xform[2][0] - m_xform[1][0] * m_xform[2][2])
+ m_xform[0][2] * (m_xform[1][0] * m_xform[2][1] - m_xform[1][1] * m_xform[2][0]);
if (0.0 == x)
{
// It is very likely we had a simple case and, mathematically, det = 0.
// (not a 100% safe assumption, but good enough for bFastTest = true case).
return 0;
}
if (fabs(x) > 1e-8)
{
// x is big enough that it's very likely the sign is mathematically correct.
// (not a 100% safe assumption, but good enough for bFastTest = true case).
const int s = ((x < 0.0) ? -1 : 1) * ((m_xform[3][3] < 0.0) ? -1 : 1);
return s;
}
}
}
// do it a very slow and careful way
double min_pivot = 0.0;
const double det = this->Determinant(&min_pivot);
if (fabs(min_pivot) > ON_ZERO_TOLERANCE && fabs(det) > ON_ZERO_TOLERANCE)
{
return (det < 0.0) ? -1 : 1;
}
return 0;
}
bool ON_Xform::Invert( double* pivot )
{
double mrofx[4][4], d = 0.0, p = 0.0;
int rank = Inv( &m_xform[0][0], mrofx, &d, &p );
memcpy( m_xform, mrofx, sizeof(m_xform) );
if ( pivot )
*pivot = p;
return (rank == 4) ? true : false;
}
ON_Xform ON_Xform::Inverse( double* pivot ) const
{
ON_Xform inv;
double d = 0.0, p = 0.0;
//int rank =
Inv( &m_xform[0][0], inv.m_xform, &d, &p );
if ( pivot )
*pivot = p;
return inv;
}
double ON_Xform::GetSurfaceNormalXform( ON_Xform& N_xform ) const
{
// since were are transforming vectors, we don't need
// the translation column or bottom row.
memcpy(&N_xform.m_xform[0][0],&m_xform[0][0], 3*sizeof(N_xform.m_xform[0][0]) );
N_xform.m_xform[0][3] = 0.0;
memcpy(&N_xform.m_xform[1][0],&m_xform[1][0], 3*sizeof(N_xform.m_xform[0][0]) );
N_xform.m_xform[1][3] = 0.0;
memcpy(&N_xform.m_xform[2][0],&m_xform[2][0], 3*sizeof(N_xform.m_xform[0][0]) );
N_xform.m_xform[2][3] = 0.0;
N_xform.m_xform[3][0] = 0.0;
N_xform.m_xform[3][1] = 0.0;
N_xform.m_xform[3][2] = 0.0;
N_xform.m_xform[3][3] = 1.0;
double mrofx[4][4], d = 0.0, p = 0.0;
double dtol = ON_SQRT_EPSILON*ON_SQRT_EPSILON*ON_SQRT_EPSILON;
if ( 4 == Inv( &N_xform.m_xform[0][0], mrofx, &d, &p )
&& fabs(d) > dtol
&& fabs(d)*dtol < 1.0
&& fabs(p) > ON_EPSILON*fabs(d)
)
{
// Set N_xform = transpose of mrofx (only upper 3x3 matters)
N_xform.m_xform[0][0] = mrofx[0][0];
N_xform.m_xform[0][1] = mrofx[1][0];
N_xform.m_xform[0][2] = mrofx[2][0];
N_xform.m_xform[1][0] = mrofx[0][1];
N_xform.m_xform[1][1] = mrofx[1][1];
N_xform.m_xform[1][2] = mrofx[2][1];
N_xform.m_xform[2][0] = mrofx[0][2];
N_xform.m_xform[2][1] = mrofx[1][2];
N_xform.m_xform[2][2] = mrofx[2][2];
}
else
{
d = 0.0;
}
return d;
}
double ON_Xform::GetSurfaceNormalXformKeepLengthAndOrientation(ON_Xform& N_xform) const
{
N_xform = *this;
N_xform.Linearize();
double pivot = 0;
double det = N_xform.Determinant(&pivot);
double tol = ON_SQRT_EPSILON * ON_SQRT_EPSILON * ON_SQRT_EPSILON;
if (fabs(det) <= tol || fabs(det) * tol >= 1.0 || fabs(pivot) <= ON_EPSILON * fabs(det))
return 0.;
ON_3dVector translation{ ON_3dVector::NanVector };
double scale{ ON_DBL_QNAN };
ON_Xform rotation{ ON_Xform::Nan };
const int is_similarity = N_xform.DecomposeSimilarity(translation, scale, rotation, ON_ZERO_TOLERANCE);
// If it's a uniform scale, handle it, otherwise need to get the inverse.
