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/*************************************************************************/
/* matrix3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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# include "matrix3.h"
# include "math_funcs.h"
# include "os/copymem.h"
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# include "print_string.h"
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# define cofac(row1, col1, row2, col2) \
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( elements [ row1 ] [ col1 ] * elements [ row2 ] [ col2 ] - elements [ row1 ] [ col2 ] * elements [ row2 ] [ col1 ] )
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void Basis : : from_z ( const Vector3 & p_z ) {
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if ( Math : : abs ( p_z . z ) > Math_SQRT12 ) {
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// choose p in y-z plane
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real_t a = p_z [ 1 ] * p_z [ 1 ] + p_z [ 2 ] * p_z [ 2 ] ;
real_t k = 1.0 / Math : : sqrt ( a ) ;
elements [ 0 ] = Vector3 ( 0 , - p_z [ 2 ] * k , p_z [ 1 ] * k ) ;
elements [ 1 ] = Vector3 ( a * k , - p_z [ 0 ] * elements [ 0 ] [ 2 ] , p_z [ 0 ] * elements [ 0 ] [ 1 ] ) ;
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} else {
// choose p in x-y plane
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real_t a = p_z . x * p_z . x + p_z . y * p_z . y ;
real_t k = 1.0 / Math : : sqrt ( a ) ;
elements [ 0 ] = Vector3 ( - p_z . y * k , p_z . x * k , 0 ) ;
elements [ 1 ] = Vector3 ( - p_z . z * elements [ 0 ] . y , p_z . z * elements [ 0 ] . x , a * k ) ;
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}
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elements [ 2 ] = p_z ;
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}
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void Basis : : invert ( ) {
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real_t co [ 3 ] = {
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cofac ( 1 , 1 , 2 , 2 ) , cofac ( 1 , 2 , 2 , 0 ) , cofac ( 1 , 0 , 2 , 1 )
} ;
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real_t det = elements [ 0 ] [ 0 ] * co [ 0 ] +
elements [ 0 ] [ 1 ] * co [ 1 ] +
elements [ 0 ] [ 2 ] * co [ 2 ] ;
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# ifdef MATH_CHECKS
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ERR_FAIL_COND ( det = = 0 ) ;
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# endif
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real_t s = 1.0 / det ;
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set ( co [ 0 ] * s , cofac ( 0 , 2 , 2 , 1 ) * s , cofac ( 0 , 1 , 1 , 2 ) * s ,
co [ 1 ] * s , cofac ( 0 , 0 , 2 , 2 ) * s , cofac ( 0 , 2 , 1 , 0 ) * s ,
co [ 2 ] * s , cofac ( 0 , 1 , 2 , 0 ) * s , cofac ( 0 , 0 , 1 , 1 ) * s ) ;
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}
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void Basis : : orthonormalize ( ) {
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# ifdef MATH_CHECKS
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ERR_FAIL_COND ( determinant ( ) = = 0 ) ;
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# endif
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// Gram-Schmidt Process
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Vector3 x = get_axis ( 0 ) ;
Vector3 y = get_axis ( 1 ) ;
Vector3 z = get_axis ( 2 ) ;
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x . normalize ( ) ;
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y = ( y - x * ( x . dot ( y ) ) ) ;
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y . normalize ( ) ;
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z = ( z - x * ( x . dot ( z ) ) - y * ( y . dot ( z ) ) ) ;
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z . normalize ( ) ;
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set_axis ( 0 , x ) ;
set_axis ( 1 , y ) ;
set_axis ( 2 , z ) ;
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}
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Basis Basis : : orthonormalized ( ) const {
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Basis c = * this ;
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c . orthonormalize ( ) ;
return c ;
}
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bool Basis : : is_orthogonal ( ) const {
Basis id ;
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Basis m = ( * this ) * transposed ( ) ;
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return is_equal_approx ( id , m ) ;
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}
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bool Basis : : is_diagonal ( ) const {
return (
Math : : is_equal_approx ( elements [ 0 ] [ 1 ] , 0 ) & & Math : : is_equal_approx ( elements [ 0 ] [ 2 ] , 0 ) & &
Math : : is_equal_approx ( elements [ 1 ] [ 0 ] , 0 ) & & Math : : is_equal_approx ( elements [ 1 ] [ 2 ] , 0 ) & &
