A 4x4 transformation matrix. More...
Public Types | |
enum | TransformOrder { eSRT, eSTR, eRST, eRTS, eTSR, eTRS } |
enum | RotationOrder { eXYZ, eXZY, eYXZ, eYZX, eZXY, eZYX } |
Public Member Functions | |
float * | operator[] (int i) |
const float * | operator[] (int i) const |
const float * | array () const |
Matrix4 (const float array[DD_IMAGE_MATRXI4_SIZE]) | |
Matrix4 (float a, float b, float c, float d, float e, float f, float g, float h, float i, float j, float k, float l, float m, float n, float o, float p) | |
void | set (float a, float b, float c, float d, float e, float f, float g, float h, float i, float j, float k, float l, float m, float n, float o, float p) |
Matrix4 | operator* (const Matrix4 &) const |
Matrix4 & | operator*= (const Matrix4 &) |
Matrix4 | operator+ (const Matrix4 &) const |
Matrix4 & | operator+= (const Matrix4 &) |
Matrix4 | operator- (const Matrix4 &) const |
Matrix4 & | operator-= (const Matrix4 &) |
Matrix4 | operator* (float) const |
Matrix4 & | operator*= (float) |
Matrix4 | operator/ (float d) const |
Matrix4 & | operator/= (float d) |
Vector4 | operator* (const Vector4 &v) const |
Vector4 | transform (const Vector4 &v) const |
Vector3 | transform (const Vector3 &v) const |
Vector2 | transform (const Vector2 &v) const |
Vector3 | vtransform (const Vector3 &v) const |
Vector3 | ntransform (const Vector3 &v) const |
Vector4 | transform (const Vector3 &v, float w) const |
bool | operator!= (const Matrix4 &b) const |
bool | operator== (const Matrix4 &b) const |
float | determinant (void) const |
Matrix4 | inverse (float det) const |
Matrix4 | inverse () const |
bool | isIdentity () const |
void | makeIdentity () |
void | scaling (float) |
void | scaling (float, float, float) |
void | scaling (const Vector3 &v) |
void | translation (float, float, float=0.0f) |
void | translation (const Vector3 &v) |
void | rotationX (float) |
void | rotationY (float) |
void | rotationZ (float) |
void | rotation (float a) |
void | rotation (float a, float x, float y, float z) |
void | rotation (float a, const Vector3 &v) |
void | projection (float lens, float minz, float maxz, bool persp=true) |
void | transpose () |
void | scale (float) |
void | scale (float, float, float=1) |
void | scale (const Vector3 &v) |
void | translate (float, float, float=0.0f) |
void | translate (const Vector3 &v) |
void | rotateX (float) |
void | rotateY (float) |
void | rotateZ (float) |
void | rotate (float a) |
void | rotate (float a, float x, float y, float z) |
void | rotate (float a, const Vector4 &v) |
void | rotate (RotationOrder order, const Vector3 &rot) |
void | skew (float a) |
void | skewXY (float x, float y) |
void | skewYX (float x, float y) |
void | skewVec (const Vector3 &skew) |
Vector3 | x_axis () const |
Vector3 | y_axis () const |
Vector3 | z_axis () const |
Vector3 | translation () const |
void | setXAxis (const Vector3 &axis) |
void | setYAxis (const Vector3 &axis) |
void | setZAxis (const Vector3 &axis) |
Vector3 | scale () const |
void | scaleOnly () |
void | rotationOnly () |
void | translationOnly () |
void | scaleAndRotationOnly () |
void | rotationsXYZ (float &rx, float &ry, float &rz) const |
void | rotationsXZY (float &rx, float &ry, float &rz) const |
void | rotationsYXZ (float &rx, float &ry, float &rz) const |
void | rotationsYZX (float &rx, float &ry, float &rz) const |
void | rotationsZXY (float &rx, float &ry, float &rz) const |
void | rotationsZYX (float &rx, float &ry, float &rz) const |
void | getRotations (RotationOrder order, float &rx, float &ry, float &rz) const |
bool | extractAndRemoveScalingAndShear (DD::Image::Vector3 &scaleOut, DD::Image::Vector3 &shearOut) |
bool | decompose (DD::Image::Vector3 &rotationOut, DD::Image::Vector3 &translationOut, DD::Image::Vector3 &scaleOut, DD::Image::Vector3 &shearOut, const DD::Image::Matrix4::RotationOrder rOrder) const |
void | mapUnitSquareToQuad (float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) |
Corner pinning: map 0,0,1,1 square to the four corners (anticlockwise from bottom left) More... | |
void | mapQuadToUnitSquare (float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) |
void | append (Hash &) const |
bool | isValid () const |
void | set (TransformOrder tOrder, RotationOrder rOrder, const Vector3 &pivot, const Vector3 &translation, const Vector3 &rotation, const Vector3 &vScale, const Vector3 &vSkew) |
Static Public Member Functions | |
static const Matrix4 & | identity () |
Public Attributes | |
float | a00 |
float | a10 |
float | a20 |
float | a30 |
float | a01 |
float | a11 |
float | a21 |
float | a31 |
float | a02 |
float | a12 |
float | a22 |
float | a32 |
float | a03 |
float | a13 |
float | a23 |
float | a33 |
A 4x4 transformation matrix.