if (is_similarity != 0)
{
N_xform = rotation;
if (det < 0)
{
N_xform = ON_Xform(-1.) * N_xform;
}
return det;
}
if (!N_xform.Invert()) return 0.;
N_xform.Linearize();
N_xform.Transpose();
if (abs(abs(det) - 1) > ON_SQRT_EPSILON)
{
N_xform = ON_Xform(pow(det, -1. / 3.)) * N_xform;
}
return det;
}
double ON_Xform::GetMappingXforms( ON_Xform& P_xform, ON_Xform& N_xform ) const
{
double d = 0.0, p = 0.0;
double dtol = ON_SQRT_EPSILON*ON_SQRT_EPSILON*ON_SQRT_EPSILON;
if ( 4 == Inv( &m_xform[0][0], P_xform.m_xform, &d, &p )
&& fabs(d) > dtol
&& fabs(d)*dtol < 1.0
&& fabs(p) > ON_EPSILON*fabs(d)
)
{
// Set N_xform = transpose of this (only upper 3x3 matters)
N_xform.m_xform[0][0] = m_xform[0][0];
N_xform.m_xform[0][1] = m_xform[1][0];
N_xform.m_xform[0][2] = m_xform[2][0];
N_xform.m_xform[0][3] = 0.0;
N_xform.m_xform[1][0] = m_xform[0][1];
N_xform.m_xform[1][1] = m_xform[1][1];
N_xform.m_xform[1][2] = m_xform[2][1];
N_xform.m_xform[1][3] = 0.0;
N_xform.m_xform[2][0] = m_xform[0][2];
N_xform.m_xform[2][1] = m_xform[1][2];
N_xform.m_xform[2][2] = m_xform[2][2];
N_xform.m_xform[2][3] = 0.0;
N_xform.m_xform[3][0] = 0.0;
N_xform.m_xform[3][1] = 0.0;
N_xform.m_xform[3][2] = 0.0;
N_xform.m_xform[3][3] = 1.0;
}
else
{
P_xform = ON_Xform::IdentityTransformation;
N_xform = ON_Xform::IdentityTransformation;
d = 0.0;
}
return d;
}
void ON_Xform::Rotation(
double angle,
ON_3dVector axis, // 3d nonzero axis of rotation
ON_3dPoint center // 3d center of rotation
)
{
Rotation( sin(angle), cos(angle), axis, center );
}
void ON_Xform::Rotation(
ON_3dVector start_dir,
ON_3dVector end_dir,
ON_3dPoint rotation_center
)
{
if ( fabs(start_dir.Length()-1.0) > ON_SQRT_EPSILON )
start_dir.Unitize();
if ( fabs(end_dir.Length()-1.0) > ON_SQRT_EPSILON )
end_dir.Unitize();
double cos_angle = start_dir*end_dir;
ON_3dVector axis = ON_CrossProduct(start_dir,end_dir);
double sin_angle = axis.Length();
if ( 0.0 == sin_angle || !axis.Unitize() )
{
axis.PerpendicularTo(start_dir);
axis.Unitize();
sin_angle = 0.0;
cos_angle = (cos_angle < 0.0) ? -1.0 : 1.0;
}
Rotation(sin_angle,cos_angle,axis,rotation_center);
}
void ON_Xform::Rotation(
double sin_angle,
double cos_angle,
ON_3dVector axis,
ON_3dPoint center
)
{
*this = ON_Xform::IdentityTransformation;
for(;;)
{
// 29 June 2005 Dale Lear
// Kill noise in input
if ( fabs(sin_angle) >= 1.0-ON_SQRT_EPSILON && fabs(cos_angle) <= ON_SQRT_EPSILON )
{
cos_angle = 0.0;
sin_angle = (sin_angle < 0.0) ? -1.0 : 1.0;
break;
}
if ( fabs(cos_angle) >= 1.0-ON_SQRT_EPSILON && fabs(sin_angle) <= ON_SQRT_EPSILON )
{
cos_angle = (cos_angle < 0.0) ? -1.0 : 1.0;
sin_angle = 0.0;
break;
}
if ( fabs(cos_angle*cos_angle + sin_angle*sin_angle - 1.0) > ON_SQRT_EPSILON )
{
ON_2dVector cs(cos_angle,sin_angle);
if ( cs.Unitize() )
{
cos_angle = cs.x;
sin_angle = cs.y;
// no break here
}
else
{
ON_ERROR("sin_angle and cos_angle are both zero.");
cos_angle = 1.0;
sin_angle = 0.0;
break;
}
}
if ( fabs(cos_angle) > 1.0-ON_EPSILON || fabs(sin_angle) < ON_EPSILON )
{
cos_angle = (cos_angle < 0.0) ? -1.0 : 1.0;
sin_angle = 0.0;
break;
}
if ( fabs(sin_angle) > 1.0-ON_EPSILON || fabs(cos_angle) < ON_EPSILON )
{
cos_angle = 0.0;
sin_angle = (sin_angle < 0.0) ? -1.0 : 1.0;
break;
}
break;
}
if (sin_angle != 0.0 || cos_angle != 1.0)
{
const double one_minus_cos_angle = 1.0 - cos_angle;
ON_3dVector a = axis;
if ( fabs(a.LengthSquared() - 1.0) > ON_EPSILON )
a.Unitize();
m_xform[0][0] = a.x*a.x*one_minus_cos_angle + cos_angle;
m_xform[0][1] = a.x*a.y*one_minus_cos_angle - a.z*sin_angle;
m_xform[0][2] = a.x*a.z*one_minus_cos_angle + a.y*sin_angle;
m_xform[1][0] = a.y*a.x*one_minus_cos_angle + a.z*sin_angle;
m_xform[1][1] = a.y*a.y*one_minus_cos_angle + cos_angle;
m_xform[1][2] = a.y*a.z*one_minus_cos_angle - a.x*sin_angle;
m_xform[2][0] = a.z*a.x*one_minus_cos_angle - a.y*sin_angle;
m_xform[2][1] = a.z*a.y*one_minus_cos_angle + a.x*sin_angle;
m_xform[2][2] = a.z*a.z*one_minus_cos_angle + cos_angle;
if ( center.x != 0.0 || center.y != 0.0 || center.z != 0.0 ) {
m_xform[0][3] = -((m_xform[0][0]-1.0)*center.x + m_xform[0][1]*center.y + m_xform[0][2]*center.z);
m_xform[1][3] = -(m_xform[1][0]*center.x + (m_xform[1][1]-1.0)*center.y + m_xform[1][2]*center.z);
m_xform[2][3] = -(m_xform[2][0]*center.x + m_xform[2][1]*center.y + (m_xform[2][2]-1.0)*center.z);
}
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0;
m_xform[3][3] = 1.0;
}
}
void ON_Xform::Rotation(
const ON_3dVector& X0, // initial frame X (X,Y,Z = right handed orthonormal frame)
const ON_3dVector& Y0, // initial frame Y
const ON_3dVector& Z0, // initial frame Z
const ON_3dVector& X1, // final frame X (X,Y,Z = another right handed orthonormal frame)
const ON_3dVector& Y1, // final frame Y
const ON_3dVector& Z1 // final frame Z
)
{
// transformation maps X0 to X1, Y0 to Y1, Z0 to Z1
// F0 changes x0,y0,z0 to world X,Y,Z
ON_Xform F0;
F0[0][0] = X0.x; F0[0][1] = X0.y; F0[0][2] = X0.z;
F0[1][0] = Y0.x; F0[1][1] = Y0.y; F0[1][2] = Y0.z;
F0[2][0] = Z0.x; F0[2][1] = Z0.y; F0[2][2] = Z0.z;
F0[3][3] = 1.0;
// F1 changes world X,Y,Z to x1,y1,z1
ON_Xform F1;
F1[0][0] = X1.x; F1[0][1] = Y1.x; F1[0][2] = Z1.x;
F1[1][0] = X1.y; F1[1][1] = Y1.y; F1[1][2] = Z1.y;
F1[2][0] = X1.z; F1[2][1] = Y1.z; F1[2][2] = Z1.z;
F1[3][3] = 1.0;
*this = F1*F0;
}
void ON_Xform::Rotation(
const ON_Plane& plane0,
const ON_Plane& plane1
)
{
Rotation(
plane0.origin, plane0.xaxis, plane0.yaxis, plane0.zaxis,
plane1.origin, plane1.xaxis, plane1.yaxis, plane1.zaxis
);
}
void ON_Xform::Rotation( // (not strictly a rotation)
// transformation maps P0 to P1, P0+X0 to P1+X1, ...
const ON_3dPoint& P0, // initial frame center
const ON_3dVector& X0, // initial frame X
const ON_3dVector& Y0, // initial frame Y
const ON_3dVector& Z0, // initial frame Z
const ON_3dPoint& P1, // final frame center
const ON_3dVector& X1, // final frame X
const ON_3dVector& Y1, // final frame Y
const ON_3dVector& Z1 // final frame Z
)
{
// transformation maps P0 to P1, P0+X0 to P1+X1, ...