Math : : is_equal_approx ( elements [ 2 ] [ 0 ] , 0 ) & & Math : : is_equal_approx ( elements [ 2 ] [ 1 ] , 0 ) ) ;
}
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bool Basis : : is_rotation ( ) const {
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return Math : : is_equal_approx ( determinant ( ) , 1 ) & & is_orthogonal ( ) ;
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}
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bool Basis : : is_symmetric ( ) const {
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if ( ! Math : : is_equal_approx ( elements [ 0 ] [ 1 ] , elements [ 1 ] [ 0 ] ) )
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return false ;
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if ( ! Math : : is_equal_approx ( elements [ 0 ] [ 2 ] , elements [ 2 ] [ 0 ] ) )
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return false ;
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if ( ! Math : : is_equal_approx ( elements [ 1 ] [ 2 ] , elements [ 2 ] [ 1 ] ) )
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return false ;
return true ;
}
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Basis Basis : : diagonalize ( ) {
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//NOTE: only implemented for symmetric matrices
//with the Jacobi iterative method method
# ifdef MATH_CHECKS
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ERR_FAIL_COND_V ( ! is_symmetric ( ) , Basis ( ) ) ;
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# endif
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const int ite_max = 1024 ;
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real_t off_matrix_norm_2 = elements [ 0 ] [ 1 ] * elements [ 0 ] [ 1 ] + elements [ 0 ] [ 2 ] * elements [ 0 ] [ 2 ] + elements [ 1 ] [ 2 ] * elements [ 1 ] [ 2 ] ;
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int ite = 0 ;
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Basis acc_rot ;
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while ( off_matrix_norm_2 > CMP_EPSILON2 & & ite + + < ite_max ) {
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real_t el01_2 = elements [ 0 ] [ 1 ] * elements [ 0 ] [ 1 ] ;
real_t el02_2 = elements [ 0 ] [ 2 ] * elements [ 0 ] [ 2 ] ;
real_t el12_2 = elements [ 1 ] [ 2 ] * elements [ 1 ] [ 2 ] ;
// Find the pivot element
int i , j ;
if ( el01_2 > el02_2 ) {
if ( el12_2 > el01_2 ) {
i = 1 ;
j = 2 ;
} else {
i = 0 ;
j = 1 ;
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}
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} else {
if ( el12_2 > el02_2 ) {
i = 1 ;
j = 2 ;
} else {
i = 0 ;
j = 2 ;
}
}
// Compute the rotation angle
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real_t angle ;
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if ( Math : : is_equal_approx ( elements [ j ] [ j ] , elements [ i ] [ i ] ) ) {
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angle = Math_PI / 4 ;
} else {
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angle = 0.5 * Math : : atan ( 2 * elements [ i ] [ j ] / ( elements [ j ] [ j ] - elements [ i ] [ i ] ) ) ;
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}
// Compute the rotation matrix
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Basis rot ;
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rot . elements [ i ] [ i ] = rot . elements [ j ] [ j ] = Math : : cos ( angle ) ;
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rot . elements [ i ] [ j ] = - ( rot . elements [ j ] [ i ] = Math : : sin ( angle ) ) ;
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// Update the off matrix norm
off_matrix_norm_2 - = elements [ i ] [ j ] * elements [ i ] [ j ] ;
// Apply the rotation
* this = rot * * this * rot . transposed ( ) ;
acc_rot = rot * acc_rot ;
}
return acc_rot ;
}
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Basis Basis : : inverse ( ) const {
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Basis inv = * this ;
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inv . invert ( ) ;
return inv ;
}
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void Basis : : transpose ( ) {
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SWAP ( elements [ 0 ] [ 1 ] , elements [ 1 ] [ 0 ] ) ;
SWAP ( elements [ 0 ] [ 2 ] , elements [ 2 ] [ 0 ] ) ;
SWAP ( elements [ 1 ] [ 2 ] , elements [ 2 ] [ 1 ] ) ;
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}
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Basis Basis : : transposed ( ) const {
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Basis tr = * this ;
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tr . transpose ( ) ;
return tr ;
}
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// Multiplies the matrix from left by the scaling matrix: M -> S.M
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// See the comment for Basis::rotated for further explanation.
