Integrate Werners & Jans double branch

Move from float to double
Further suggestions for float -> double move
Moved Tools2D from float to double
More suggestions for float->double move from Gui subdirectory
Changes to FEM constraint visuals for float->double move
Suggested changes for float -> double move
Suggestions for Part module moving float -> double
This commit is contained in:
jriegel
2013-09-22 21:55:11 +02:00
parent 78ba09a490
commit 00ea24e07e
64 changed files with 719 additions and 589 deletions

View File

@@ -457,6 +457,133 @@ bool Matrix4D::toAxisAngle (Vector3f& rclBase, Vector3f& rclDir, float& rfAngle,
return true;
}
bool Matrix4D::toAxisAngle (Vector3d& rclBase, Vector3d& rclDir, double& rfAngle, double& fTranslation) const
{
// First check if the 3x3 submatrix is orthogonal
for ( int i=0; i<3; i++ ) {
// length must be one
if ( fabs(dMtrx4D[0][i]*dMtrx4D[0][i]+dMtrx4D[1][i]*dMtrx4D[1][i]+dMtrx4D[2][i]*dMtrx4D[2][i]-1.0) > 0.01 )
return false;
// scalar product with other rows must be zero
if ( fabs(dMtrx4D[0][i]*dMtrx4D[0][(i+1)%3]+dMtrx4D[1][i]*dMtrx4D[1][(i+1)%3]+dMtrx4D[2][i]*dMtrx4D[2][(i+1)%3]) > 0.01 )
return false;
}
// Okay, the 3x3 matrix is orthogonal.
// Note: The section to get the rotation axis and angle was taken from WildMagic Library.
//
// Let (x,y,z) be the unit-length axis and let A be an angle of rotation.
// The rotation matrix is R = I + sin(A)*P + (1-cos(A))*P^2 where
// I is the identity and
//
// +- -+
// P = | 0 -z +y |
// | +z 0 -x |
// | -y +x 0 |
// +- -+
//
// If A > 0, R represents a counterclockwise rotation about the axis in
// the sense of looking from the tip of the axis vector towards the
// origin. Some algebra will show that
//
// cos(A) = (trace(R)-1)/2 and R - R^t = 2*sin(A)*P
//
// In the event that A = pi, R-R^t = 0 which prevents us from extracting
// the axis through P. Instead note that R = I+2*P^2 when A = pi, so
// P^2 = (R-I)/2. The diagonal entries of P^2 are x^2-1, y^2-1, and
// z^2-1. We can solve these for axis (x,y,z). Because the angle is pi,
// it does not matter which sign you choose on the square roots.
//
// For more details see also http://www.math.niu.edu/~rusin/known-math/97/rotations
double fTrace = dMtrx4D[0][0] + dMtrx4D[1][1] + dMtrx4D[2][2];
double fCos = 0.5*(fTrace-1.0);
rfAngle = acos(fCos); // in [0,PI]
if ( rfAngle > 0.0f )
{
if ( rfAngle < F_PI )
{
rclDir.x = (dMtrx4D[2][1]-dMtrx4D[1][2]);
rclDir.y = (dMtrx4D[0][2]-dMtrx4D[2][0]);
rclDir.z = (dMtrx4D[1][0]-dMtrx4D[0][1]);
rclDir.Normalize();
}
else
{
// angle is PI
double fHalfInverse;
if ( dMtrx4D[0][0] >= dMtrx4D[1][1] )
{
// r00 >= r11
if ( dMtrx4D[0][0] >= dMtrx4D[2][2] )
{
// r00 is maximum diagonal term
rclDir.x = (0.5*sqrt(dMtrx4D[0][0] - dMtrx4D[1][1] - dMtrx4D[2][2] + 1.0));
fHalfInverse = 0.5/rclDir.x;
rclDir.y = (fHalfInverse*dMtrx4D[0][1]);
rclDir.z = (fHalfInverse*dMtrx4D[0][2]);
}
else
{
// r22 is maximum diagonal term
rclDir.z = (0.5*sqrt(dMtrx4D[2][2] - dMtrx4D[0][0] - dMtrx4D[1][1] + 1.0));
fHalfInverse = 0.5/rclDir.z;
rclDir.x = (fHalfInverse*dMtrx4D[0][2]);
rclDir.y = (fHalfInverse*dMtrx4D[1][2]);
}
}
else
{
// r11 > r00
if ( dMtrx4D[1][1] >= dMtrx4D[2][2] )
{
// r11 is maximum diagonal term
rclDir.y = (0.5*sqrt(dMtrx4D[1][1] - dMtrx4D[0][0] - dMtrx4D[2][2] + 1.0));
fHalfInverse = 0.5/rclDir.y;
rclDir.x = (fHalfInverse*dMtrx4D[0][1]);
rclDir.z = (fHalfInverse*dMtrx4D[1][2]);
}
else
{
// r22 is maximum diagonal term
rclDir.z = (0.5*sqrt(dMtrx4D[2][2] - dMtrx4D[0][0] - dMtrx4D[1][1] + 1.0));
fHalfInverse = 0.5/rclDir.z;
rclDir.x = (fHalfInverse*dMtrx4D[0][2]);
rclDir.y = (fHalfInverse*dMtrx4D[1][2]);
}
}
}
}
else
{
// The angle is 0 and the matrix is the identity. Any axis will
// work, so just use the x-axis.
rclDir.x = 1.0;
rclDir.y = 0.0;
rclDir.z = 0.0;
rclBase.x = 0.0;
rclBase.y = 0.0;
rclBase.z = 0.0;
}
// This is the translation part in axis direction
fTranslation = (dMtrx4D[0][3]*rclDir.x+dMtrx4D[1][3]*rclDir.y+dMtrx4D[2][3]*rclDir.z);
Vector3d cPnt(dMtrx4D[0][3],dMtrx4D[1][3],dMtrx4D[2][3]);
cPnt = cPnt - fTranslation * rclDir;
// This is the base point of the rotation axis
if ( rfAngle > 0.0f )
{
double factor = 0.5*(1.0+fTrace)/sin(rfAngle);
rclBase.x = (0.5*(cPnt.x+factor*(rclDir.y*cPnt.z-rclDir.z*cPnt.y)));
rclBase.y = (0.5*(cPnt.y+factor*(rclDir.z*cPnt.x-rclDir.x*cPnt.z)));
rclBase.z = (0.5*(cPnt.z+factor*(rclDir.x*cPnt.y-rclDir.y*cPnt.x)));
}
return true;
}
void Matrix4D::transform (const Vector3f& rclVct, const Matrix4D& rclMtrx)
{
move(-rclVct);