Cinder

  • Main Page
  • Related Pages
  • Namespaces
  • Classes
  • Files
  • Examples
  • File List
  • File Members

include/cinder/Matrix.h

Go to the documentation of this file.
00001 /*
00002  Copyright (c) 2011, The Cinder Project: http://libcinder.org All rights reserved.
00003  This code is intended for use with the Cinder C++ library: http://libcinder.org
00004 
00005  Redistribution and use in source and binary forms, with or without modification, are permitted provided that
00006  the following conditions are met:
00007 
00008     * Redistributions of source code must retain the above copyright notice, this list of conditions and
00009     the following disclaimer.
00010     * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and
00011     the following disclaimer in the documentation and/or other materials provided with the distribution.
00012 
00013  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
00014  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
00015  PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
00016  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
00017  TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
00018  HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
00019  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
00020  POSSIBILITY OF SUCH DAMAGE.
00021 */
00022 
00023 
00024 #pragma once
00025 
00026 #include "cinder/Cinder.h"
00027 #include "cinder/CinderMath.h"
00028 #include "cinder/Matrix22.h"
00029 #include "cinder/Matrix33.h"
00030 #include "cinder/Matrix44.h"
00031 #include "cinder/MatrixAlgo.h"
00032 
00033 namespace cinder { 
00034 
00036 // Parallel Transport Frames
00037 //
00038 //  These methods compute a set of reference frames, defined by their
00039 //  transformation matrix, along a curve. It is designed so that the 
00040 //  array of points and the array of matrices used to fetch these routines 
00041 //  don't need to be ordered as the curve.
00042 //  
00043 //  A typical usage would be :
00044 //
00045 //      m[0] = Imath::firstFrame( p[0], p[1], p[2] );
00046 //      for( int i = 1; i < n - 1; i++ )
00047 //      {
00048 //          m[i] = Imath::nextFrame( m[i-1], p[i-1], p[i], t[i-1], t[i] );
00049 //      }
00050 //      m[n-1] = Imath::lastFrame( m[n-2], p[n-2], p[n-1] );
00051 //
00052 //  See Graphics Gems I for the underlying algorithm.
00053 //  These are also called Parallel Transport Frames
00054 //    see Game Programming Gems 2, Section 2.5
00055 
00056 // Vec3
00057 template< typename T >
00058 Matrix44<T> firstFrame( 
00059     const Vec3<T> &firstPoint,
00060     const Vec3<T> &secondPoint, 
00061     const Vec3<T> &thirdPoint
00062 );
00063 
00064 template< typename T >
00065 Matrix44<T> nextFrame( 
00066     const Matrix44<T> &prevMatrix, 
00067     const Vec3<T> &prevPoint,
00068     const Vec3<T> &curPoint,
00069     Vec3<T> &prevTangent, 
00070     Vec3<T> &curTangent 
00071 );
00072             
00073 template< typename T >
00074 Matrix44<T> lastFrame( 
00075     const Matrix44<T> &prevMatrix, 
00076     const Vec3<T> &prevPoint, 
00077     const Vec3<T> &lastPoint 
00078 );
00079 
00080 // Vec4
00081 template< typename T >
00082 Matrix44<T> firstFrame( 
00083     const Vec4<T> &firstPoint,
00084     const Vec4<T> &secondPoint, 
00085     const Vec4<T> &thirdPoint
00086 )
00087 {
00088     return firstFrame( firstPoint.xyz(), secondPoint.xyz(), thirdPoint.xyz() );
00089 }
00090 
00091 template< typename T >
00092 Matrix44<T> nextFrame( 
00093     const Matrix44<T> &prevMatrix, 
00094     const Vec4<T> &prevPoint,
00095     const Vec4<T> &curPoint,
00096     Vec4<T> &prevTangent, 
00097     Vec4<T> &curTangent 
00098 )
00099 {
00100     Vec3<T> aPrevTangent = prevTangent.xyz();
00101     Vec3<T> aCurTangent = curTangent.xyz();
00102     return nextFrame( prevMatrix, prevPoint.xyz(), curPoint.xyz(), aPrevTangent, aCurTangent );
00103 }
00104             
00105 template< typename T >
00106 Matrix44<T> lastFrame( 
00107     const Matrix44<T> &prevMatrix, 
00108     const Vec4<T> &prevPoint, 
00109     const Vec4<T> &lastPoint 
00110 )
00111 {
00112     return lastFrame( prevMatrix, prevPoint.xyz(), lastPoint.xyz() );
00113 }
00114 
00115 } // namespace cinder