// T0 translates point P0 to (0,0,0)
const ON_Xform T0(ON_Xform::TranslationTransformation(ON_3dPoint::Origin - P0));
ON_Xform R;
R.Rotation(X0,Y0,Z0,X1,Y1,Z1);
// T1 translates (0,0,0) to point P1
ON_Xform T1(ON_Xform::TranslationTransformation(P1 - ON_3dPoint::Origin));
*this = T1*R*T0;
}
void ON_Xform::RotationZYX(double yaw, double pitch, double roll)
{
ON_Xform Rx;
Rx.Rotation(roll, ON_3dVector::XAxis, ON_3dPoint::Origin);
ON_Xform Ry;
Ry.Rotation( pitch, ON_3dVector::YAxis, ON_3dPoint::Origin);
ON_Xform Rz;
Rz.Rotation(yaw, ON_3dVector::ZAxis, ON_3dPoint::Origin);
(*this) = Rz * Ry * Rx;
}
void ON_Xform::RotationZYZ(double alpha, double beta, double gamma)
{
ON_Xform Rz;
Rz.Rotation(gamma, ON_3dVector::ZAxis, ON_3dPoint::Origin);
ON_Xform Ry;
Ry.Rotation(beta, ON_3dVector::YAxis, ON_3dPoint::Origin);
ON_Xform Rzz;
Rzz.Rotation(alpha, ON_3dVector::ZAxis, ON_3dPoint::Origin);
(*this) = Rzz * Ry * Rz;
}
bool ON_Xform::GetYawPitchRoll(double& yaw, double& pitch, double& roll)const
{
bool rc = IsRotation();
if (rc)
{
if(
(m_xform[1][0] == 0.0 && m_xform[0][0] == 0.0)
||
(m_xform[2][1] == 0.0 && m_xform[2][2] == 0.0) ||
(fabs(m_xform[2][0])>=1.0) )
{
pitch = (m_xform[2][0] > 0) ? -ON_PI / 2.0 : ON_PI / 2.0;
yaw = atan2(-m_xform[0][1], m_xform[1][1] );
roll = 0.0;
}
else
{
yaw = atan2(m_xform[1][0], m_xform[0][0]);
roll = atan2(m_xform[2][1], m_xform[2][2]);
pitch = asin(-m_xform[2][0]);
}
}
return rc;
}
bool ON_Xform::GetEulerZYZ(double& alpha, double& beta, double& gamma)const
{
bool rc = IsRotation();
if(rc)
{
if ((fabs(m_xform[2][2]) >= 1.0) ||
(m_xform[1][2] == 0.0 && m_xform[0][2] == 0.0) ||
(m_xform[2][1] == 0.0 && m_xform[2][0] == 0.0))
{
beta = (m_xform[2][2] > 0) ? 0.0 : ON_PI;
alpha = atan2(-m_xform[0][1], m_xform[1][1]);
gamma = 0.0;
}
else
{
beta = acos(m_xform[2][2]);
alpha = atan2(m_xform[1][2], m_xform[0][2]);
gamma = atan2(m_xform[2][1], -m_xform[2][0]);
}
}
return rc;
}
bool ON_Xform::GetKMLOrientationAnglesRadians(double& heading_radians, double& tilt_radians, double& roll_radians ) const
{
// NOTE: In KML, positive rotations are CLOCKWISE about the specified axis.
// This is opposite the conventional "right hand rule."
// https://developers.google.com/kml/documentation/kmlreference#orientation
heading_radians = ON_DBL_QNAN;
tilt_radians = ON_DBL_QNAN;
roll_radians = ON_DBL_QNAN;
bool rc = false;
for (;;)
{
if (false == IsRotation())
break;
// sin(1 degree)^3 = 5e-6.
const double zero_tol = ON_ZERO_TOLERANCE;
ON_Xform clean(*this);
for (int i = 0; i < 4; ++i) for (int j = 0; j < 4; ++j)
{
double x = (i < 3 && j < 3) ? m_xform[i][j] : ((3==i&&3==j) ? 1.0 : 0.0);
if (fabs(x) <= zero_tol)
x = 0.0;
else if (fabs(x-1.0) <= zero_tol)
x = 1.0;
else if (fabs(x+1.0) <= zero_tol)
x = -1.0;
else
continue;
clean.m_xform[i][j] = x;
}
if (false == clean.IsRotation())
clean = *this;
// Set: h = -heading angle, t = -tilt angle, r = -roll angle.
// (negatives because KML angles are opposite the right hand rule direction, and trig works the other way.) //
// The KML specification says 0 <= heading <= 2pi, 0 <= tilt <= pi, 0 <= roll <= pi.
// So, if this transformation is really a KML rotation, then we are looking for h,t,r
// in the ranges -2pi <= h <= 0, -pi <= t <= 0, and -pi <= r <= 0.
//
// If you calculate the 3x3 KML orientation matrix M by hand,
// then you get
// M[1][0] = -sin(h)*cos(t)
// M[1][1] = +cos(h)*cos(t)
// M[2][0] = -cos(t)*sin(r)
// M[2][1] = +sin(t)
// M[2][2] = +cos(t)*cos(r)
// So, a bit of trigonometry and you have h, t, and r.
// NOTE WELL: When cos(t) is very near zero, but not equal to zero,
// this calculation is unstable. In practice t is typically
// a integer number of degrees between 0 and 180, and this
// instability rarely matters.
// tol = one half an arc second.
// Should be way more precise than KML requires.
const double zero_angle_tol = (0.5 / (60.0 * 60.0)) * ON_DEGREES_TO_RADIANS;
double h = ON_DBL_QNAN;
double r = ON_DBL_QNAN;
double t = ON_DBL_QNAN;
if (
(0.0 == clean.m_xform[0][1] && 0.0 == clean.m_xform[1][1])
||
(0.0 == clean.m_xform[2][0] && 0.0 == clean.m_xform[2][2])
||
(1.0 == fabs(clean.m_xform[2][1]))
)
{
// In this case, cos(tilt angle) = 0, clean.m_xform[2][1] = sin(tilt angle) = +1 or -1.