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void Basis : : scale ( const Vector3 & p_scale ) {
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elements [ 0 ] [ 0 ] * = p_scale . x ;
elements [ 0 ] [ 1 ] * = p_scale . x ;
elements [ 0 ] [ 2 ] * = p_scale . x ;
elements [ 1 ] [ 0 ] * = p_scale . y ;
elements [ 1 ] [ 1 ] * = p_scale . y ;
elements [ 1 ] [ 2 ] * = p_scale . y ;
elements [ 2 ] [ 0 ] * = p_scale . z ;
elements [ 2 ] [ 1 ] * = p_scale . z ;
elements [ 2 ] [ 2 ] * = p_scale . z ;
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}
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Basis Basis : : scaled ( const Vector3 & p_scale ) const {
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Basis m = * this ;
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m . scale ( p_scale ) ;
return m ;
}
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void Basis : : set_scale ( const Vector3 & p_scale ) {
set_axis ( 0 , get_axis ( 0 ) . normalized ( ) * p_scale . x ) ;
set_axis ( 1 , get_axis ( 1 ) . normalized ( ) * p_scale . y ) ;
set_axis ( 2 , get_axis ( 2 ) . normalized ( ) * p_scale . z ) ;
}
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Vector3 Basis : : get_scale ( ) const {
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return Vector3 (
Vector3 ( elements [ 0 ] [ 0 ] , elements [ 1 ] [ 0 ] , elements [ 2 ] [ 0 ] ) . length ( ) ,
Vector3 ( elements [ 0 ] [ 1 ] , elements [ 1 ] [ 1 ] , elements [ 2 ] [ 1 ] ) . length ( ) ,
Vector3 ( elements [ 0 ] [ 2 ] , elements [ 1 ] [ 2 ] , elements [ 2 ] [ 2 ] ) . length ( ) ) ;
}
Vector3 Basis : : get_signed_scale ( ) const {
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// FIXME: We are assuming M = R.S (R is rotation and S is scaling), and use polar decomposition to extract R and S.
// A polar decomposition is M = O.P, where O is an orthogonal matrix (meaning rotation and reflection) and
// P is a positive semi-definite matrix (meaning it contains absolute values of scaling along its diagonal).
//
// Despite being different from what we want to achieve, we can nevertheless make use of polar decomposition
// here as follows. We can split O into a rotation and a reflection as O = R.Q, and obtain M = R.S where
// we defined S = Q.P. Now, R is a proper rotation matrix and S is a (signed) scaling matrix,
// which can involve negative scalings. However, there is a catch: unlike the polar decomposition of M = O.P,
// the decomposition of O into a rotation and reflection matrix as O = R.Q is not unique.
// Therefore, we are going to do this decomposition by sticking to a particular convention.
// This may lead to confusion for some users though.
//
// The convention we use here is to absorb the sign flip into the scaling matrix.
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// The same convention is also used in other similar functions such as get_rotation_axis_angle, get_rotation, ...
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//
// A proper way to get rid of this issue would be to store the scaling values (or at least their signs)
// as a part of Basis. However, if we go that path, we need to disable direct (write) access to the
// matrix elements.
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//
// The rotation part of this decomposition is returned by get_rotation* functions.
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real_t det_sign = determinant ( ) > 0 ? 1 : - 1 ;
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return det_sign * Vector3 (
Vector3 ( elements [ 0 ] [ 0 ] , elements [ 1 ] [ 0 ] , elements [ 2 ] [ 0 ] ) . length ( ) ,
Vector3 ( elements [ 0 ] [ 1 ] , elements [ 1 ] [ 1 ] , elements [ 2 ] [ 1 ] ) . length ( ) ,
Vector3 ( elements [ 0 ] [ 2 ] , elements [ 1 ] [ 2 ] , elements [ 2 ] [ 2 ] ) . length ( ) ) ;
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}
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// Decomposes a Basis into a rotation-reflection matrix (an element of the group O(3)) and a positive scaling matrix as B = O.S.
// Returns the rotation-reflection matrix via reference argument, and scaling information is returned as a Vector3.
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// This (internal) function is too specific and named too ugly to expose to users, and probably there's no need to do so.
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Vector3 Basis : : rotref_posscale_decomposition ( Basis & rotref ) const {
# ifdef MATH_CHECKS
ERR_FAIL_COND_V ( determinant ( ) = = 0 , Vector3 ( ) ) ;
Basis m = transposed ( ) * ( * this ) ;
ERR_FAIL_COND_V ( m . is_diagonal ( ) = = false , Vector3 ( ) ) ;
# endif
Vector3 scale = get_scale ( ) ;
Basis inv_scale = Basis ( ) . scaled ( scale . inverse ( ) ) ; // this will also absorb the sign of scale
rotref = ( * this ) * inv_scale ;
# ifdef MATH_CHECKS
ERR_FAIL_COND_V ( rotref . is_orthogonal ( ) = = false , Vector3 ( ) ) ;
# endif
return scale . abs ( ) ;
}
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// Multiplies the matrix from left by the rotation matrix: M -> R.M
// Note that this does *not* rotate the matrix itself.
