Blender  V2.93
util_transform.cpp
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1 /*
2  * Copyright 2011-2013 Blender Foundation
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4  * Licensed under the Apache License, Version 2.0 (the "License");
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16 
17 /*
18  * Adapted from code with license:
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48 
49 #include "util/util_transform.h"
50 #include "util/util_projection.h"
51 
52 #include "util/util_boundbox.h"
53 #include "util/util_math.h"
54 
56 
57 /* Transform Inverse */
58 
59 static bool transform_matrix4_gj_inverse(float R[][4], float M[][4])
60 {
61  /* forward elimination */
62  for (int i = 0; i < 4; i++) {
63  int pivot = i;
64  float pivotsize = M[i][i];
65 
66  if (pivotsize < 0)
67  pivotsize = -pivotsize;
68 
69  for (int j = i + 1; j < 4; j++) {
70  float tmp = M[j][i];
71 
72  if (tmp < 0)
73  tmp = -tmp;
74 
75  if (tmp > pivotsize) {
76  pivot = j;
77  pivotsize = tmp;
78  }
79  }
80 
81  if (UNLIKELY(pivotsize == 0.0f))
82  return false;
83 
84  if (pivot != i) {
85  for (int j = 0; j < 4; j++) {
86  float tmp;
87 
88  tmp = M[i][j];
89  M[i][j] = M[pivot][j];
90  M[pivot][j] = tmp;
91 
92  tmp = R[i][j];
93  R[i][j] = R[pivot][j];
94  R[pivot][j] = tmp;
95  }
96  }
97 
98  for (int j = i + 1; j < 4; j++) {
99  float f = M[j][i] / M[i][i];
100 
101  for (int k = 0; k < 4; k++) {
102  M[j][k] -= f * M[i][k];
103  R[j][k] -= f * R[i][k];
104  }
105  }
106  }
107 
108  /* backward substitution */
109  for (int i = 3; i >= 0; --i) {
110  float f;
111 
112  if (UNLIKELY((f = M[i][i]) == 0.0f))
113  return false;
114 
115  for (int j = 0; j < 4; j++) {
116  M[i][j] /= f;
117  R[i][j] /= f;
118  }
119 
120  for (int j = 0; j < i; j++) {
121  f = M[j][i];
122 
123  for (int k = 0; k < 4; k++) {
124  M[j][k] -= f * M[i][k];
125  R[j][k] -= f * R[i][k];
126  }
127  }
128  }
129 
130  return true;
131 }
132 
134 {
136  float M[4][4], R[4][4];
137 
138  memcpy(R, &tfmR, sizeof(R));
139  memcpy(M, &tfm, sizeof(M));
140 
142  /* matrix is degenerate (e.g. 0 scale on some axis), ideally we should
143  * never be in this situation, but try to invert it anyway with tweak */
144  M[0][0] += 1e-8f;
145  M[1][1] += 1e-8f;
146  M[2][2] += 1e-8f;
147 
149  return projection_identity();
150  }
151  }
152 
153  memcpy(&tfmR, R, sizeof(R));
154 
155  return tfmR;
156 }
157 
159 {
160  ProjectionTransform projection(tfm);
161  return projection_to_transform(projection_inverse(projection));
162 }
163 
165 {
166  ProjectionTransform projection(tfm);
167  ProjectionTransform iprojection = projection_inverse(projection);
168  return projection_to_transform(projection_transpose(iprojection));
169 }
170 
171 /* Motion Transform */
172 
173 float4 transform_to_quat(const Transform &tfm)
174 {
175  double trace = (double)(tfm[0][0] + tfm[1][1] + tfm[2][2]);
176  float4 qt;
177 
178  if (trace > 0.0) {
179  double s = sqrt(trace + 1.0);
180 
181  qt.w = (float)(s / 2.0);
182  s = 0.5 / s;
183 
184  qt.x = (float)((double)(tfm[2][1] - tfm[1][2]) * s);
185  qt.y = (float)((double)(tfm[0][2] - tfm[2][0]) * s);
186  qt.z = (float)((double)(tfm[1][0] - tfm[0][1]) * s);
187  }
188  else {
189  int i = 0;
190 
191  if (tfm[1][1] > tfm[i][i])
192  i = 1;
193  if (tfm[2][2] > tfm[i][i])
194  i = 2;
195 
196  int j = (i + 1) % 3;
197  int k = (j + 1) % 3;
198 
