blender/intern/cycles/util/util_transform.cpp
Brecht Van Lommel afd42031a9 Fix #32974: cycles curved motion blur is not working well combined with rotation,
problem is that the curved interpolation is not constant speed which leads to
mismatches. Turns out this is really hard to solve and implement efficiently, so
curved motion blur is disabled for now, until I can find a solution.
2012-11-11 15:02:05 +00:00

265 lines
6.8 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
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* This program is distributed in the hope that it will be useful,
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/*
* Adapted from code with license:
*
* Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
* Digital Ltd. LLC. All rights reserved.
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*/
#include "util_math.h"
#include "util_transform.h"
CCL_NAMESPACE_BEGIN
/* Transform Inverse */
static bool transform_matrix4_gj_inverse(float R[][4], float M[][4])
{
/* forward elimination */
for(int i = 0; i < 4; i++) {
int pivot = i;
float pivotsize = M[i][i];
if(pivotsize < 0)
pivotsize = -pivotsize;
for(int j = i + 1; j < 4; j++) {
float tmp = M[j][i];
if(tmp < 0)
tmp = -tmp;
if(tmp > pivotsize) {
pivot = j;
pivotsize = tmp;
}
}
if(pivotsize == 0)
return false;
if(pivot != i) {
for(int j = 0; j < 4; j++) {
float tmp;
tmp = M[i][j];
M[i][j] = M[pivot][j];
M[pivot][j] = tmp;
tmp = R[i][j];
R[i][j] = R[pivot][j];
R[pivot][j] = tmp;
}
}
for(int j = i + 1; j < 4; j++) {
float f = M[j][i] / M[i][i];
for(int k = 0; k < 4; k++) {
M[j][k] -= f*M[i][k];
R[j][k] -= f*R[i][k];
}
}
}
/* backward substitution */
for(int i = 3; i >= 0; --i) {
float f;
if((f = M[i][i]) == 0)
return false;
for(int j = 0; j < 4; j++) {
M[i][j] /= f;
R[i][j] /= f;
}
for(int j = 0; j < i; j++) {
f = M[j][i];
for(int k = 0; k < 4; k++) {
M[j][k] -= f*M[i][k];
R[j][k] -= f*R[i][k];
}
}
}
return true;
}
Transform transform_inverse(const Transform& tfm)
{
Transform tfmR = transform_identity();
float M[4][4], R[4][4];
memcpy(R, &tfmR, sizeof(R));
memcpy(M, &tfm, sizeof(M));
if(!transform_matrix4_gj_inverse(R, M)) {
/* matrix is degenerate (e.g. 0 scale on some axis), ideally we should
* never be in this situation, but try to invert it anyway with tweak */
M[0][0] += 1e-8f;
M[1][1] += 1e-8f;
M[2][2] += 1e-8f;
if(!transform_matrix4_gj_inverse(R, M))
return transform_identity();
}
memcpy(&tfmR, R, sizeof(R));
return tfmR;
}
/* Motion Transform */
static float4 transform_to_quat(const Transform& tfm)
{
double trace = tfm[0][0] + tfm[1][1] + tfm[2][2];
float4 qt;
if(trace > 0.0) {
double s = sqrt(trace + 1.0);
qt.w = (float)(s/2.0);
s = 0.5/s;
qt.x = (float)((double)(tfm[2][1] - tfm[1][2]) * s);
qt.y = (float)((double)(tfm[0][2] - tfm[2][0]) * s);
qt.z = (float)((double)(tfm[1][0] - tfm[0][1]) * s);
}
else {
int i = 0;
if(tfm[1][1] > tfm[i][i])
i = 1;
if(tfm[2][2] > tfm[i][i])
i = 2;
int j = (i + 1)%3;
int k = (j + 1)%3;
double s = sqrt((double)(tfm[i][i] - (tfm[j][j] + tfm[k][k])) + 1.0);
double q[3];
q[i] = s * 0.5;
if(s != 0.0)
s = 0.5/s;
double w = (double)(tfm[k][j] - tfm[j][k]) * s;
q[j] = (double)(tfm[j][i] + tfm[i][j]) * s;
q[k] = (double)(tfm[k][i] + tfm[i][k]) * s;
qt.x = (float)q[0];
qt.y = (float)q[1];
qt.z = (float)q[2];
qt.w = (float)w;
}
return qt;
}
static void transform_decompose(Transform *decomp, const Transform *tfm)
{
/* extract translation */
decomp->y = make_float4(tfm->x.w, tfm->y.w, tfm->z.w, 0.0f);
/* extract rotation */
Transform M = *tfm;
M.x.w = 0.0f; M.y.w = 0.0f; M.z.w = 0.0f; M.w.w = 1.0f;
Transform R = M;
float norm;
int iteration = 0;
do {
Transform Rnext;
Transform Rit = transform_inverse(transform_transpose(R));
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
Rnext[i][j] = 0.5f * (R[i][j] + Rit[i][j]);
norm = 0.0f;
for(int i = 0; i < 3; i++) {
norm = max(norm,
fabsf(R[i][0] - Rnext[i][0]) +
fabsf(R[i][1] - Rnext[i][1]) +
fabsf(R[i][2] - Rnext[i][2]));
}
R = Rnext;
iteration++;
} while(iteration < 100 && norm > 1e-4f);
if(transform_negative_scale(R))
R = R * transform_scale(-1.0f, -1.0f, -1.0f); /* todo: test scale */
decomp->x = transform_to_quat(R);
/* extract scale and pack it */
Transform scale = transform_inverse(R) * M;
decomp->y.w = scale.x.x;
decomp->z = make_float4(scale.x.y, scale.x.z, scale.y.x, scale.y.y);
decomp->w = make_float4(scale.y.z, scale.z.x, scale.z.y, scale.z.z);
}
void transform_motion_decompose(MotionTransform *decomp, const MotionTransform *motion, const Transform *mid)
{
transform_decompose(&decomp->pre, &motion->pre);
transform_decompose(&decomp->mid, mid);
transform_decompose(&decomp->post, &motion->post);
/* ensure rotation around shortest angle, negated quaternions are the same
* but this means we don't have to do the check in quat_interpolate */
if(dot(decomp->mid.x, decomp->post.x) < 0.0f)
decomp->mid.x = -decomp->mid.x;
if(dot(decomp->pre.x, decomp->mid.x) < 0.0f)
decomp->pre.x = -decomp->pre.x;
}
CCL_NAMESPACE_END