[F] vRows in fact is columns.

[+] More variants for Decompose.
pull/1021/head
Alexandr Arutjunov 2016-10-06 17:02:09 +03:00
parent 70614ce205
commit 96887e1aa6
2 changed files with 30 additions and 31 deletions

View File

@ -150,7 +150,8 @@ public:
// -------------------------------------------------------------------
/** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const
* @brief Decompose a trafo matrix into its original components
* @brief Decompose a trafo matrix into its original components.
* Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat
* @param [out] pScaling - Receives the output scaling for the x,y,z axes.
* @param [out] pRotation - Receives the output rotation as a Euler angles.
* @param [out] pPosition - Receives the output position for the x,y,z axes.
@ -160,6 +161,7 @@ public:
// -------------------------------------------------------------------
/** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const
* @brief Decompose a trafo matrix into its original components
* Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat
* @param [out] pScaling - Receives the output scaling for the x,y,z axes.
* @param [out] pRotationAxis - Receives the output rotation axis.
* @param [out] pRotationAngle - Receives the output rotation angle for @ref pRotationAxis.

View File

@ -308,25 +308,25 @@ inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsil
pPosition.y = _this[1][3]; \
pPosition.z = _this[2][3]; \
\
/* extract the rows of the matrix. */ \
aiVector3t<TReal> vRows[3] = { \
/* extract the columns of the matrix. */ \
aiVector3t<TReal> vCols[3] = { \
aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]), \
aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]), \
aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2]) \
}; \
\
/* extract the scaling factors */ \
pScaling.x = vRows[0].Length(); \
pScaling.y = vRows[1].Length(); \
pScaling.z = vRows[2].Length(); \
pScaling.x = vCols[0].Length(); \
pScaling.y = vCols[1].Length(); \
pScaling.z = vCols[2].Length(); \
\
/* and the sign of the scaling */ \
if (Determinant() < 0) pScaling = -pScaling; \
\
/* and remove all scaling from the matrix */ \
if(pScaling.x) vRows[0] /= pScaling.x; \
if(pScaling.y) vRows[1] /= pScaling.y; \
if(pScaling.z) vRows[2] /= pScaling.z; \
if(pScaling.x) vCols[0] /= pScaling.x; \
if(pScaling.y) vCols[1] /= pScaling.y; \
if(pScaling.z) vCols[2] /= pScaling.z; \
\
do {} while(false)
@ -340,9 +340,9 @@ inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuate
ASSIMP_MATRIX4_4_DECOMPOSE_PART;
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m(vRows[0].x,vRows[1].x,vRows[2].x,
vRows[0].y,vRows[1].y,vRows[2].y,
vRows[0].z,vRows[1].z,vRows[2].z);
aiMatrix3x3t<TReal> m(vCols[0].x,vCols[1].x,vCols[2].x,
vCols[0].y,vCols[1].y,vCols[2].y,
vCols[0].z,vCols[1].z,vCols[2].z);
// and generate the rotation quaternion from it
pRotation = aiQuaterniont<TReal>(m);
@ -354,45 +354,42 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
ASSIMP_MATRIX4_4_DECOMPOSE_PART;
/*
| CE -CF -D 0 |
M = | -BDE+AF BDF+AE -BC 0 |
| ADE+BF -ADF+BE AC 0 |
| CE -CF D 0 |
M = | BDE+AF -BDF+AE -BC 0 |
| -ADE+BF -ADF+BE AC 0 |
| 0 0 0 1 |
A = cos(angle_x);
B = sin(angle_x);
C = cos(angle_y);
D = sin(angle_y);
E = cos(angle_z);
F = sin(angle_z);
A = cos(angle_x), B = sin(angle_x);
C = cos(angle_y), D = sin(angle_y);
E = cos(angle_z), F = sin(angle_z);
*/
// Use a small epsilon to solve floating-point inaccuracies
constexpr TReal epsilon = 10e-3f;
pRotation.y = -asin(_this[0][2]);// Angle around oY.
pRotation.y = asin(vCols[2].x);// D. Angle around oY.
TReal C = cos(pRotation.y);
if(fabs(C) > epsilon)
{
// Finding angle around oX.
TReal tan_x = _this[2][2] / C;
TReal tan_y = -_this[1][2] / C;
TReal tan_x = vCols[2].z / C;// A
TReal tan_y = -vCols[2].y / C;// B
pRotation.x = atan2(tan_y, tan_x);
// Finding angle around oZ.
tan_x = _this[0][0] / C;
tan_y = -_this[0][1] / C;
tan_x = vCols[0].x / C;// E
tan_y = -vCols[1].x / C;// F
pRotation.z = atan2(tan_y, tan_x);
}
else
{
pRotation.x = 0;// Set angle around oX to 0.
{// oY is fixed.
pRotation.x = 0;// Set angle around oX to 0. => A == 1, B == 0, C == 0, D == 1.
// And finding angle around oZ.
TReal tan_x = _this[1][1];
TReal tan_y = _this[1][0];
TReal tan_x = vCols[1].y;// -BDF+AE => E
TReal tan_y = vCols[0].y;// BDE+AF => F
pRotation.z = atan2(tan_y, tan_x);
}