0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
288 lines
7.2 KiB
C++
288 lines
7.2 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Adapted from code with license:
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*
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* Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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* Digital Ltd. LLC. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Industrial Light & Magic nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "util/util_transform.h"
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#include "util/util_boundbox.h"
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#include "util/util_math.h"
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CCL_NAMESPACE_BEGIN
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/* Transform Inverse */
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static bool transform_matrix4_gj_inverse(float R[][4], float M[][4])
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{
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/* forward elimination */
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for(int i = 0; i < 4; i++) {
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int pivot = i;
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float pivotsize = M[i][i];
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if(pivotsize < 0)
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pivotsize = -pivotsize;
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for(int j = i + 1; j < 4; j++) {
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float tmp = M[j][i];
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if(tmp < 0)
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tmp = -tmp;
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if(tmp > pivotsize) {
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pivot = j;
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pivotsize = tmp;
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}
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}
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if(UNLIKELY(pivotsize == 0.0f))
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return false;
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if(pivot != i) {
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for(int j = 0; j < 4; j++) {
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float tmp;
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tmp = M[i][j];
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M[i][j] = M[pivot][j];
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M[pivot][j] = tmp;
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tmp = R[i][j];
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R[i][j] = R[pivot][j];
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R[pivot][j] = tmp;
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}
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}
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for(int j = i + 1; j < 4; j++) {
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float f = M[j][i] / M[i][i];
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for(int k = 0; k < 4; k++) {
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M[j][k] -= f*M[i][k];
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R[j][k] -= f*R[i][k];
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}
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}
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}
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/* backward substitution */
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for(int i = 3; i >= 0; --i) {
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float f;
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if(UNLIKELY((f = M[i][i]) == 0.0f))
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return false;
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for(int j = 0; j < 4; j++) {
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M[i][j] /= f;
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R[i][j] /= f;
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}
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for(int j = 0; j < i; j++) {
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f = M[j][i];
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for(int k = 0; k < 4; k++) {
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M[j][k] -= f*M[i][k];
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R[j][k] -= f*R[i][k];
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}
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}
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}
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return true;
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}
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Transform transform_inverse(const Transform& tfm)
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{
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Transform tfmR = transform_identity();
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float M[4][4], R[4][4];
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memcpy(R, &tfmR, sizeof(R));
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memcpy(M, &tfm, sizeof(M));
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if(UNLIKELY(!transform_matrix4_gj_inverse(R, M))) {
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/* matrix is degenerate (e.g. 0 scale on some axis), ideally we should
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* never be in this situation, but try to invert it anyway with tweak */
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M[0][0] += 1e-8f;
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M[1][1] += 1e-8f;
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M[2][2] += 1e-8f;
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if(UNLIKELY(!transform_matrix4_gj_inverse(R, M))) {
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return transform_identity();
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}
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}
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memcpy(&tfmR, R, sizeof(R));
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return tfmR;
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}
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/* Motion Transform */
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float4 transform_to_quat(const Transform& tfm)
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{
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double trace = (double)(tfm[0][0] + tfm[1][1] + tfm[2][2]);
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float4 qt;
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if(trace > 0.0) {
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double s = sqrt(trace + 1.0);
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qt.w = (float)(s/2.0);
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s = 0.5/s;
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qt.x = (float)((double)(tfm[2][1] - tfm[1][2]) * s);
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qt.y = (float)((double)(tfm[0][2] - tfm[2][0]) * s);
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qt.z = (float)((double)(tfm[1][0] - tfm[0][1]) * s);
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}
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else {
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int i = 0;
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if(tfm[1][1] > tfm[i][i])
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i = 1;
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if(tfm[2][2] > tfm[i][i])
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i = 2;
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int j = (i + 1)%3;
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int k = (j + 1)%3;
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double s = sqrt((double)(tfm[i][i] - (tfm[j][j] + tfm[k][k])) + 1.0);
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double q[3];
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q[i] = s * 0.5;
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if(s != 0.0)
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s = 0.5/s;
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double w = (double)(tfm[k][j] - tfm[j][k]) * s;
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q[j] = (double)(tfm[j][i] + tfm[i][j]) * s;
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q[k] = (double)(tfm[k][i] + tfm[i][k]) * s;
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qt.x = (float)q[0];
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qt.y = (float)q[1];
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qt.z = (float)q[2];
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qt.w = (float)w;
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}
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return qt;
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}
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static void transform_decompose(Transform *decomp, const Transform *tfm)
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{
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/* extract translation */
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decomp->y = make_float4(tfm->x.w, tfm->y.w, tfm->z.w, 0.0f);
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/* extract rotation */
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Transform M = *tfm;
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M.x.w = 0.0f; M.y.w = 0.0f; M.z.w = 0.0f; M.w.w = 1.0f;
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Transform R = M;
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float norm;
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int iteration = 0;
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do {
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Transform Rnext;
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Transform Rit = transform_inverse(transform_transpose(R));
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for(int i = 0; i < 4; i++)
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for(int j = 0; j < 4; j++)
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Rnext[i][j] = 0.5f * (R[i][j] + Rit[i][j]);
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norm = 0.0f;
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for(int i = 0; i < 3; i++) {
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norm = max(norm,
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fabsf(R[i][0] - Rnext[i][0]) +
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fabsf(R[i][1] - Rnext[i][1]) +
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fabsf(R[i][2] - Rnext[i][2]));
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}
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R = Rnext;
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iteration++;
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} while(iteration < 100 && norm > 1e-4f);
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if(transform_negative_scale(R))
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R = R * transform_scale(-1.0f, -1.0f, -1.0f);
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decomp->x = transform_to_quat(R);
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/* extract scale and pack it */
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Transform scale = transform_inverse(R) * M;
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decomp->y.w = scale.x.x;
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decomp->z = make_float4(scale.x.y, scale.x.z, scale.y.x, scale.y.y);
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decomp->w = make_float4(scale.y.z, scale.z.x, scale.z.y, scale.z.z);
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}
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void transform_motion_decompose(DecompMotionTransform *decomp, const MotionTransform *motion, const Transform *mid)
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{
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Transform pre, post;
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transform_decompose(&pre, &motion->pre);
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transform_decompose(&decomp->mid, mid);
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transform_decompose(&post, &motion->post);
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/* ensure rotation around shortest angle, negated quaternions are the same
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* but this means we don't have to do the check in quat_interpolate */
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if(dot(decomp->mid.x, post.x) < 0.0f)
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decomp->mid.x = -decomp->mid.x;
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if(dot(pre.x, decomp->mid.x) < 0.0f)
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pre.x = -pre.x;
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/* drop scale of pre/post */
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pre.y.w = decomp->mid.y.w;
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post.y.w = decomp->mid.y.w;
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/* store translation/rotation part of pre/post */
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decomp->pre_x = pre.x;
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decomp->pre_y = pre.y;
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decomp->post_x = post.x;
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decomp->post_y = post.y;
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}
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Transform transform_from_viewplane(BoundBox2D& viewplane)
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{
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return
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transform_scale(1.0f / (viewplane.right - viewplane.left),
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1.0f / (viewplane.top - viewplane.bottom),
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1.0f) *
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transform_translate(-viewplane.left,
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-viewplane.bottom,
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0.0f);
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}
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CCL_NAMESPACE_END
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