//
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// The main use of Basis is as Transform.basis, which is used a the transformation matrix
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// of 3D object. Rotate here refers to rotation of the object (which is R * (*this)),
// not the matrix itself (which is R * (*this) * R.transposed()).
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Basis Basis : : rotated ( const Vector3 & p_axis , real_t p_phi ) const {
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return Basis ( p_axis , p_phi ) * ( * this ) ;
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}
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void Basis : : rotate ( const Vector3 & p_axis , real_t p_phi ) {
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* this = rotated ( p_axis , p_phi ) ;
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}
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Basis Basis : : rotated ( const Vector3 & p_euler ) const {
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return Basis ( p_euler ) * ( * this ) ;
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}
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void Basis : : rotate ( const Vector3 & p_euler ) {
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* this = rotated ( p_euler ) ;
}
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// TODO: rename this to get_rotation_euler
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Vector3 Basis : : get_rotation ( ) const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
// See the comment in get_scale() for further information.
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Basis m = orthonormalized ( ) ;
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real_t det = m . determinant ( ) ;
if ( det < 0 ) {
// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
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m . scale ( Vector3 ( - 1 , - 1 , - 1 ) ) ;
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}
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return m . get_euler ( ) ;
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}
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void Basis : : get_rotation_axis_angle ( Vector3 & p_axis , real_t & p_angle ) const {
// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
// See the comment in get_scale() for further information.
Basis m = orthonormalized ( ) ;
real_t det = m . determinant ( ) ;
if ( det < 0 ) {
// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
m . scale ( Vector3 ( - 1 , - 1 , - 1 ) ) ;
}
m . get_axis_angle ( p_axis , p_angle ) ;
}
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// get_euler_xyz returns a vector containing the Euler angles in the format
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// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last
// (following the convention they are commonly defined in the literature).
//
// The current implementation uses XYZ convention (Z is the first rotation),
// so euler.z is the angle of the (first) rotation around Z axis and so on,
//
// And thus, assuming the matrix is a rotation matrix, this function returns
// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates
// around the z-axis by a and so on.
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Vector3 Basis : : get_euler_xyz ( ) const {
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// Euler angles in XYZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
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// rot = cy*cz -cy*sz sy
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// cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
// -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
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Vector3 euler ;
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# ifdef MATH_CHECKS
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ERR_FAIL_COND_V ( is_rotation ( ) = = false , euler ) ;
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# endif
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real_t sy = elements [ 0 ] [ 2 ] ;
if ( sy < 1.0 ) {
if ( sy > - 1.0 ) {
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// is this a pure Y rotation?
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if ( elements [ 1 ] [ 0 ] = = 0.0 & & elements [ 0 ] [ 1 ] = = 0.0 & & elements [ 1 ] [ 2 ] = = 0 & & elements [ 2 ] [ 1 ] = = 0 & & elements [ 1 ] [ 1 ] = = 1 ) {
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// return the simplest form (human friendlier in editor and scripts)
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euler . x = 0 ;
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euler . y = atan2 ( elements [ 0 ] [ 2 ] , elements [ 0 ] [ 0 ] ) ;
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euler . z = 0 ;
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} else {
euler . x = Math : : atan2 ( - elements [ 1 ] [ 2 ] , elements [ 2 ] [ 2 ] ) ;
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euler . y = Math : : asin ( sy ) ;
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euler . z = Math : : atan2 ( - elements [ 0 ] [ 1 ] , elements [ 0 ] [ 0 ] ) ;
}
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} else {
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euler . x = - Math : : atan2 ( elements [ 0 ] [ 1 ] , elements [ 1 ] [ 1 ] ) ;
euler . y = - Math_PI / 2.0 ;
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euler . z = 0.0 ;
}
} else {
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euler . x = Math : : atan2 ( elements [ 0 ] [ 1 ] , elements [ 1 ] [ 1 ] ) ;
euler . y = Math_PI / 2.0 ;
euler . z = 0.0 ;
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}
return euler ;
}
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// set_euler_xyz expects a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.
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// The current implementation uses XYZ convention (Z is the first rotation).