// In this case it is impossible to distinguish between the initial rotation around
// the y axis and the final rotation around the z axis
// (tilt is the middle rotation around the x axis).
// I'm choosing to set roll = 0 in this case.
h = atan2(clean.m_xform[1][0], clean.m_xform[0][0]); // = atan2(clean.m_xform[0][1], -clean.m_xform[1][2])
if (fabs(h) <= zero_angle_tol)
h = 0.0;
r = 0.0;
t = clean.m_xform[2][1] < 0.0 ? -ON_HALFPI : ON_HALFPI; // t = asin(clean.m_xform[2][1]);
}
else
{
// KML wants -pi <= r <= 0, so sin(r) <= 0
// clean.m_xform[2][0] = -cos(t)*sin(r)
const double sign_cos_t = (clean.m_xform[2][0] < 0.0) ? -1.0 : 1.0;
h = atan2(-sign_cos_t * clean.m_xform[0][1], sign_cos_t * clean.m_xform[1][1]);
if (fabs(h) <= zero_angle_tol)
h = 0.0;
r = atan2(-sign_cos_t * clean.m_xform[2][0], sign_cos_t * clean.m_xform[2][2]);
const double cos_h = cos(h);
const double sin_h = sin(h);
double cos_t
= (fabs(sin_h) >= fabs(cos_h))
? (-clean.m_xform[0][1] / sin_h)
: (clean.m_xform[1][1] / cos_h)
;
t = asin(clean.m_xform[2][1]);
if (cos_t < 0.0)
{
// adjust the branch of t accordingly
// cos_t could have a fair bit of noise in it
// but the sign should generally be correct.
if (0.0 == t)
{
// KML specification has -pi <= t <= 0
if (cos_t < -0.99)
t = -ON_PI;
}
else if (t > -ON_HALFPI && t < 0.0)
t = -ON_PI - t;
}
}
if (h == h && r == r && t == t)
{
// NOTE: In KML, positive rotations are CLOCKWISE about the specified axis.
// This is opposite the conventional "right hand rule."
// https://developers.google.com/kml/documentation/kmlreference#orientation
heading_radians = -h;
if (heading_radians < 0.0)
heading_radians += ON_2PI; // KML wants headings >= 0.
tilt_radians = -t;
roll_radians = -r;
// Specifying a 3D rotation as a sequence of rotations about fixed axes
// requires restricting rotations to intervals in order to get a one-to-one
// correspondence between the 3 angles and the rotation. KML specifies
// 0 <= heading < 360
// 0 <= tilt <= 180
// 0 <= roll <= 180
// TODO - If the angles we have are not in the specified intervals,
// adjust them to produce the same rotation and be in the specified intervals.
rc = true;
}
break;
}
return rc;
}
static double Internal_RadiansToPrettyKMLDegrees(double r, double min_degrees)
{
double d = r * ON_RADIANS_TO_DEGREES;
double f = floor(d);
if ( d-f > 0.5)
f += 1.0;
const double one_half_second_in_decimal_degrees = 0.5 / (60.0 * 60.0);
if ( fabs(d - f) < one_half_second_in_decimal_degrees) // fabs(d-f)
d = f;
if (d < min_degrees)
d += 360.0;
if (fabs(d) < one_half_second_in_decimal_degrees)
d = 0.0; // clean up -0.0
return d;
}
bool ON_Xform::GetKMLOrientationAnglesDegrees(double& heading_degrees, double& tilt_degrees, double& roll_degrees) const
{
double heading_radians = ON_DBL_QNAN;
double tilt_radians = ON_DBL_QNAN;
double roll_radians = ON_DBL_QNAN;
const bool rc = ON_Xform::GetKMLOrientationAnglesRadians(heading_radians, tilt_radians, roll_radians);
heading_degrees = Internal_RadiansToPrettyKMLDegrees(heading_radians, 0.0);
tilt_degrees = Internal_RadiansToPrettyKMLDegrees(tilt_radians, -180.0);
roll_degrees = Internal_RadiansToPrettyKMLDegrees(roll_radians, -180.0);
return rc;
}
const ON_Xform ON_Xform::RotationTransformationFromKMLAnglesRadians(
double heading_radians,
double tilt_radians,
double roll_radians
)
{
// NOTE: In KML, positive rotations are CLOCKWISE looking down the specified axis towards the origin.
// This is opposite the conventional "right hand rule."
// https://developers.google.com/kml/documentation/kmlreference#orientation
ON_Xform H, R, T;
// Standard trigonometry functions (cosine, sine, ...) follow the right hand rule
// convention, so the input angles must be negated.
H.Rotation(-heading_radians, ON_3dVector::ZAxis, ON_3dPoint::Origin); // KML Earth z-axis = up
T.Rotation(-tilt_radians, ON_3dVector::XAxis, ON_3dPoint::Origin); // KML Earth x-axis = east
R.Rotation(-roll_radians, ON_3dVector::YAxis, ON_3dPoint::Origin); // KML Earth y-axis = north
// KML specifies the rotation order as first R, second T, third H.
// Since opennurbs ON_Xform acts on the left of points and vectors,
// H*T*R is the correct order.
// Example transformed_point = H*T*R*point (R is first, T is second, H is third).
ON_Xform kml_orientation = H * T * R;
// clean up -0, .99999999999999999, and other similar results that
// commonly occur and commonly disturb novices.
