Files
test2/intern/cycles/util/transform.cpp
2025-06-11 09:05:26 +00:00

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5.3 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "util/transform.h"
#include "util/projection.h"
#include "util/boundbox.h"
#include "util/math.h"
CCL_NAMESPACE_BEGIN
/* Transform Inverse */
Transform transform_transposed_inverse(const Transform &tfm)
{
const ProjectionTransform iprojection(transform_inverse(tfm));
return projection_to_transform(projection_transpose(iprojection));
}
/* Motion Transform */
float4 transform_to_quat(const Transform &tfm)
{
const double trace = (double)(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;
}
const int j = (i + 1) % 3;
const 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;
}
const 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(DecomposedTransform *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;
#if 0
Transform R = M;
float norm;
int iteration = 0;
do {
Transform Rnext;
Transform Rit = transform_transposed_inverse(R);
for (int i = 0; i < 3; 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);
}
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);
#else
float3 colx = transform_get_column(&M, 0);
float3 coly = transform_get_column(&M, 1);
float3 colz = transform_get_column(&M, 2);
/* extract scale and shear first */
float3 scale;
float3 shear;
scale.x = len(colx);
colx = safe_divide(colx, scale.x);
shear.z = dot(colx, coly);
coly -= shear.z * colx;
scale.y = len(coly);
coly = safe_divide(coly, scale.y);
shear.y = dot(colx, colz);
colz -= shear.y * colx;
shear.x = dot(coly, colz);
colz -= shear.x * coly;
scale.z = len(colz);
colz = safe_divide(colz, scale.z);
transform_set_column(&M, 0, colx);
transform_set_column(&M, 1, coly);
transform_set_column(&M, 2, colz);
if (transform_negative_scale(M)) {
scale *= -1.0f;
M = M * transform_scale(-1.0f, -1.0f, -1.0f);
}
decomp->x = transform_to_quat(M);
decomp->y.w = scale.x;
decomp->z = make_float4(shear.z, shear.y, 0.0f, scale.y);
decomp->w = make_float4(shear.x, 0.0f, 0.0f, scale.z);
#endif
}
void transform_motion_decompose(DecomposedTransform *decomp,
const Transform *motion,
const size_t size)
{
/* Decompose and correct rotation. */
for (size_t i = 0; i < size; i++) {
transform_decompose(decomp + i, motion + i);
if (i > 0) {
/* 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[i - 1].x, decomp[i].x) < 0.0f) {
decomp[i].x = -decomp[i].x;
}
}
}
/* Copy rotation to decomposed transform where scale is degenerate. This avoids weird object
* rotation interpolation when the scale goes to 0 for a time step.
*
* Note that this is very simple and naive implementation, which only deals with degenerated
* scale happening only on one frame. It is possible to improve it further by interpolating
* rotation into s degenerated range using rotation from time-steps from adjacent non-degenerated
* time steps. */
for (size_t i = 0; i < size; i++) {
const float3 scale = make_float3(decomp[i].y.w, decomp[i].z.w, decomp[i].w.w);
if (!is_zero(scale)) {
continue;
}
if (i > 0) {
decomp[i].x = decomp[i - 1].x;
}
else if (i < size - 1) {
decomp[i].x = decomp[i + 1].x;
}
}
}
Transform transform_from_viewplane(BoundBox2D &viewplane)
{
return transform_scale(1.0f / (viewplane.right - viewplane.left),
1.0f / (viewplane.top - viewplane.bottom),
1.0f) *
transform_translate(-viewplane.left, -viewplane.bottom, 0.0f);
}
CCL_NAMESPACE_END