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void Basis : : set_euler_xyz ( const Vector3 & p_euler ) {
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real_t c , s ;
c = Math : : cos ( p_euler . x ) ;
s = Math : : sin ( p_euler . x ) ;
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Basis xmat ( 1.0 , 0.0 , 0.0 , 0.0 , c , - s , 0.0 , s , c ) ;
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c = Math : : cos ( p_euler . y ) ;
s = Math : : sin ( p_euler . y ) ;
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Basis ymat ( c , 0.0 , s , 0.0 , 1.0 , 0.0 , - s , 0.0 , c ) ;
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c = Math : : cos ( p_euler . z ) ;
s = Math : : sin ( p_euler . z ) ;
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Basis zmat ( c , - s , 0.0 , s , c , 0.0 , 0.0 , 0.0 , 1.0 ) ;
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//optimizer will optimize away all this anyway
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* this = xmat * ( ymat * zmat ) ;
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}
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// get_euler_yxz returns a vector containing the Euler angles in the YXZ convention,
// as in first-Z, then-X, last-Y. The angles for X, Y, and Z rotations are returned
// as the x, y, and z components of a Vector3 respectively.
Vector3 Basis : : get_euler_yxz ( ) const {
// Euler angles in YXZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
// rot = cy*cz+sy*sx*sz cz*sy*sx-cy*sz cx*sy
// cx*sz cx*cz -sx
// cy*sx*sz-cz*sy cy*cz*sx+sy*sz cy*cx
Vector3 euler ;
# ifdef MATH_CHECKS
ERR_FAIL_COND_V ( is_rotation ( ) = = false , euler ) ;
# endif
real_t m12 = elements [ 1 ] [ 2 ] ;
if ( m12 < 1 ) {
if ( m12 > - 1 ) {
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// is this a pure X rotation?
if ( elements [ 1 ] [ 0 ] = = 0 & & elements [ 0 ] [ 1 ] = = 0 & & elements [ 0 ] [ 2 ] = = 0 & & elements [ 2 ] [ 0 ] = = 0 & & elements [ 0 ] [ 0 ] = = 1 ) {
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// return the simplest form (human friendlier in editor and scripts)
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euler . x = atan2 ( - m12 , elements [ 1 ] [ 1 ] ) ;
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euler . y = 0 ;
euler . z = 0 ;
} else {
euler . x = asin ( - m12 ) ;
euler . y = atan2 ( elements [ 0 ] [ 2 ] , elements [ 2 ] [ 2 ] ) ;
euler . z = atan2 ( elements [ 1 ] [ 0 ] , elements [ 1 ] [ 1 ] ) ;
}
} else { // m12 == -1
euler . x = Math_PI * 0.5 ;
euler . y = - atan2 ( - elements [ 0 ] [ 1 ] , elements [ 0 ] [ 0 ] ) ;
euler . z = 0 ;
}
} else { // m12 == 1
euler . x = - Math_PI * 0.5 ;
euler . y = - atan2 ( - elements [ 0 ] [ 1 ] , elements [ 0 ] [ 0 ] ) ;
euler . z = 0 ;
}
return euler ;
}
// set_euler_yxz expects a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.
// The current implementation uses YXZ convention (Z is the first rotation).
void Basis : : set_euler_yxz ( const Vector3 & p_euler ) {
real_t c , s ;
c = Math : : cos ( p_euler . x ) ;
s = Math : : sin ( p_euler . x ) ;
Basis xmat ( 1.0 , 0.0 , 0.0 , 0.0 , c , - s , 0.0 , s , c ) ;
c = Math : : cos ( p_euler . y ) ;
s = Math : : sin ( p_euler . y ) ;
Basis ymat ( c , 0.0 , s , 0.0 , 1.0 , 0.0 , - s , 0.0 , c ) ;
c = Math : : cos ( p_euler . z ) ;
s = Math : : sin ( p_euler . z ) ;
Basis zmat ( c , - s , 0.0 , s , c , 0.0 , 0.0 , 0.0 , 1.0 ) ;
//optimizer will optimize away all this anyway
* this = ymat * xmat * zmat ;
}
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bool Basis : : is_equal_approx ( const Basis & a , const Basis & b ) const {
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for ( int i = 0 ; i < 3 ; i + + ) {
for ( int j = 0 ; j < 3 ; j + + ) {
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if ( Math : : is_equal_approx ( a . elements [ i ] [ j ] , b . elements [ i ] [ j ] ) = = false )
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return false ;
}
}
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return true ;
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}
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bool Basis : : operator = = ( const Basis & p_matrix ) const {
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for ( int i = 0 ; i < 3 ; i + + ) {
for ( int j = 0 ; j < 3 ; j + + ) {
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if ( elements [ i ] [ j ] ! = p_matrix . elements [ i ] [ j ] )