for (int i = 0; i < 4; ++i) for (int j = 0; j < 4; ++j)
{
double x = kml_orientation.m_xform[i][j];
if (fabs(x) <= ON_ZERO_TOLERANCE)
x = 0.0;
else if (fabs(x - 1.0) <= ON_ZERO_TOLERANCE)
x = 1.0;
else if (fabs(x + 1.0) <= ON_ZERO_TOLERANCE)
x = -1.0;
else
continue;
kml_orientation.m_xform[i][j] = x;
}
return kml_orientation;
}
const ON_Xform ON_Xform::RotationTransformationFromKMLAnglesDegrees(
double heading_degrees,
double tilt_degrees,
double roll_degrees
)
{
return ON_Xform::RotationTransformationFromKMLAnglesRadians(
heading_degrees * ON_DEGREES_TO_RADIANS,
tilt_degrees * ON_DEGREES_TO_RADIANS,
roll_degrees * ON_DEGREES_TO_RADIANS
);
}
void ON_Xform::Mirror(
ON_3dPoint point_on_mirror_plane,
ON_3dVector normal_to_mirror_plane
)
{
ON_3dPoint P = point_on_mirror_plane;
ON_3dVector N = normal_to_mirror_plane;
N.Unitize();
ON_3dVector V = (2.0*(N.x*P.x + N.y*P.y + N.z*P.z))*N;
m_xform[0][0] = 1 - 2.0*N.x*N.x;
m_xform[0][1] = -2.0*N.x*N.y;
m_xform[0][2] = -2.0*N.x*N.z;
m_xform[0][3] = V.x;
m_xform[1][0] = -2.0*N.y*N.x;
m_xform[1][1] = 1.0 -2.0*N.y*N.y;
m_xform[1][2] = -2.0*N.y*N.z;
m_xform[1][3] = V.y;
m_xform[2][0] = -2.0*N.z*N.x;
m_xform[2][1] = -2.0*N.z*N.y;
m_xform[2][2] = 1.0 -2.0*N.z*N.z;
m_xform[2][3] = V.z;
m_xform[3][0] = 0.0;
m_xform[3][1] = 0.0;
m_xform[3][2] = 0.0;
m_xform[3][3] = 1.0;
}
const ON_Xform ON_Xform::MirrorTransformation(
ON_PlaneEquation mirror_plane
)
{
const ON_PlaneEquation e = mirror_plane.UnitizedPlaneEquation();
const ON_3dVector N(e.x, e.y, e.z);
ON_3dVector V = (-2.0*e.d)*N;
ON_Xform mirror;
mirror.m_xform[0][0] = 1 - 2.0*N.x*N.x;
mirror.m_xform[0][1] = -2.0*N.x*N.y;
mirror.m_xform[0][2] = -2.0*N.x*N.z;
mirror.m_xform[0][3] = V.x;
mirror.m_xform[1][0] = -2.0*N.y*N.x;
mirror.m_xform[1][1] = 1.0 - 2.0*N.y*N.y;
mirror.m_xform[1][2] = -2.0*N.y*N.z;
mirror.m_xform[1][3] = V.y;
mirror.m_xform[2][0] = -2.0*N.z*N.x;
mirror.m_xform[2][1] = -2.0*N.z*N.y;
mirror.m_xform[2][2] = 1.0 - 2.0*N.z*N.z;
mirror.m_xform[2][3] = V.z;
mirror.m_xform[3][0] = 0.0;
mirror.m_xform[3][1] = 0.0;
mirror.m_xform[3][2] = 0.0;
mirror.m_xform[3][3] = 1.0;
return mirror;
}
bool ON_Xform::ChangeBasis(
// General: If you have points defined with respect to planes, this
// computes the transformation to change coordinates from
// one plane to another. The predefined world plane
// ON_world_plane can be used as an argument.
// Details: If P = plane0.Evaluate( a0,b0,c0 ) and
// {a1,b1,c1} = ChangeBasis(plane0,plane1)*ON_3dPoint(a0,b0,c0),
// then P = plane1.Evaluate( a1, b1, c1 )
//
const ON_Plane& plane0, // initial plane
const ON_Plane& plane1 // final plane
)
{
return ChangeBasis(
plane0.origin, plane0.xaxis, plane0.yaxis, plane0.zaxis,
plane1.origin, plane1.xaxis, plane1.yaxis, plane1.zaxis
);
}
bool ON_Xform::ChangeBasis(
const ON_3dVector& X0, // initial frame X (X,Y,Z = arbitrary basis)
const ON_3dVector& Y0, // initial frame Y
const ON_3dVector& Z0, // initial frame Z
const ON_3dVector& X1, // final frame X (X,Y,Z = arbitrary basis)
const ON_3dVector& Y1, // final frame Y
const ON_3dVector& Z1 // final frame Z
)
{
// Q = a0*X0 + b0*Y0 + c0*Z0 = a1*X1 + b1*Y1 + c1*Z1
// then this transform will map the point (a0,b0,c0) to (a1,b1,c1)
*this = ON_Xform::ZeroTransformation;
double a,b,c,d;
a = X1*Y1;
b = X1*Z1;
c = Y1*Z1;
double R[3][6] = {{X1*X1, a, b, X1*X0, X1*Y0, X1*Z0},
{ a, Y1*Y1, c, Y1*X0, Y1*Y0, Y1*Z0},
{ b, c, Z1*Z1, Z1*X0, Z1*Y0, Z1*Z0}};
//double R[3][6] = {{X1*X1, a, b, X0*X1, X0*Y1, X0*Z1},
// { a, Y1*Y1, c, Y0*X1, Y0*Y1, Y0*Z1},
// { b, c, Z1*Z1, Z0*X1, Z0*Y1, Z0*Z1}};
// row reduce R
int i0 = (R[0][0] >= R[1][1]) ? 0 : 1;
if ( R[2][2] > R[i0][i0] )
i0 = 2;
int i1 = (i0+1)%3;
int i2 = (i1+1)%3;
if ( R[i0][i0] == 0.0 )
return false;
d = 1.0/R[i0][i0];
R[i0][0] *= d;
R[i0][1] *= d;
R[i0][2] *= d;
R[i0][3] *= d;
R[i0][4] *= d;
R[i0][5] *= d;
R[i0][i0] = 1.0;
if ( R[i1][i0] != 0.0 ) {
d = -R[i1][i0];
R[i1][0] += d*R[i0][0];
R[i1][1] += d*R[i0][1];
R[i1][2] += d*R[i0][2];
R[i1][3] += d*R[i0][3];
R[i1][4] += d*R[i0][4];
R[i1][5] += d*R[i0][5];
R[i1][i0] = 0.0;
}
if ( R[i2][i0] != 0.0 ) {
d = -R[i2][i0];
R[i2][0] += d*R[i0][0];
R[i2][1] += d*R[i0][1];
R[i2][2] += d*R[i0][2];
R[i2][3] += d*R[i0][3];
R[i2][4] += d*R[i0][4];
R[i2][5] += d*R[i0][5];
R[i2][i0] = 0.0;
}
if ( fabs(R[i1][i1]) < fabs(R[i2][i2]) ) {
int i = i1; i1 = i2; i2 = i;
}
if ( R[i1][i1] == 0.0 )
return false;
d = 1.0/R[i1][i1];
R[i1][0] *= d;
R[i1][1] *= d;
R[i1][2] *= d;
R[i1][3] *= d;
R[i1][4] *= d;
R[i1][5] *= d;
R[i1][i1] = 1.0;
if ( R[i0][i1] != 0.0 ) {
d = -R[i0][i1];
R[i0][0] += d*R[i1][0];
R[i0][1] += d*R[i1][1];
R[i0][2] += d*R[i1][2];
R[i0][3] += d*R[i1][3];
R[i0][4] += d*R[i1][4];
R[i0][5] += d*R[i1][5];