Used to represent perspective transforms. Also because this is the only form OpenGL accepts, this is often used for affine transforms that could in fact be stored in a Matrix3.
The data is stored packed together in OpenGL order, which is transposed from the way used in most modern graphics literature. This affects how the array() and [] operator work, these are all equal:
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Initialize with a00=a, a01=b, a02=c, etc, ie the arguments are given as rows.
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Return a pointer to the column number i.
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Return a pointer to the column number i.
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Return a pointer to a00. This array is in the correct order to send it to OpenGL (column order).
Referenced by DD::Image::ComplexLightOp::draw_handle(), DD::Image::LightOp::draw_handle(), DD::Image::CameraOp::draw_handle(), DD::Image::ReadGeo::get_geometry_hash(), DD::Image::Matrix3x4ToArray(), DD::Image::Matrix4ToArray(), and DD::Image::Transform::set_texturemap().
Matrix4 Matrix4::operator* | ( | float | f | ) | const |
Multiplies every location by f. For transforms this is not a scale, because it scales the W parameter as well, producing no change.
Matrix4 & Matrix4::operator*= | ( | float | f | ) |
Multiplies every location by f. For transforms this is not a scale, because it scales the W parameter as well, producing no change.
Same as this*v.
Referenced by DD::Image::rPoint::add_to_render(), DD::Image::ParticleBehaviour::conditionsApply(), DD::Image::CameraOp::draw_handle(), DD::Image::Primitive::draw_normal(), DD::Image::ComplexLightOp::shade_GL(), DD::Image::GeoOp::transform_points(), and DD::Image::Iop::vertex_shader().
Same as the xyz of transform(v,1). This will transform a point in space but only if this is not a perspective matrix, meaning the last row is 0,0,0,1.
Will transform a Vector2 assuming z = 0.0
Same as the xyz of transform(v,0). This will transform a vector in space but only if this is not a perspective matrix, meaning the last row is 0,0,0,1.
Referenced by DD::Image::Box3::transform().
Same as transpose().transform(v,0). If this is the inverse of a transform matrix, this will transform normals.
Referenced by DD::Image::Primitive::draw_normal(), and DD::Image::GeoOp::evaluate_transform().
Same as this*Vector4(v.x,v.y,v.z,w). Useful for doing transforms when w is stored in a different location than the xyz.
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Returns true if any of all 16 locations are different.
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Returns true if all 16 locations are equal.
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Return the determinant. Non-zero means the transformation can be inverted.
Matrix4 Matrix4::inverse | ( | float | det | ) | const |
Returns the inverse of this matrix where det is the precomputed determinant. This is useful if you already computed the determinant in order to see if you can invert the matrix.
Referenced by DD::Image::CameraOp::draw_handle(), and DD::Image::GeoOp::evaluate_transform().
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Returns the inverse of this matrix. If determinant() is zero this will replace all the items with +/- infinity or zero.
References inverse().
Referenced by inverse().
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Replace the contents with the identity.
Referenced by DD::Image::GeoOp::add_draw_geometry(), DD::Image::Render::camera_matrix(), DD::Image::GeoOp::evaluate_transform(), DD::Image::Render::get_format_matrix(), DD::Image::SourceGeo::init_geoinfo_parms(), mapUnitSquareToQuad(), DD::Image::Transform::reset(), and DD::Image::Transform::Transform().
void Matrix4::scaling | ( | float | x | ) |
Replace the contents with a uniform scale by x.
Referenced by DD::Image::Render::projection_matrix(), and scaleOnly().
void Matrix4::scaling | ( | float | x, |
float | y, | ||
float | z | ||
) |
Replace the contents with a scale by x,y,z.
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void Matrix4::translation | ( | float | x, |
float | y, | ||
float | z = 0.0f |
||
) |
Replace the contents with a translation by x,y,z.
Replace the contents with a translation by the x,y,z of the vector
Translate the transformation by the x,y,z of the vector.
References translation().
Referenced by translation().
void Matrix4::rotationX | ( | float | angle | ) |
Replace the contents with a rotation by angle (in radians) around the X axis.
