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1///////////////////////////////////////////////////////////////////////////////////////////////////
2// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
3///////////////////////////////////////////////////////////////////////////////////////////////////
4// Created : 2011-03-05
5// Updated : 2011-03-05
6// Licence : This source is under MIT License
7// File    : glm/gtx/matrix_interpolation.inl
8///////////////////////////////////////////////////////////////////////////////////////////////////
9
10namespace glm
11{
12	template <typename T, precision P>
13	GLM_FUNC_QUALIFIER void axisAngle
14	(
15		detail::tmat4x4<T, P> const & mat,
16		detail::tvec3<T, P> & axis,
17		T & angle
18	)
19	{
20		T epsilon = (T)0.01;
21		T epsilon2 = (T)0.1;
22
23		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))
24		{
25			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] - (T)3.0) < epsilon2))
26			{
27				angle = (T)0.0;
28				axis.x = (T)1.0;
29				axis.y = (T)0.0;
30				axis.z = (T)0.0;
31				return;
32			}
33			angle = static_cast<T>(3.1415926535897932384626433832795);
34			T xx = (mat[0][0] + (T)1.0) / (T)2.0;
35			T yy = (mat[1][1] + (T)1.0) / (T)2.0;
36			T zz = (mat[2][2] + (T)1.0) / (T)2.0;
37			T xy = (mat[1][0] + mat[0][1]) / (T)4.0;
38			T xz = (mat[2][0] + mat[0][2]) / (T)4.0;
39			T yz = (mat[2][1] + mat[1][2]) / (T)4.0;
40			if((xx > yy) && (xx > zz))
41			{
42				if (xx < epsilon) {
43					axis.x = (T)0.0;
44					axis.y = (T)0.7071;
45					axis.z = (T)0.7071;
46				} else {
47					axis.x = sqrt(xx);
48					axis.y = xy / axis.x;
49					axis.z = xz / axis.x;
50				}
51			}
52			else if (yy > zz)
53			{
54				if (yy < epsilon) {
55					axis.x = (T)0.7071;
56					axis.y = (T)0.0;
57					axis.z = (T)0.7071;
58				} else {
59					axis.y = sqrt(yy);
60					axis.x = xy / axis.y;
61					axis.z = yz / axis.y;
62				}
63			}
64			else
65			{
66				if (zz < epsilon) {
67					axis.x = (T)0.7071;
68					axis.y = (T)0.7071;
69					axis.z = (T)0.0;
70				} else {
71					axis.z = sqrt(zz);
72					axis.x = xz / axis.z;
73					axis.y = yz / axis.z;
74				}
75			}
76			return;
77		}
78		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]));
79		if (glm::abs(s) < T(0.001))
80			s = (T)1.0;
81		angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) / (T)2.0);
82		axis.x = (mat[1][2] - mat[2][1]) / s;
83		axis.y = (mat[2][0] - mat[0][2]) / s;
84		axis.z = (mat[0][1] - mat[1][0]) / s;
85	}
86
87	template <typename T, precision P>
88	GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> axisAngleMatrix
89	(
90		detail::tvec3<T, P> const & axis,
91		T const angle
92	)
93	{
94		T c = cos(angle);
95		T s = sin(angle);
96		T t = static_cast<T>(1) - c;
97		detail::tvec3<T, P> n = normalize(axis);
98
99		return detail::tmat4x4<T, P>(
100			t * n.x * n.x + c,          t * n.x * n.y + n.z * s,    t * n.x * n.z - n.y * s,    T(0),
101			t * n.x * n.y - n.z * s,    t * n.y * n.y + c,          t * n.y * n.z + n.x * s,    T(0),
102			t * n.x * n.z + n.y * s,    t * n.y * n.z - n.x * s,    t * n.z * n.z + c,          T(0),
103			T(0),                        T(0),                        T(0),                     T(1)
104		);
105	}
106
107	template <typename T, precision P>
108	GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> extractMatrixRotation
109	(
110		detail::tmat4x4<T, P> const & mat
111	)
112	{
113		return detail::tmat4x4<T, P>(
114			mat[0][0], mat[0][1], mat[0][2], 0.0,
115			mat[1][0], mat[1][1], mat[1][2], 0.0,
116			mat[2][0], mat[2][1], mat[2][2], 0.0,
117			0.0,       0.0,       0.0,       1.0
118		);
119	}
120
121	template <typename T, precision P>
122	GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> interpolate
123	(
124		detail::tmat4x4<T, P> const & m1,
125		detail::tmat4x4<T, P> const & m2,
126		T const delta
127	)
128	{
129		detail::tmat4x4<T, P> m1rot = extractMatrixRotation(m1);
130		detail::tmat4x4<T, P> dltRotation = m2 * transpose(m1rot);
131		detail::tvec3<T, P> dltAxis;
132		T dltAngle;
133		axisAngle(dltRotation, dltAxis, dltAngle);
134		detail::tmat4x4<T, P> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot;
135		out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);
136		out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);
137		out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);
138		return out;
139	}
140}//namespace glm
141