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Diffstat (limited to 'external/include/glm/gtx/matrix_interpolation.inl')
-rw-r--r-- | external/include/glm/gtx/matrix_interpolation.inl | 130 |
1 files changed, 0 insertions, 130 deletions
diff --git a/external/include/glm/gtx/matrix_interpolation.inl b/external/include/glm/gtx/matrix_interpolation.inl deleted file mode 100644 index 1f2915a..0000000 --- a/external/include/glm/gtx/matrix_interpolation.inl +++ /dev/null @@ -1,130 +0,0 @@ -/// @ref gtx_matrix_interpolation -/// @file glm/gtx/matrix_interpolation.hpp - -#include "../gtc/constants.hpp" - -namespace glm -{ - template<typename T, qualifier Q> - GLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& mat, vec<3, T, Q> & axis, T & angle) - { - T epsilon = static_cast<T>(0.01); - T epsilon2 = static_cast<T>(0.1); - - if((abs(mat[1][0] - mat[0][1]) < epsilon) && (abs(mat[2][0] - mat[0][2]) < epsilon) && (abs(mat[2][1] - mat[1][2]) < epsilon)) - { - if ((abs(mat[1][0] + mat[0][1]) < epsilon2) && (abs(mat[2][0] + mat[0][2]) < epsilon2) && (abs(mat[2][1] + mat[1][2]) < epsilon2) && (abs(mat[0][0] + mat[1][1] + mat[2][2] - static_cast<T>(3.0)) < epsilon2)) - { - angle = static_cast<T>(0.0); - axis.x = static_cast<T>(1.0); - axis.y = static_cast<T>(0.0); - axis.z = static_cast<T>(0.0); - return; - } - angle = static_cast<T>(3.1415926535897932384626433832795); - T xx = (mat[0][0] + static_cast<T>(1.0)) * static_cast<T>(0.5); - T yy = (mat[1][1] + static_cast<T>(1.0)) * static_cast<T>(0.5); - T zz = (mat[2][2] + static_cast<T>(1.0)) * static_cast<T>(0.5); - T xy = (mat[1][0] + mat[0][1]) * static_cast<T>(0.25); - T xz = (mat[2][0] + mat[0][2]) * static_cast<T>(0.25); - T yz = (mat[2][1] + mat[1][2]) * static_cast<T>(0.25); - if((xx > yy) && (xx > zz)) - { - if(xx < epsilon) - { - axis.x = static_cast<T>(0.0); - axis.y = static_cast<T>(0.7071); - axis.z = static_cast<T>(0.7071); - } - else - { - axis.x = sqrt(xx); - axis.y = xy / axis.x; - axis.z = xz / axis.x; - } - } - else if (yy > zz) - { - if(yy < epsilon) - { - axis.x = static_cast<T>(0.7071); - axis.y = static_cast<T>(0.0); - axis.z = static_cast<T>(0.7071); - } - else - { - axis.y = sqrt(yy); - axis.x = xy / axis.y; - axis.z = yz / axis.y; - } - } - else - { - if (zz < epsilon) - { - axis.x = static_cast<T>(0.7071); - axis.y = static_cast<T>(0.7071); - axis.z = static_cast<T>(0.0); - } - else - { - axis.z = sqrt(zz); - axis.x = xz / axis.z; - axis.y = yz / axis.z; - } - } - return; - } - T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1])); - if (glm::abs(s) < T(0.001)) - s = static_cast<T>(1); - T const angleCos = (mat[0][0] + mat[1][1] + mat[2][2] - static_cast<T>(1)) * static_cast<T>(0.5); - if(angleCos - static_cast<T>(1) < epsilon) - angle = pi<T>() * static_cast<T>(0.25); - else - angle = acos(angleCos); - axis.x = (mat[1][2] - mat[2][1]) / s; - axis.y = (mat[2][0] - mat[0][2]) / s; - axis.z = (mat[0][1] - mat[1][0]) / s; - } - - template<typename T, qualifier Q> - GLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle) - { - T c = cos(angle); - T s = sin(angle); - T t = static_cast<T>(1) - c; - vec<3, T, Q> n = normalize(axis); - - return mat<4, 4, T, Q>( - t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, static_cast<T>(0.0), - t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, static_cast<T>(0.0), - t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, static_cast<T>(0.0), - static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(1.0)); - } - - template<typename T, qualifier Q> - GLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m) - { - return mat<4, 4, T, Q>( - m[0][0], m[0][1], m[0][2], static_cast<T>(0.0), - m[1][0], m[1][1], m[1][2], static_cast<T>(0.0), - m[2][0], m[2][1], m[2][2], static_cast<T>(0.0), - static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(1.0)); - } - - template<typename T, qualifier Q> - GLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta) - { - mat<4, 4, T, Q> m1rot = extractMatrixRotation(m1); - mat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot); - vec<3, T, Q> dltAxis; - T dltAngle; - axisAngle(dltRotation, dltAxis, dltAngle); - mat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot; - out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]); - out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]); - out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]); - return out; - } -}//namespace glm |