Boolean calculate_transformation(CheapPointType new1_pt, CheapPointType new2_pt, CheapPointType old1_pt, CheapPointType old2_pt, Boolean reflect, double angle, Matrix3x3 new_to_old_mat) { Matrix3x3 t; /* Translation of new1_pt to origin. */ Matrix3x3 new_to_origin_mat; make_translation_matrix(new_to_origin_mat, -new1_pt.X, -new1_pt.Y); if (reflect) { /* If components are not on same side of board, reflect through the y-axis. */ make_reflection_matrix_y_axis(t); multiply_matrix_matrix_inplace(t, new_to_origin_mat); } Matrix3x3 result; /* Start with translation of new1_pt to origin. */ copy_matrix(new_to_origin_mat, result); /* Rotate from new element angle to old element angle. */ make_rotation_matrix(t, angle); multiply_matrix_matrix_inplace(t, result); /* Translate from origin to old1_pt. */ make_translation_matrix(t, old1_pt.X, old1_pt.Y); multiply_matrix_matrix_inplace(t, result); copy_matrix(result, new_to_old_mat); return True; }
const char* scale_scene_node(const char *node, point_t center, scalar_t factor[3] ) { scene_node_t *nodePtr; matrixgl_t matrix; if ( get_scene_node( node, &nodePtr ) != TCL_OK ) { return "No such node"; } make_translation_matrix( matrix, -center.x, -center.y, -center.z ); multiply_matrices( nodePtr->trans, nodePtr->trans, matrix ); make_translation_matrix( matrix, center.x, center.y, center.z ); multiply_matrices( nodePtr->invtrans, matrix, nodePtr->invtrans ); make_scaling_matrix( matrix, factor[0], factor[1], factor[2] ); multiply_matrices( nodePtr->trans, nodePtr->trans, matrix ); make_scaling_matrix( matrix, 1./factor[0], 1./factor[1], 1./factor[2] ); multiply_matrices( nodePtr->invtrans, matrix, nodePtr->invtrans ); make_translation_matrix( matrix, center.x, center.y, center.z ); multiply_matrices( nodePtr->trans, nodePtr->trans, matrix ); make_translation_matrix( matrix, -center.x, -center.y, -center.z ); multiply_matrices( nodePtr->invtrans, matrix, nodePtr->invtrans ); return NULL; }
const char* translate_scene_node(const char *node, vector_t vec ) { scene_node_t *nodePtr; matrixgl_t xlateMatrix; if ( get_scene_node( node, &nodePtr ) != TCL_OK ) { return "No such node"; } make_translation_matrix( xlateMatrix, vec.x, vec.y, vec.z ); multiply_matrices( nodePtr->trans, nodePtr->trans, xlateMatrix ); make_translation_matrix( xlateMatrix, -vec.x, -vec.y, -vec.z ); multiply_matrices( nodePtr->invtrans, xlateMatrix, nodePtr->invtrans ); return NULL; }
void make_inverse_transformation_matrix( Matrix4* mat, const Vector3& pos, const Quaternion& ori, const Vector3& scl ) { // assumes orientation is normalized Matrix4 sclmat, orimat, trnmat; make_scaling_matrix( &sclmat, Vector3( 1.0 / scl.x, 1.0 / scl.y, 1.0 / scl.z ) ); conjugate( ori ).to_matrix( &orimat ); make_translation_matrix( &trnmat, -pos ); *mat = sclmat * orimat * trnmat; }
ExperimentalApp() : GLFWApp(1280, 800, "Geometric Algorithm Development App") { glfwSwapInterval(0); igm.reset(new gui::ImGuiManager(window)); gui::make_dark_theme(); fixedTimer.start(); lights[0] = {{0, 10, -10}, {0, 0, 1}}; lights[1] = {{0, 10, 10}, {0, 1, 0}}; int width, height; glfwGetWindowSize(window, &width, &height); glViewport(0, 0, width, height); grid = RenderableGrid(1, 100, 100); cameraController.set_camera(&camera); camera.look_at({0, 2.5, -2.5}, {0, 2.0, 0}); simpleShader = make_watched_shader(shaderMonitor, "../assets/shaders/simple_vert.glsl", "assets/shaders/simple_frag.glsl"); normalDebugShader = make_watched_shader(shaderMonitor, "../assets/shaders/normal_debug_vert.glsl", "assets/shaders/normal_debug_frag.glsl"); Renderable debugAxis = Renderable(make_axis(), false, GL_LINES); debugAxis.pose = Pose(float4(0, 0, 0, 1), float3(0, 1, 0)); debugModels.push_back(std::move(debugAxis)); // Initial supershape settings supershape = Renderable(make_supershape_3d(16, 5, 7, 4, 12)); supershape.pose.position = {0, 2, -2}; // Initialize PTF stuff { std::array<float3, 4> controlPoints = {float3(0.0f, 0.0f, 0.0f), float3(0.667f, 0.25f, 0.0f), float3(1.33f, 0.25f, 0.0f), float3(2.0f, 0.0f, 0.0f)}; ptf = make_parallel_transport_frame_bezier(controlPoints, 32); for (int i = 0; i < ptf.size(); ++i) { Renderable p = Renderable(make_cube()); ptfBoxes.push_back(std::move(p)); } } // Initialize Parabolic pointer stuff { // Set up the ground plane used as a nav mesh for the parabolic pointer worldSurface = make_plane(48, 48, 96, 96); for (auto & p : worldSurface.vertices) { float4x4 model = make_rotation_matrix({1, 0, 0}, -ANVIL_PI / 2); p = transform_coord(model, p); } worldSurfaceRenderable = Renderable(worldSurface); parabolicPointer = make_parabolic_pointer(worldSurface, params); } // Initialize objects for ballistic trajectory tests { turret.source = Renderable(make_tetrahedron()); turret.source.pose = Pose({-5, 2, 5}); turret.target = Renderable(make_cube()); turret.target.pose = Pose({0, 0, 40}); turret.bullet = Renderable(make_sphere(1.0f)); } float4x4 tMat = mul(make_translation_matrix({3, 4, 5}), make_rotation_matrix({0, 0, 1}, ANVIL_PI / 2)); auto p = make_pose_from_transform_matrix(tMat); std::cout << tMat << std::endl; std::cout << p << std::endl; gl_check_error(__FILE__, __LINE__); }