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return false ;
}
}
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return true ;
}
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bool Basis : : operator ! = ( const Basis & p_matrix ) const {
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return ( ! ( * this = = p_matrix ) ) ;
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}
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Basis : : operator String ( ) const {
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String mtx ;
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for ( int i = 0 ; i < 3 ; i + + ) {
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for ( int j = 0 ; j < 3 ; j + + ) {
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if ( i ! = 0 | | j ! = 0 )
mtx + = " , " ;
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mtx + = rtos ( elements [ i ] [ j ] ) ;
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}
}
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return mtx ;
}
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Quat Basis : : get_quat ( ) const {
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//commenting this check because precision issues cause it to fail when it shouldn't
//#ifdef MATH_CHECKS
//ERR_FAIL_COND_V(is_rotation() == false, Quat());
//#endif
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real_t trace = elements [ 0 ] [ 0 ] + elements [ 1 ] [ 1 ] + elements [ 2 ] [ 2 ] ;
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real_t temp [ 4 ] ;
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if ( trace > 0.0 ) {
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real_t s = Math : : sqrt ( trace + 1.0 ) ;
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temp [ 3 ] = ( s * 0.5 ) ;
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s = 0.5 / s ;
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temp [ 0 ] = ( ( elements [ 2 ] [ 1 ] - elements [ 1 ] [ 2 ] ) * s ) ;
temp [ 1 ] = ( ( elements [ 0 ] [ 2 ] - elements [ 2 ] [ 0 ] ) * s ) ;
temp [ 2 ] = ( ( elements [ 1 ] [ 0 ] - elements [ 0 ] [ 1 ] ) * s ) ;
} else {
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int i = elements [ 0 ] [ 0 ] < elements [ 1 ] [ 1 ] ?
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( elements [ 1 ] [ 1 ] < elements [ 2 ] [ 2 ] ? 2 : 1 ) :
( elements [ 0 ] [ 0 ] < elements [ 2 ] [ 2 ] ? 2 : 0 ) ;
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int j = ( i + 1 ) % 3 ;
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int k = ( i + 2 ) % 3 ;
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real_t s = Math : : sqrt ( elements [ i ] [ i ] - elements [ j ] [ j ] - elements [ k ] [ k ] + 1.0 ) ;
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temp [ i ] = s * 0.5 ;
s = 0.5 / s ;
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temp [ 3 ] = ( elements [ k ] [ j ] - elements [ j ] [ k ] ) * s ;
temp [ j ] = ( elements [ j ] [ i ] + elements [ i ] [ j ] ) * s ;
temp [ k ] = ( elements [ k ] [ i ] + elements [ i ] [ k ] ) * s ;
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}
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return Quat ( temp [ 0 ] , temp [ 1 ] , temp [ 2 ] , temp [ 3 ] ) ;
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}
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static const Basis _ortho_bases [ 24 ] = {
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Basis ( 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 1 ) ,
Basis ( 0 , - 1 , 0 , 1 , 0 , 0 , 0 , 0 , 1 ) ,
Basis ( - 1 , 0 , 0 , 0 , - 1 , 0 , 0 , 0 , 1 ) ,
Basis ( 0 , 1 , 0 , - 1 , 0 , 0 , 0 , 0 , 1 ) ,
Basis ( 1 , 0 , 0 , 0 , 0 , - 1 , 0 , 1 , 0 ) ,
Basis ( 0 , 0 , 1 , 1 , 0 , 0 , 0 , 1 , 0 ) ,
Basis ( - 1 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 ) ,
Basis ( 0 , 0 , - 1 , - 1 , 0 , 0 , 0 , 1 , 0 ) ,
Basis ( 1 , 0 , 0 , 0 , - 1 , 0 , 0 , 0 , - 1 ) ,
Basis ( 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , - 1 ) ,
Basis ( - 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , - 1 ) ,
Basis ( 0 , - 1 , 0 , - 1 , 0 , 0 , 0 , 0 , - 1 ) ,
Basis ( 1 , 0 , 0 , 0 , 0 , 1 , 0 , - 1 , 0 ) ,
Basis ( 0 , 0 , - 1 , 1 , 0 , 0 , 0 , - 1 , 0 ) ,
Basis ( - 1 , 0 , 0 , 0 , 0 , - 1 , 0 , - 1 , 0 ) ,
Basis ( 0 , 0 , 1 , - 1 , 0 , 0 , 0 , - 1 , 0 ) ,
Basis ( 0 , 0 , 1 , 0 , 1 , 0 , - 1 , 0 , 0 ) ,
