vsg  1.1.0
VulkanSceneGraph library
transform.h
1 #pragma once
2 
3 /* <editor-fold desc="MIT License">
4 
5 Copyright(c) 2018 Robert Osfield
6 
7 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
8 
9 The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
10 
11 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
12 
13 </editor-fold> */
14 
15 #include <vsg/maths/common.h>
16 
17 namespace vsg
18 {
20  template<typename T>
21  constexpr t_mat4<T> rotate(const t_quat<T>& q)
22  {
23  T qxx(q.x * q.x);
24  T qyy(q.y * q.y);
25  T qzz(q.z * q.z);
26  T qxy(q.x * q.y);
27  T qxz(q.x * q.z);
28  T qyz(q.y * q.z);
29  T qwx(q.w * q.x);
30  T qwy(q.w * q.y);
31  T qwz(q.w * q.z);
32 
33  T zero(0.0);
34  T one(1.0);
35  T two(2.0);
36 
37  return t_mat4<T>(one - two * (qyy + qzz), two * (qxy + qwz), two * (qxz - qwy), zero,
38  two * (qxy - qwz), one - two * (qxx + qzz), two * (qyz + qwx), zero,
39  two * (qxz + qwy), two * (qyz - qwx), one - two * (qxx + qyy), zero,
40  zero, zero, zero, 1.0);
41  }
42 
44  template<typename T>
45  t_mat4<T> rotate(T angle_radians, T x, T y, T z)
46  {
47  const T c = std::cos(angle_radians);
48  const T s = std::sin(angle_radians);
49  const T one_minus_c = 1 - c;
50  return t_mat4<T>(x * x * one_minus_c + c, y * x * one_minus_c + z * s, x * z * one_minus_c - y * s, 0,
51  x * y * one_minus_c - z * s, y * y * one_minus_c + c, y * z * one_minus_c + x * s, 0,
52  x * z * one_minus_c + y * s, y * z * one_minus_c - x * s, z * z * one_minus_c + c, 0,
53  0, 0, 0, 1);
54  }
55 
57  template<typename T>
58  t_mat4<T> rotate(T angle_radians, const t_vec3<T>& v)
59  {
60  return rotate(angle_radians, v.value[0], v.value[1], v.value[2]);
61  }
62 
64  template<typename T>
65  constexpr t_mat4<T> translate(T x, T y, T z)
66  {
67  return t_mat4<T>(1, 0, 0, 0,
68  0, 1, 0, 0,
69  0, 0, 1, 0,
70  x, y, z, 1);
71  }
72 
74  template<typename T>
75  constexpr t_mat4<T> translate(const t_vec3<T>& v)
76  {
77  return translate(v.value[0], v.value[1], v.value[2]);
78  }
79 
81  template<typename T>
82  constexpr t_mat4<T> scale(T s)
83  {
84  return t_mat4<T>(s, 0, 0, 0,
85  0, s, 0, 0,
86  0, 0, s, 0,
87  0, 0, 0, 1);
88  }
89 
91  template<typename T>
92  constexpr t_mat4<T> scale(T sx, T sy, T sz)
93  {
94  return t_mat4<T>(sx, 0, 0, 0,
95  0, sy, 0, 0,
96  0, 0, sz, 0,
97  0, 0, 0, 1);
98  }
99 
101  template<typename T>
102  constexpr t_mat4<T> scale(const t_vec3<T>& v)
103  {
104  return scale(v.value[0], v.value[1], v.value[2]);
105  }
106 
108  template<typename T>
109  constexpr t_mat3<T> transpose(const t_mat3<T>& m)
110  {
111  return t_mat3<T>(m[0][0], m[1][0], m[2][0],
112  m[0][1], m[1][1], m[2][1],
113  m[0][2], m[1][2], m[2][2]);
114  }
115 
117  template<typename T>
118  constexpr t_mat4<T> transpose(const t_mat4<T>& m)
119  {
120  return t_mat4<T>(m[0][0], m[1][0], m[2][0], m[3][0],
121  m[0][1], m[1][1], m[2][1], m[3][1],
122  m[0][2], m[1][2], m[2][2], m[3][2],
123  m[0][3], m[1][3], m[2][3], m[3][3]);
124  }
125 
130  //. https://vincent-p.github.io/posts/vulkan_perspective_matrix/
131  template<typename T>
132  constexpr t_mat4<T> perspective(T fovy_radians, T aspectRatio, T zNear, T zFar)
133  {
134  T f = static_cast<T>(1.0 / std::tan(fovy_radians * 0.5));
135  T r = static_cast<T>(1.0 / (zFar - zNear));
136  return t_mat4<T>(f / aspectRatio, 0, 0, 0,
137  0, -f, 0, 0,
138  0, 0, zNear * r, -1,