Referenced by rotateX().
void Matrix4::rotationY | ( | float | angle | ) |
Replace the contents with a rotation by angle (in radians) around the Y axis.
Referenced by rotateY().
void Matrix4::rotationZ | ( | float | angle | ) |
Replace the contents with a rotation by angle (in radians) around the Z axis.
Referenced by rotateZ().
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Same as rotationZ(angle).
Referenced by rotate().
void Matrix4::rotation | ( | float | a, |
float | x, | ||
float | y, | ||
float | z | ||
) |
Replace the contents with a rotation by angle (in radians) around the vector x,y,z.
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Replace the contents with a rotation by angle (in radians) around the vector.
References rotation().
Referenced by rotation().
void Matrix4::projection | ( | float | lens, |
float | minz, | ||
float | maxz, | ||
bool | persp = true |
||
) |
Replace the contents with a camera projection. The camera is sitting at 0,0,0 and pointing along the Z axis, and the ratio of it's focal length to the width of the film is lens.
The area that will appear on the film is transformed to be in a square with X and Y ranging from -1 to 1. The plane Z==minz is transformed to be at Z==-1 and the plane Z==maxz is transformed to Z==1.
Referenced by DD::Image::Render::projection_matrix().
void Matrix4::transpose | ( | ) |
Replace the contents with the transposition (reflect through diagonal)
Referenced by DD::Image::TQuaternion< ValueType >::matrix(), DD::Image::Matrix3x4ToArray(), and DD::Image::Matrix4ToArray().
void Matrix4::scale | ( | float | s | ) |
Scale the transformation by s.
Referenced by DD::Image::GeoOp::build_matrix_handles(), DD::Image::ProxyContext::from_proxy(), DD::Image::Render::get_format_matrix(), and DD::Image::ProxyContext::to_proxy().
void Matrix4::scale | ( | float | x, |
float | y, | ||
float | z = 1 |
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) |
Scale the transformation by x,y,z.
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void Matrix4::translate | ( | float | x, |
float | y, | ||
float | z = 0.0f |
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) |
Translate the transformation by x,y,z.
Referenced by DD::Image::Render::camera_matrix(), DD::Image::ProxyContext::from_proxy(), DD::Image::Render::get_format_matrix(), and DD::Image::ProxyContext::to_proxy().
void Matrix4::rotateX | ( | float | a | ) |
Rotate the transformation by a radians about the X axis.
References rotationX().
Referenced by DD::Image::Transform::rotateX().
void Matrix4::rotateY | ( | float | a | ) |
Rotate the transformation by a radians about the Y axis.
References rotationY().
Referenced by DD::Image::Transform::rotateY().
void Matrix4::rotateZ | ( | float | a | ) |
Rotate the transformation by a radians about the Z axis.
References rotationZ().
Referenced by DD::Image::Transform::rotateZ().
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Same as rotateZ(a).
void Matrix4::rotate | ( | float | a, |
float | x, | ||
float | y, | ||
float | z | ||
) |
Rotate the transformation by a radians about the vector x,y,z.
References rotation().
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void Matrix4::skew | ( | float | a | ) |
Skew the transformation by a (X positions have a*Y added to them).
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Return the transformation of a 1 unit vector in x, if this is not a persxpective matrix (ie bottom row must be 0,0,0,1).
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Return the transformation of a 1 unit vector in y, if this is not a persxpective matrix (ie bottom row must be 0,0,0,1).
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Return the transformation of a 1 unit vector in z, if this is not a persxpective matrix (ie bottom row must be 0,0,0,1).
Referenced by DD::Image::SpriteGenerator::getSprite(), DD::Image::MBParticleSpriteGenerator::getSprite(), and DD::Image::ParticlesSprite::tessellateSprite().
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Return the transformation of the point 0,0,0, if this is not a perspective matrix (ie bottom row is 0,0,0,1).
Vector3 Matrix4::scale | ( | ) | const |
Return the scale of a transformation matrix.
Referenced by rotationOnly(), and scaleOnly().
void Matrix4::scaleOnly | ( | ) |
void Matrix4::rotationOnly | ( | ) |
Modify the transformation matrix to represent the rotation component only.
References scale(), and scaleAndRotationOnly().
void Matrix4::translationOnly | ( | ) |
Modify the transformation matrix to represent the translation component only.
void Matrix4::scaleAndRotationOnly | ( | ) |
Modify the transformation matrix to represent the scale and rotation component only.