R[i0][i1] = 0.0;
}
if ( R[i2][i1] != 0.0 ) {
d = -R[i2][i1];
R[i2][0] += d*R[i1][0];
R[i2][1] += d*R[i1][1];
R[i2][2] += d*R[i1][2];
R[i2][3] += d*R[i1][3];
R[i2][4] += d*R[i1][4];
R[i2][5] += d*R[i1][5];
R[i2][i1] = 0.0;
}
if ( R[i2][i2] == 0.0 )
return false;
d = 1.0/R[i2][i2];
R[i2][0] *= d;
R[i2][1] *= d;
R[i2][2] *= d;
R[i2][3] *= d;
R[i2][4] *= d;
R[i2][5] *= d;
R[i2][i2] = 1.0;
if ( R[i0][i2] != 0.0 ) {
d = -R[i0][i2];
R[i0][0] += d*R[i2][0];
R[i0][1] += d*R[i2][1];
R[i0][2] += d*R[i2][2];
R[i0][3] += d*R[i2][3];
R[i0][4] += d*R[i2][4];
R[i0][5] += d*R[i2][5];
R[i0][i2] = 0.0;
}
if ( R[i1][i2] != 0.0 ) {
d = -R[i1][i2];
R[i1][0] += d*R[i2][0];
R[i1][1] += d*R[i2][1];
R[i1][2] += d*R[i2][2];
R[i1][3] += d*R[i2][3];
R[i1][4] += d*R[i2][4];
R[i1][5] += d*R[i2][5];
R[i1][i2] = 0.0;
}
m_xform[0][0] = R[0][3];
m_xform[0][1] = R[0][4];
m_xform[0][2] = R[0][5];
m_xform[1][0] = R[1][3];
m_xform[1][1] = R[1][4];
m_xform[1][2] = R[1][5];
m_xform[2][0] = R[2][3];
m_xform[2][1] = R[2][4];
m_xform[2][2] = R[2][5];
return true;
}
bool ON_Xform::ChangeBasis(
const ON_3dPoint& P0, // initial frame center
const ON_3dVector& X0, // initial frame X (X,Y,Z = arbitrary basis)
const ON_3dVector& Y0, // initial frame Y
const ON_3dVector& Z0, // initial frame Z
const ON_3dPoint& P1, // final frame center
const ON_3dVector& X1, // final frame X (X,Y,Z = arbitrary basis)
const ON_3dVector& Y1, // final frame Y
const ON_3dVector& Z1 // final frame Z
)
{
bool rc = false;
// Q = P0 + a0*X0 + b0*Y0 + c0*Z0 = P1 + a1*X1 + b1*Y1 + c1*Z1
// then this transform will map the point (a0,b0,c0) to (a1,b1,c1)
ON_Xform F0(P0,X0,Y0,Z0); // Frame 0
// T1 translates by -P1
ON_Xform T1(ON_Xform::TranslationTransformation(ON_3dPoint::Origin - P1));
ON_Xform CB;
rc = CB.ChangeBasis(ON_3dVector::XAxis, ON_3dVector::YAxis, ON_3dVector::ZAxis,X1,Y1,Z1);
*this = CB*T1*F0;
return rc;
}
void ON_Xform::WorldToCamera(
const ON_3dPoint& cameraLocation,
const ON_3dVector& cameraX,
const ON_3dVector& cameraY,
const ON_3dVector& cameraZ
)
{
// see comments in tl2_xform.h for details.
/* compute world to camera coordinate xform */
m_xform[0][0] = cameraX.x; m_xform[0][1] = cameraX.y; m_xform[0][2] = cameraX.z;
m_xform[0][3] = -(cameraX.x*cameraLocation.x + cameraX.y*cameraLocation.y + cameraX.z*cameraLocation.z);
m_xform[1][0] = cameraY.x; m_xform[1][1] = cameraY.y; m_xform[1][2] = cameraY.z;
m_xform[1][3] = -(cameraY.x*cameraLocation.x + cameraY.y*cameraLocation.y + cameraY.z*cameraLocation.z);
m_xform[2][0] = cameraZ.x; m_xform[2][1] = cameraZ.y; m_xform[2][2] = cameraZ.z;
m_xform[2][3] = -(cameraZ.x*cameraLocation.x + cameraZ.y*cameraLocation.y + cameraZ.z*cameraLocation.z);
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0; m_xform[3][3] = 1.0;
}
void ON_Xform::CameraToWorld(
const ON_3dPoint& cameraLocation,
const ON_3dVector& cameraX,
const ON_3dVector& cameraY,
const ON_3dVector& cameraZ
)
{
// see comments in tl2_xform.h for details.
/* compute camera to world coordinate m_xform */
m_xform[0][0] = cameraX.x; m_xform[0][1] = cameraY.x; m_xform[0][2] = cameraZ.x;
m_xform[0][3] = cameraLocation.x;
m_xform[1][0] = cameraX.y; m_xform[1][1] = cameraY.y; m_xform[1][2] = cameraZ.y;
m_xform[1][3] = cameraLocation.y;
m_xform[2][0] = cameraX.z; m_xform[2][1] = cameraY.z; m_xform[2][2] = cameraZ.z;
m_xform[2][3] = cameraLocation.z;
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0; m_xform[3][3] = 1.0;
}
bool ON_Xform::CameraToClip(
bool bPerspective,
double left, double right,
double bottom, double top,
double near_dist, double far_dist
)
{
double dd;
if ( left == right || bottom == top || near_dist == far_dist )
return false;
if ( !bPerspective ) {
// parallel projection
//d = 1.0/(left-right);
//m_xform[0][0] = -2.0*d; m_xform[0][3] = (left+right)*d; m_xform[0][1] = m_xform[0][2] = 0.0;
//d = 1.0/(bottom-top);
//m_xform[1][1] = -2.0*d; m_xform[1][3] = (bottom+top)*d; m_xform[1][0] = m_xform[1][2] = 0.0;
//d = 1.0/(far_dist-near_dist);
//m_xform[2][2] = 2.0*d; m_xform[2][3] = (far_dist+near_dist)*d; m_xform[2][0] = m_xform[2][1] = 0.0;
//m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0; m_xform[3][3] = 1.0;
dd = (left-right);
m_xform[0][0] = -2.0/dd; m_xform[0][3] = (left+right)/dd; m_xform[0][1] = m_xform[0][2] = 0.0;
dd = (bottom-top);
m_xform[1][1] = -2.0/dd; m_xform[1][3] = (bottom+top)/dd; m_xform[1][0] = m_xform[1][2] = 0.0;
dd = (far_dist-near_dist);
m_xform[2][2] = 2.0/dd; m_xform[2][3] = (far_dist+near_dist)/dd; m_xform[2][0] = m_xform[2][1] = 0.0;
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0; m_xform[3][3] = 1.0;
}
else
{
// OpenNURBS uses a "right handed" camera coordinate system.