Basis ( 0 , - 1 , 0 , 0 , 0 , 1 , - 1 , 0 , 0 ) ,
Basis ( 0 , 0 , - 1 , 0 , - 1 , 0 , - 1 , 0 , 0 ) ,
Basis ( 0 , 1 , 0 , 0 , 0 , - 1 , - 1 , 0 , 0 ) ,
Basis ( 0 , 0 , 1 , 0 , - 1 , 0 , 1 , 0 , 0 ) ,
Basis ( 0 , 1 , 0 , 0 , 0 , 1 , 1 , 0 , 0 ) ,
Basis ( 0 , 0 , - 1 , 0 , 1 , 0 , 1 , 0 , 0 ) ,
Basis ( 0 , - 1 , 0 , 0 , 0 , - 1 , 1 , 0 , 0 )
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} ;
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int Basis : : get_orthogonal_index ( ) const {
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//could be sped up if i come up with a way
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Basis orth = * this ;
for ( int i = 0 ; i < 3 ; i + + ) {
for ( int j = 0 ; j < 3 ; j + + ) {
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real_t v = orth [ i ] [ j ] ;
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if ( v > 0.5 )
v = 1.0 ;
else if ( v < - 0.5 )
v = - 1.0 ;
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else
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v = 0 ;
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orth [ i ] [ j ] = v ;
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}
}
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for ( int i = 0 ; i < 24 ; i + + ) {
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if ( _ortho_bases [ i ] = = orth )
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return i ;
}
return 0 ;
}
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void Basis : : set_orthogonal_index ( int p_index ) {
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//there only exist 24 orthogonal bases in r3
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ERR_FAIL_INDEX ( p_index , 24 ) ;
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* this = _ortho_bases [ p_index ] ;
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}
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void Basis : : get_axis_angle ( Vector3 & r_axis , real_t & r_angle ) const {
# ifdef MATH_CHECKS
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ERR_FAIL_COND ( is_rotation ( ) = = false ) ;
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# endif
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real_t angle , x , y , z ; // variables for result
real_t epsilon = 0.01 ; // margin to allow for rounding errors
real_t epsilon2 = 0.1 ; // margin to distinguish between 0 and 180 degrees
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if ( ( Math : : abs ( elements [ 1 ] [ 0 ] - elements [ 0 ] [ 1 ] ) < epsilon ) & & ( Math : : abs ( elements [ 2 ] [ 0 ] - elements [ 0 ] [ 2 ] ) < epsilon ) & & ( Math : : abs ( elements [ 2 ] [ 1 ] - elements [ 1 ] [ 2 ] ) < epsilon ) ) {
// singularity found
// first check for identity matrix which must have +1 for all terms
// in leading diagonaland zero in other terms
if ( ( Math : : abs ( elements [ 1 ] [ 0 ] + elements [ 0 ] [ 1 ] ) < epsilon2 ) & & ( Math : : abs ( elements [ 2 ] [ 0 ] + elements [ 0 ] [ 2 ] ) < epsilon2 ) & & ( Math : : abs ( elements [ 2 ] [ 1 ] + elements [ 1 ] [ 2 ] ) < epsilon2 ) & & ( Math : : abs ( elements [ 0 ] [ 0 ] + elements [ 1 ] [ 1 ] + elements [ 2 ] [ 2 ] - 3 ) < epsilon2 ) ) {
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// this singularity is identity matrix so angle = 0
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r_axis = Vector3 ( 0 , 1 , 0 ) ;
r_angle = 0 ;
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return ;
}
// otherwise this singularity is angle = 180
angle = Math_PI ;
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real_t xx = ( elements [ 0 ] [ 0 ] + 1 ) / 2 ;
real_t yy = ( elements [ 1 ] [ 1 ] + 1 ) / 2 ;
real_t zz = ( elements [ 2 ] [ 2 ] + 1 ) / 2 ;
real_t xy = ( elements [ 1 ] [ 0 ] + elements [ 0 ] [ 1 ] ) / 4 ;
real_t xz = ( elements [ 2 ] [ 0 ] + elements [ 0 ] [ 2 ] ) / 4 ;
real_t yz = ( elements [ 2 ] [ 1 ] + elements [ 1 ] [ 2 ] ) / 4 ;
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if ( ( xx > yy ) & & ( xx > zz ) ) { // elements[0][0] is the largest diagonal term
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if ( xx < epsilon ) {
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x = 0 ;
y = 0.7071 ;
z = 0.7071 ;
} else {
x = Math : : sqrt ( xx ) ;
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y = xy / x ;
z = xz / x ;
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}
} else if ( yy > zz ) { // elements[1][1] is the largest diagonal term