139  0, 0, (zFar * zNear) * r, 0);
140  }
141 
143  template<typename T>
144  constexpr t_mat4<T> perspective(T left, T right, T bottom, T top, T zNear, T zFar)
145  {
146  return t_mat4<T>(2.0 * zNear / (right - left), 0.0, 0.0, 0.0,
147  0.0, 2.0 * zNear / (bottom - top), 0.0, 0.0,
148  (right + left) / (right - left), (bottom + top) / (bottom - top), zNear / (zFar - zNear), -1.0,
149  0.0, 0.0, zNear * zFar / (zFar - zNear), 0.0);
150  }
151 
153  template<typename T>
154  constexpr t_mat4<T> orthographic(T left, T right, T bottom, T top, T zNear, T zFar)
155  {
156  return t_mat4<T>(2.0 / (right - left), 0.0, 0.0, 0.0,
157  0.0, 2.0 / (bottom - top), 0.0, 0.0,
158  0.0, 0.0, 1.0 / (zFar - zNear), 0.0,
159  -(right + left) / (right - left), -(bottom + top) / (bottom - top), zFar / (zFar - zNear), 1.0);
160  }
161 
162  template<typename T>
163  constexpr t_mat4<T> lookAt(const t_vec3<T>& eye, const t_vec3<T>& center, const t_vec3<T>& up)
164  {
165  using vec_type = t_vec3<T>;
166 
167  vec_type forward = normalize(center - eye);
168  vec_type up_normal = normalize(up);
169  vec_type side = normalize(cross(forward, up_normal));
170  vec_type u = normalize(cross(side, forward));
171 
172  return t_mat4<T>(side[0], u[0], -forward[0], 0,
173  side[1], u[1], -forward[1], 0,
174  side[2], u[2], -forward[2], 0,
175  0, 0, 0, 1) *
176  vsg::translate(-eye.x, -eye.y, -eye.z);
177  }
178 
180  enum class CoordinateConvention
181  {
182  NO_PREFERENCE,
183  X_UP, // x up, y left/west, z out/south
184  Y_UP, // x right/east, y up, z out/south
185  Z_UP // x right/east, y forward/north, z up
186  };
187 
190  extern VSG_DECLSPEC bool transform(CoordinateConvention source, CoordinateConvention destination, dmat4& matrix);
191 
193  extern VSG_DECLSPEC mat3 inverse_3x3(const mat4& m);
194 
196  extern VSG_DECLSPEC dmat3 inverse_3x3(const dmat4& m);
197 
199  extern VSG_DECLSPEC mat4 inverse_4x3(const mat4& m);
200 
202  extern VSG_DECLSPEC dmat4 inverse_4x3(const dmat4& m);
203 
205  extern VSG_DECLSPEC mat4 inverse_4x4(const mat4& m);
206 
208  extern VSG_DECLSPEC dmat4 inverse_4x4(const dmat4& m);
209 
211  extern VSG_DECLSPEC mat4 inverse(const mat4& m);
212 
214  extern VSG_DECLSPEC dmat4 inverse(const dmat4& m);
215 
217  extern VSG_DECLSPEC float determinant(const mat4& m);
218 
220  extern VSG_DECLSPEC double determinant(const dmat4& m);
221 
225  extern VSG_DECLSPEC bool decompose(const mat4& m, vec3& translation, quat& rotation, vec3& scale);
226 
230  extern VSG_DECLSPEC bool decompose(const dmat4& m, dvec3& translation, dquat& rotation, dvec3& scale);
231 
233  extern VSG_DECLSPEC sphere computeFrustumBound(const mat4& m);
234 
236  extern VSG_DECLSPEC dsphere computeFrustumBound(const dmat4& m);
237 
240  struct VSG_DECLSPEC ComputeTransform : public ConstVisitor
241  {
242  dmat4 matrix;
243 
244  void apply(const Transform& transform) override;
245  void apply(const MatrixTransform& mt) override;
246  void apply(const Camera& camera) override;
247  };
248 
250  template<typename T>
251  dmat4 computeTransform(const T& nodePath)
252  {
253  return visit<ComputeTransform>(nodePath).matrix;
254  }
255 
256 } // namespace vsg
Definition: Camera.h:27
Definition: ConstVisitor.h:147
Definition: MatrixTransform.h:24
Transform node is a pure virtual base class for positioning/scaling/rotating subgraphs.
Definition: Transform.h:22
Definition: transform.h:241