// The camera X axis points horizontally left to right.
// The camera Y axis points vertically bottom to top.
// The camera Y axis points vertically bottom to top.
// The camera Z axis points from back to front.
//
// If n = frustum near distance, f = frustum far distance
// and 0 < n < f, then the perspective projection matrix is:
//
// 2n/(r-l) 0 (r+l)/(r-l) 0
// 0 2n/(t-b) (t+b)/(t-b) 0
// 0 0 (f+n)/(f-n) 2fn/(f-n)
// 0 0 -1 0
//
// Note that the "near frustum plane" is camera Z = -n and
// the far frustum plane is camera Z = -f. Put another way
// the camera Z coordinate is negative "depth".
//
// If (X,Y,Z,W) denotes camera coordinates, then as the value of
// camera Z/W coordinate approaches -infinity from above,
// (depth approaches +infinity from below), the value of
// clipping z/w approaches -(f+n)/(f-n) from above.
//
// As camera coordinate Z/W approaches zero from below,
// (depth approaches zero from above), the value of
// clipping z/w approaches +infinity from below.
//
// The perspective projection transformation will map "points behind
// the camera" (camera Z coordinate > 0) to a clipping coordinate
// in the interval ( -infinity, -(f+n)/(f-n) ).
//
// To get a linear map from camera z to [-1,1], apply the linear
// fractional transformation that maps [-1,1] -> [-1,1]
//
// L(s): s -> (a*s + b)/(a + bs),
//
// where a = (n+f) and b = (f-n), to the z coordinate
// of the perspective projection transformation.
//
// Specifically, if M is the perspective transformation matrix above,
// and transpose(x,y,z,w) = M*transpose(X,Y,(1-s)*n + s*f,1), then
// (a*z + b*w)/(a*w + b*z) = 1 - 2s.
//
// Note that L(s) has a pole at s = -(f+n)/(f-n).
//
// The inverse of the linear fractional transformation L is G
//
// G(t): t -> (a*t - b)/(a - b*t)
//
dd = (right-left);
m_xform[0][0] = 2.0*near_dist/dd;
m_xform[0][2] = (right+left)/dd;
m_xform[0][1] = m_xform[0][3] = 0.0;
dd = (top-bottom);
m_xform[1][1] = 2.0*near_dist/dd;
m_xform[1][2] = (top+bottom)/dd;
m_xform[1][0] = m_xform[1][3] = 0.0;
dd = (far_dist-near_dist);
m_xform[2][2] = (far_dist+near_dist)/dd;
m_xform[2][3] = 2.0*near_dist*far_dist/dd;
m_xform[2][0] = m_xform[2][1] = 0.0;
m_xform[3][0] = m_xform[3][1] = m_xform[3][3] = 0.0;
m_xform[3][2] = -1.0;
}
return true;
}
bool ON_Xform::ClipToCamera(
bool bPerspective,
double left, double right,
double bottom, double top,
double near_dist, double far_dist
)
{
// see comments in tl2_xform.h for details.
double dd;
if ( left == right || bottom == top || near_dist == far_dist )
return false;
if ( !bPerspective ) {
// parallel projection
m_xform[0][0] = 0.5*(right-left); m_xform[0][3] = 0.5*(right+left); m_xform[0][1] = m_xform[0][2] = 0.0;
m_xform[1][1] = 0.5*(top-bottom); m_xform[1][3] = 0.5*(top+bottom); m_xform[1][0] = m_xform[1][2] = 0.0;
m_xform[2][2] = 0.5*(far_dist-near_dist); m_xform[2][3] = -0.5*(far_dist+near_dist); m_xform[2][0] = m_xform[2][1] = 0.0;
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0; m_xform[3][3] = 1.0;
}
else {
// perspective projection
// (r-l)/(2n) 0 0 (r+l)/(2n)
// 0 (t-b)/(2n) 0 (t+b)/(2n)
// 0 0 0 -1
// 0 0 (f-n)/(2fn) (f+n)/(2fn)
//d = 0.5/near_dist;
//m_xform[0][0] = d*(right-left);
//m_xform[0][3] = d*(right+left);
//m_xform[0][1] = m_xform[0][2] = 0.0;
//m_xform[1][1] = d*(top-bottom);
//m_xform[1][3] = d*(top+bottom);
//m_xform[1][0] = m_xform[1][2] = 0.0;
//m_xform[2][0] = m_xform[2][1] = m_xform[2][2] = 0.0; m_xform[2][3] = -1.0;
//d /= far_dist;
//m_xform[3][2] = d*(far_dist-near_dist);
//m_xform[3][3] = d*(far_dist+near_dist);
//m_xform[3][0] = m_xform[3][1] = 0.0;
dd = 2.0*near_dist;
m_xform[0][0] = (right-left)/dd;
m_xform[0][3] = (right+left)/dd;
m_xform[0][1] = m_xform[0][2] = 0.0;
m_xform[1][1] = (top-bottom)/dd;
m_xform[1][3] = (top+bottom)/dd;
m_xform[1][0] = m_xform[1][2] = 0.0;
m_xform[2][0] = m_xform[2][1] = m_xform[2][2] = 0.0; m_xform[2][3] = -1.0;
dd *= far_dist;
m_xform[3][2] = (far_dist-near_dist)/dd;
m_xform[3][3] = (far_dist+near_dist)/dd;
m_xform[3][0] = m_xform[3][1] = 0.0;
}
return true;
}
bool ON_Xform::ClipToScreen(
double left, double right,
double bottom, double top,
double near_z, double far_z
)
{
// see comments in tl2_xform.h for details.
if ( left == right || bottom == top )
return false;
m_xform[0][0] = 0.5*(right-left);
m_xform[0][3] = 0.5*(right+left);
m_xform[0][1] = m_xform[0][2] = 0.0;
m_xform[1][1] = 0.5*(top-bottom);
m_xform[1][3] = 0.5*(top+bottom);
m_xform[1][0] = m_xform[1][2] = 0.0;
if (far_z != near_z) {
m_xform[2][2] = 0.5*(near_z-far_z);
m_xform[2][3] = 0.5*(near_z+far_z);
}
else {
m_xform[2][2] = 1.0;
m_xform[2][3] = 0.0;
}
m_xform[2][0] = m_xform[2][1] = 0.0;
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0;
m_xform[3][3] = 1.0;
return true;
}
bool ON_Xform::ScreenToClip(
double left, double right,
double bottom, double top,
double near_z, double far_z
)
{
// see comments in tl2_xform.h for details.