199  double s = sqrt((double)(tfm[i][i] - (tfm[j][j] + tfm[k][k])) + 1.0);
200 
201  double q[3];
202  q[i] = s * 0.5;
203  if (s != 0.0)
204  s = 0.5 / s;
205 
206  double w = (double)(tfm[k][j] - tfm[j][k]) * s;
207  q[j] = (double)(tfm[j][i] + tfm[i][j]) * s;
208  q[k] = (double)(tfm[k][i] + tfm[i][k]) * s;
209 
210  qt.x = (float)q[0];
211  qt.y = (float)q[1];
212  qt.z = (float)q[2];
213  qt.w = (float)w;
214  }
215 
216  return qt;
217 }
218 
219 static void transform_decompose(DecomposedTransform *decomp, const Transform *tfm)
220 {
221  /* extract translation */
222  decomp->y = make_float4(tfm->x.w, tfm->y.w, tfm->z.w, 0.0f);
223 
224  /* extract rotation */
225  Transform M = *tfm;
226  M.x.w = 0.0f;
227  M.y.w = 0.0f;
228  M.z.w = 0.0f;
229 
230 #if 0
231  Transform R = M;
232  float norm;
233  int iteration = 0;
234 
235  do {
236  Transform Rnext;
238 
239  for (int i = 0; i < 3; i++)
240  for (int j = 0; j < 4; j++)
241  Rnext[i][j] = 0.5f * (R[i][j] + Rit[i][j]);
242 
243  norm = 0.0f;
244  for (int i = 0; i < 3; i++) {
245  norm = max(norm,
246  fabsf(R[i][0] - Rnext[i][0]) + fabsf(R[i][1] - Rnext[i][1]) +
247  fabsf(R[i][2] - Rnext[i][2]));
248  }
249 
250  R = Rnext;
251  iteration++;
252  } while (iteration < 100 && norm > 1e-4f);
253 
255  R = R * transform_scale(-1.0f, -1.0f, -1.0f);
256 
257  decomp->x = transform_to_quat(R);
258 
259  /* extract scale and pack it */
260  Transform scale = transform_inverse(R) * M;
261  decomp->y.w = scale.x.x;
262  decomp->z = make_float4(scale.x.y, scale.x.z, scale.y.x, scale.y.y);
263  decomp->w = make_float4(scale.y.z, scale.z.x, scale.z.y, scale.z.z);
264 #else
265  float3 colx = transform_get_column(&M, 0);
266  float3 coly = transform_get_column(&M, 1);
267  float3 colz = transform_get_column(&M, 2);
268 
269  /* extract scale and shear first */
270  float3 scale, shear;
271  scale.x = len(colx);
272  colx = safe_divide_float3_float(colx, scale.x);
273  shear.z = dot(colx, coly);
274  coly -= shear.z * colx;
275  scale.y = len(coly);
276  coly = safe_divide_float3_float(coly, scale.y);
277  shear.y = dot(colx, colz);
278  colz -= shear.y * colx;
279  shear.x = dot(coly, colz);
280  colz -= shear.x * coly;
281  scale.z = len(colz);
282  colz = safe_divide_float3_float(colz, scale.z);
283 
284  transform_set_column(&M, 0, colx);
285  transform_set_column(&M, 1, coly);
286  transform_set_column(&M, 2, colz);
287 
289  scale *= -1.0f;
290  M = M * transform_scale(-1.0f, -1.0f, -1.0f);
291  }
292 
293  decomp->x = transform_to_quat(M);
294 
295  decomp->y.w = scale.x;
296  decomp->z = make_float4(shear.z, shear.y, 0.0f, scale.y);
297  decomp->w = make_float4(shear.x, 0.0f, 0.0f, scale.z);
298 #endif
299 }
300 
301 void transform_motion_decompose(DecomposedTransform *decomp, const Transform *motion, size_t size)
302 {
303  /* Decompose and correct rotation. */
304  for (size_t i = 0; i < size; i++) {
305  transform_decompose(decomp + i, motion + i);
306 
307  if (i > 0) {
308  /* Ensure rotation around shortest angle, negated quaternions are the same
309  * but this means we don't have to do the check in quat_interpolate */
310  if (dot(decomp[i - 1].x, decomp[i].x) < 0.0f)
311  decomp[i].x = -decomp[i].x;
312  }
313  }
314 
315  /* Copy rotation to decomposed transform where scale is degenerate. This avoids weird object
316  * rotation interpolation when the scale goes to 0 for a time step.