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if ( yy < epsilon ) {
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x = 0.7071 ;
y = 0 ;
z = 0.7071 ;
} else {
y = Math : : sqrt ( yy ) ;
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x = xy / y ;
z = yz / y ;
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}
} else { // elements[2][2] is the largest diagonal term so base result on this
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if ( zz < epsilon ) {
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x = 0.7071 ;
y = 0.7071 ;
z = 0 ;
} else {
z = Math : : sqrt ( zz ) ;
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x = xz / z ;
y = yz / z ;
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}
}
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r_axis = Vector3 ( x , y , z ) ;
r_angle = angle ;
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return ;
}
// as we have reached here there are no singularities so we can handle normally
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real_t s = Math : : sqrt ( ( elements [ 1 ] [ 2 ] - elements [ 2 ] [ 1 ] ) * ( elements [ 1 ] [ 2 ] - elements [ 2 ] [ 1 ] ) + ( elements [ 2 ] [ 0 ] - elements [ 0 ] [ 2 ] ) * ( elements [ 2 ] [ 0 ] - elements [ 0 ] [ 2 ] ) + ( elements [ 0 ] [ 1 ] - elements [ 1 ] [ 0 ] ) * ( elements [ 0 ] [ 1 ] - elements [ 1 ] [ 0 ] ) ) ; // s=|axis||sin(angle)|, used to normalise
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angle = Math : : acos ( ( elements [ 0 ] [ 0 ] + elements [ 1 ] [ 1 ] + elements [ 2 ] [ 2 ] - 1 ) / 2 ) ;
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if ( angle < 0 ) s = - s ;
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x = ( elements [ 2 ] [ 1 ] - elements [ 1 ] [ 2 ] ) / s ;
y = ( elements [ 0 ] [ 2 ] - elements [ 2 ] [ 0 ] ) / s ;
z = ( elements [ 1 ] [ 0 ] - elements [ 0 ] [ 1 ] ) / s ;
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r_axis = Vector3 ( x , y , z ) ;
r_angle = angle ;
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}
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void Basis : : set_quat ( const Quat & p_quat ) {
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real_t d = p_quat . length_squared ( ) ;
real_t s = 2.0 / d ;
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real_t xs = p_quat . x * s , ys = p_quat . y * s , zs = p_quat . z * s ;
real_t wx = p_quat . w * xs , wy = p_quat . w * ys , wz = p_quat . w * zs ;
real_t xx = p_quat . x * xs , xy = p_quat . x * ys , xz = p_quat . x * zs ;
real_t yy = p_quat . y * ys , yz = p_quat . y * zs , zz = p_quat . z * zs ;
set ( 1.0 - ( yy + zz ) , xy - wz , xz + wy ,
xy + wz , 1.0 - ( xx + zz ) , yz - wx ,
xz - wy , yz + wx , 1.0 - ( xx + yy ) ) ;
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}
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void Basis : : set_axis_angle ( const Vector3 & p_axis , real_t p_phi ) {
// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle
# ifdef MATH_CHECKS
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ERR_FAIL_COND ( p_axis . is_normalized ( ) = = false ) ;
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# endif
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Vector3 axis_sq ( p_axis . x * p_axis . x , p_axis . y * p_axis . y , p_axis . z * p_axis . z ) ;
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real_t cosine = Math : : cos ( p_phi ) ;
real_t sine = Math : : sin ( p_phi ) ;
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elements [ 0 ] [ 0 ] = axis_sq . x + cosine * ( 1.0 - axis_sq . x ) ;
elements [ 0 ] [ 1 ] = p_axis . x * p_axis . y * ( 1.0 - cosine ) - p_axis . z * sine ;
elements [ 0 ] [ 2 ] = p_axis . z * p_axis . x * ( 1.0 - cosine ) + p_axis . y * sine ;
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elements [ 1 ] [ 0 ] = p_axis . x * p_axis . y * ( 1.0 - cosine ) + p_axis . z * sine ;
elements [ 1 ] [ 1 ] = axis_sq . y + cosine * ( 1.0 - axis_sq . y ) ;
elements [ 1 ] [ 2 ] = p_axis . y * p_axis . z * ( 1.0 - cosine ) - p_axis . x * sine ;
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elements [ 2 ] [ 0 ] = p_axis . z * p_axis . x * ( 1.0 - cosine ) - p_axis . y * sine ;
elements [ 2 ] [ 1 ] = p_axis . y * p_axis . z * ( 1.0 - cosine ) + p_axis . x * sine ;
elements [ 2 ] [ 2 ] = axis_sq . z + cosine * ( 1.0 - axis_sq . z ) ;
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}