ON_Xform c2s;
bool rc = c2s.ClipToScreen( left, right, bottom, top, near_z, far_z );
if (rc) {
m_xform[0][0] = 1.0/c2s[0][0]; m_xform[0][3] = -c2s[0][3]/c2s[0][0];
m_xform[0][1] = m_xform[0][2] = 0.0;
m_xform[1][1] = 1.0/c2s[1][1]; m_xform[1][3] = -c2s[1][3]/c2s[1][1];
m_xform[1][0] = m_xform[1][2] = 0.0;
m_xform[2][2] = 1.0/c2s[2][2]; m_xform[2][3] = -c2s[2][3]/c2s[2][2];
m_xform[2][0] = m_xform[2][1] = 0.0;
m_xform[3][0] = m_xform[3][1] = m_xform[3][2] = 0.0;
m_xform[3][3] = 1.0;
}
return rc;
}
int ON_Xform::ClipFlag4d( const double* point ) const
{
if ( !point )
return 1|2|4|8|16|32;
int clip = 0;
double x = m_xform[0][0]*point[0] + m_xform[0][1]*point[1] + m_xform[0][2]*point[2] + m_xform[0][3]*point[3];
double y = m_xform[1][0]*point[0] + m_xform[1][1]*point[1] + m_xform[1][2]*point[2] + m_xform[1][3]*point[3];
double z = m_xform[2][0]*point[0] + m_xform[2][1]*point[1] + m_xform[2][2]*point[2] + m_xform[2][3]*point[3];
double w = m_xform[3][0]*point[0] + m_xform[3][1]*point[1] + m_xform[3][2]*point[2] + m_xform[3][3]*point[3];
if ( point[3] < 0.0 ) {
x = -x; y = -y; z = -z; w = -w;
}
if ( x <= -w )
clip |= 1;
else if ( x >= w )
clip |= 2;
if ( y <= -w )
clip |= 4;
else if ( y >= w )
clip |= 8;
if ( z <= -w )
clip |= 16;
else if ( z >= w )
clip |= 32;
return clip;
}
int ON_Xform::ClipFlag3d( const double* point ) const
{
if ( !point )
return 1|2|4|8|16|32;
int clip = 0;
const double x = m_xform[0][0]*point[0] + m_xform[0][1]*point[1] + m_xform[0][2]*point[2] + m_xform[0][3];
const double y = m_xform[1][0]*point[0] + m_xform[1][1]*point[1] + m_xform[1][2]*point[2] + m_xform[1][3];
const double z = m_xform[2][0]*point[0] + m_xform[2][1]*point[1] + m_xform[2][2]*point[2] + m_xform[2][3];
const double w = m_xform[3][0]*point[0] + m_xform[3][1]*point[1] + m_xform[3][2]*point[2] + m_xform[3][3];
if ( x <= -w )
clip |= 1;
else if ( x >= w )
clip |= 2;
if ( y <= -w )
clip |= 4;
else if ( y >= w )
clip |= 8;
if ( z <= -w )
clip |= 16;
else if ( z >= w )
clip |= 32;
return clip;
}
int ON_Xform::ClipFlag4d( int count, int stride, const double* point,
bool bTestZ ) const
{
int clip = 1|2|4|8;
if ( bTestZ)
clip |= (16|32);
if ( point && ((count > 0 && stride >= 4) || count == 1) ) {
for ( /*empty*/; clip && count--; point += stride ) {
clip &= ClipFlag4d( point );
}
}
return clip;
}
int ON_Xform::ClipFlag3d( int count, int stride, const double* point,
bool bTestZ ) const
{
int clip = 1|2|4|8;
if ( bTestZ)
clip |= (16|32);
if ( point && ((count > 0 && stride >= 3) || count == 1) ) {
for ( /*empty*/; clip && count--; point += stride ) {
clip &= ClipFlag3d( point );
}
}
return clip;
}
int ON_Xform::ClipFlag3dBox( const double* boxmin, const double* boxmax ) const
{
int clip = 1|2|4|8|16|32;
double point[3];
int i,j,k;
if ( boxmin && boxmax ) {
for (i=0;i<2;i++) {
point[0] = (i)?boxmax[0]:boxmin[0];
for (j=0;j<2;j++) {
point[1] = (j)?boxmax[1]:boxmin[1];
for (k=0;k<2;k++) {
point[2] = (k)?boxmax[2]:boxmin[2];
clip &= ClipFlag3d(point);
if ( !clip )
return 0;
}
}
}
}
return clip;
}
ON_Xform& ON_Xform::operator=(const ON_Matrix& src)
{
int i,j;
i = src.RowCount();
const int maxi = (i>4)?4:i;
j = src.ColCount();
const int maxj = (j>4)?4:j;
*this = ON_Xform::IdentityTransformation;
for ( i = 0; i < maxi; i++ ) for ( j = 0; j < maxj; j++ ) {
m_xform[i][j] = src.m[i][j];
}
return *this;
}
bool ON_Xform::IntervalChange(
int dir,
ON_Interval old_interval,
ON_Interval new_interval
)
{
bool rc = false;
*this = ON_Xform::IdentityTransformation;
if ( dir >= 0
&& dir <= 3
&& old_interval[0] != ON_UNSET_VALUE
&& old_interval[1] != ON_UNSET_VALUE
&& new_interval[0] != ON_UNSET_VALUE
&& new_interval[1] != ON_UNSET_VALUE
&& old_interval.Length() != 0.0
)
{
rc = true;
if ( new_interval != old_interval )
{
double s = new_interval.Length()/old_interval.Length();;
double d = (new_interval[0]*old_interval[1] - new_interval[1]*old_interval[0])/old_interval.Length();
m_xform[dir][dir] = s;
m_xform[dir][3] = d;
}
}
return rc;
}