Referenced by rotationOnly().
void Matrix4::rotationsXYZ | ( | float & | rx, |
float & | ry, | ||
float & | rz | ||
) | const |
Given a matrix which is assumed to be the multiplication of any number of rotation matricies (no translations, please) calculate the equivalent rotations around the X, Y and Z axis. You can then recreate this transformation by doing rotatez(x), rotatex(y), rotatey(z).
References getRotations().
void Matrix4::rotationsXZY | ( | float & | rx, |
float & | ry, | ||
float & | rz | ||
) | const |
Given a matrix which is assumed to be the multiplication of any number of rotation matricies (no translations, please) calculate the equivalent rotations around the X, Y and Z axis. You can then recreate this transformation by doing rotatez(x), rotatex(z), rotatey(y).
References getRotations().
void Matrix4::rotationsYXZ | ( | float & | rx, |
float & | ry, | ||
float & | rz | ||
) | const |
Given a matrix which is assumed to be the multiplication of any number of rotation matricies (no translations, please) calculate the equivalent rotations around the X, Y and Z axis. You can then recreate this transformation by doing rotatez(y), rotatex(x), rotatey(z).
References getRotations().
void Matrix4::rotationsYZX | ( | float & | rx, |
float & | ry, | ||
float & | rz | ||
) | const |
Given a matrix which is assumed to be the multiplication of any number of rotation matricies (no translations, please) calculate the equivalent rotations around the X, Y and Z axis. You can then recreate this transformation by doing rotatez(y), rotatex(z), rotatey(x).
References getRotations().
void Matrix4::rotationsZXY | ( | float & | rx, |
float & | ry, | ||
float & | rz | ||
) | const |
Given a matrix which is assumed to be the multiplication of any number of rotation matricies (no translations, please) calculate the equivalent rotations around the X, Y and Z axis. You can then recreate this transformation by doing rotatez(z), rotatex(x), rotatey(y).
References getRotations().
void Matrix4::rotationsZYX | ( | float & | rx, |
float & | ry, | ||
float & | rz | ||
) | const |
Given a matrix which is assumed to be the multiplication of any number of rotation matricies (no translations, please) calculate the equivalent rotations around the X, Y and Z axis. You can then recreate this transformation by doing rotatez(z), rotatex(y), rotatey(x).
References getRotations().
void Matrix4::getRotations | ( | RotationOrder | order, |
float & | rx, | ||
float & | ry, | ||
float & | rz | ||
) | const |
Given a matrix which is assumed to be the multiplication of any number of rotation matricies (no translations, please) calculate the equivalent rotations around the X, Y and Z axis. You can then recreate this transformation by concatenating individual rotations in the order specified by the RotationOrder parameter
References DD::Image::Vector3::normalize().
Referenced by decompose(), rotationsXYZ(), rotationsXZY(), rotationsYXZ(), rotationsYZX(), rotationsZXY(), and rotationsZYX().
bool Matrix4::extractAndRemoveScalingAndShear | ( | DD::Image::Vector3 & | scaleOut, |
DD::Image::Vector3 & | shearOut | ||
) |
Get and remove scale and rotation from the matrix.
References DD::Image::Vector3::dot(), and DD::Image::Vector3::length().
Referenced by decompose().
bool Matrix4::decompose | ( | DD::Image::Vector3 & | rotationOut, |
DD::Image::Vector3 & | translationOut, | ||
DD::Image::Vector3 & | scaleOut, | ||
DD::Image::Vector3 & | shearOut, | ||
const DD::Image::Matrix4::RotationOrder | rOrder | ||
) | const |
Decompose the matrix into its individual transform components. Returned rotation values are based on the rotation order provided.
References extractAndRemoveScalingAndShear(), and getRotations().
void Matrix4::mapUnitSquareToQuad | ( | float | x0, |
float | y0, | ||
float | x1, | ||
float | y1, | ||
float | x2, | ||
float | y2, | ||
float | x3, | ||
float | y3 | ||
) |
Corner pinning: map 0,0,1,1 square to the four corners (anticlockwise from bottom left)
map 0,0,1,1 square to the four corners (anticlockwise from bottom left)
References makeIdentity().
Referenced by mapQuadToUnitSquare().
void Matrix4::mapQuadToUnitSquare | ( | float | x0, |
float | y0, | ||
float | x1, | ||
float | y1, | ||
float | x2, | ||
float | y2, | ||
float | x3, | ||
float | y3 | ||
) |
Corner pinning: map the four corners (anticlockwise from bottom left) to 0,0,1,1 square
References mapUnitSquareToQuad().
void Matrix4::append | ( | Hash & | hash | ) | const |
Add this to the Hash object.
Referenced by DD::Image::Transform::append(), and DD::Image::TransformGeo::get_geometry_hash().
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Return whether all of the components are valid numbers.
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