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transform.cpp
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//
// Copyright 2016 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "pxr/base/gf/matrix4d.h"
#include "pxr/base/gf/transform.h"
#include "pxr/base/tf/type.h"
#include <iostream>
// CODE_COVERAGE_OFF_GCOV_BUG
TF_REGISTRY_FUNCTION(TfType) {
TfType::Define<GfTransform>();
}
// CODE_COVERAGE_ON_GCOV_BUG
GfTransform &
GfTransform::Set(const GfVec3d &scale,
const GfRotation &pivotOrientation,
const GfRotation &rotation,
const GfVec3d &pivotPosition,
const GfVec3d &translation)
{
_scale = scale;
_pivotOrientation = pivotOrientation;
_rotation = rotation;
_pivotPosition = pivotPosition;
_translation = translation;
return *this;
}
GfTransform &
GfTransform::SetMatrix(const GfMatrix4d &m)
{
// Factor the matrix into the components, while trying to leave
// the pivotPosition field unchanged.
// Create a matrix, [mNoPivot], given by:
// [pivotPositionInverse][mNoPivot][pivotPosition] = [m]
//
// So, [mNoPivot] = [pivotPosition][m][pivotPositionInverse]
GfMatrix4d mPivotPos, mPivotPosInv;
mPivotPos.SetTranslate(_pivotPosition);
mPivotPosInv.SetTranslate(-_pivotPosition);
GfMatrix4d mNoPivot = mPivotPos * m * mPivotPosInv;
// Factor mNoPivot into the other components
GfMatrix4d shearRotMat, rotMat, projMat;
// Factor returns false if the given matrix is singular,
// but produces a result anyway. We use that result regardless,
// because singular matrices (such as zero scales) are still
// valid for constructing Transforms.
mNoPivot.Factor(&shearRotMat, &_scale, &rotMat,
&_translation, &projMat);
_rotation = rotMat.ExtractRotation();
// Don't set the scale orientation if the scale is unity
if (_scale != GfVec3d(1.0, 1.0, 1.0))
_pivotOrientation = shearRotMat.GetTranspose().ExtractRotation();
else
_pivotOrientation.SetIdentity();
return *this;
}
GfTransform &
GfTransform::SetIdentity()
{
_scale.Set(1.0, 1.0, 1.0);
_pivotOrientation.SetIdentity();
_rotation.SetIdentity();
_pivotPosition = GfVec3d(0);
_translation = GfVec3d(0);
return *this;
}
GfMatrix4d
GfTransform::GetMatrix() const
{
bool doPivot = (_pivotPosition != GfVec3d(0));
bool doScale = (_scale != GfVec3d(1.0, 1.0, 1.0));
bool doScaleOrient = (_pivotOrientation.GetAngle() != 0.0);
bool doRotation = (_rotation.GetAngle() != 0.0);
bool doTranslation = (_translation != GfVec3d(0));
bool anySet = false;
GfMatrix4d mtx;
//
// When multiplying matrices A*B, the effects of A are more local
// than the effects of B (A's operation takes place before
// B's). So we use post-multiplication of matrices (with the '*='
// operator), in the order we want the operations to be applied.
//
#define _GF_ACCUM(mtxOp) \
{ \
if (anySet) { \
GfMatrix4d tmp; \
tmp.mtxOp; \
mtx *= tmp; \
} \
else { \
mtx.mtxOp; \
anySet = true; \
} \
}
if (doPivot)
_GF_ACCUM(SetTranslate(-_pivotPosition));
if (doScale) {
if (doScaleOrient)
_GF_ACCUM(SetRotate(_pivotOrientation.GetInverse()));
_GF_ACCUM(SetScale(_scale));
if (doScaleOrient)
_GF_ACCUM(SetRotate(_pivotOrientation));
}
if (doRotation)
_GF_ACCUM(SetRotate(_rotation));
if (doPivot)
_GF_ACCUM(SetTranslate(_pivotPosition));
if (doTranslation)
_GF_ACCUM(SetTranslate(_translation));
#undef _GF_ACCUM
if (! anySet)
mtx.SetIdentity();
return mtx;
}
bool
GfTransform::operator ==(const GfTransform &xf) const
{
return (GetScale() == xf.GetScale() &&
GetPivotOrientation() == xf.GetPivotOrientation() &&
GetRotation() == xf.GetRotation() &&
GetPivotPosition() == xf.GetPivotPosition() &&
GetTranslation() == xf.GetTranslation());
}
GfTransform &
GfTransform::operator *=(const GfTransform &xf)
{
return SetMatrix(GetMatrix() * xf.GetMatrix());
}
std::ostream &
operator<<(std::ostream& out, const GfTransform& xf)
{
const GfVec3d &t = xf.GetTranslation();
const GfRotation &rotation = xf.GetRotation();
const GfVec3d &rax = rotation.GetAxis();
double rang = rotation.GetAngle();
const GfVec3d &s = xf.GetScale();
const GfVec3d &c = xf.GetPivotPosition();
const GfRotation &pivotOrientation = xf.GetPivotOrientation();
const GfVec3d &pax = pivotOrientation.GetAxis();
double pang = pivotOrientation.GetAngle();
// This class doesn't use the same precision helper that everyone
// else uses (see Gf_OstreamHelperP) for some reason.
// note: we currently specify the same orientation for both scale and
// rotation, but the format allows for different orientations.
return out
<< "( "
<< "(" << s[0] << ", " << s[1] << ", " << s[2] << ", 0), "
<< "(" << pax[0] << ", " << pax[1] << ", " << pax[2] << ", "
<< pang << "), "
<< "(" << rax[0] << ", " << rax[1] << ", " << rax[2] << ", "
<< rang << "), "
<< "(" << c[0] << ", " << c[1] << ", " << c[2] << ", 0), "
<< "(" << t[0] << ", " << t[1] << ", " << t[2] << ", 0) "
<< ")";
}