317  *
318  * Note that this is very simple and naive implementation, which only deals with degenerated
319  * scale happening only on one frame. It is possible to improve it further by interpolating
320  * rotation into s degenerated range using rotation from time-steps from adjacent non-degenerated
321  * time steps. */
322  for (size_t i = 0; i < size; i++) {
323  const float3 scale = make_float3(decomp[i].y.w, decomp[i].z.w, decomp[i].w.w);
324  if (!is_zero(scale)) {
325  continue;
326  }
327 
328  if (i > 0) {
329  decomp[i].x = decomp[i - 1].x;
330  }
331  else if (i < size - 1) {
332  decomp[i].x = decomp[i + 1].x;
333  }
334  }
335 }
336 
338 {
339  return transform_scale(1.0f / (viewplane.right - viewplane.left),
340  1.0f / (viewplane.top - viewplane.bottom),
341  1.0f) *
342  transform_translate(-viewplane.left, -viewplane.bottom, 0.0f);
343 }
344 
typedef float(TangentPoint)[2]
sqrt(x)+1/max(0
#define UNLIKELY(x)
typedef double(DMatrix)[4][4]
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
Definition: btDbvt.cpp:52
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
Definition: btQuadWord.h:119
SIMD_FORCE_INLINE btScalar norm() const
Return the norm (length) of the vector.
Definition: btVector3.h:263
#define CCL_NAMESPACE_END
#define make_float4(x, y, z, w)
#define fabsf(x)
#define make_float3(x, y, z)
#define M
#define R
float z
Definition: sky_float3.h:35
float y
Definition: sky_float3.h:35
float x
Definition: sky_float3.h:35
float max
ccl_device_inline float dot(const float2 &a, const float2 &b)
ccl_device_inline bool is_zero(const float2 &a)
ccl_device_inline float3 safe_divide_float3_float(const float3 a, const float b)
ccl_device_inline Transform projection_to_transform(const ProjectionTransform &a)
ccl_device_inline ProjectionTransform projection_identity()
ccl_device_inline ProjectionTransform projection_transpose(const ProjectionTransform &a)
Transform transform_transposed_inverse(const Transform &tfm)
static void transform_decompose(DecomposedTransform *decomp, const Transform *tfm)
float4 transform_to_quat(const Transform &tfm)
void transform_motion_decompose(DecomposedTransform *decomp, const Transform *motion, size_t size)
static CCL_NAMESPACE_BEGIN bool transform_matrix4_gj_inverse(float R[][4], float M[][4])
Transform transform_inverse(const Transform &tfm)
Transform transform_from_viewplane(BoundBox2D &viewplane)
ProjectionTransform projection_inverse(const ProjectionTransform &tfm)
ccl_device_inline void transform_set_column(Transform *t, int column, float3 value)
ccl_device_inline float3 transform_get_column(const Transform *t, int column)
ccl_device_inline bool transform_negative_scale(const Transform &tfm)
ccl_device_inline Transform transform_translate(float3 t)
ccl_device_inline Transform transform_scale(float3 s)
uint len