--- /dev/null
+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
+// Digital Ltd. LLC
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+// * Neither the name of Industrial Light & Magic nor the names of
+// its contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+#ifndef INCLUDED_IMATHMATRIXALGO_H
+#define INCLUDED_IMATHMATRIXALGO_H
+
+//-------------------------------------------------------------------------
+//
+// This file contains algorithms applied to or in conjunction with
+// transformation matrices (Imath::Matrix33 and Imath::Matrix44).
+// The assumption made is that these functions are called much less
+// often than the basic point functions or these functions require
+// more support classes.
+//
+// This file also defines a few predefined constant matrices.
+//
+//-------------------------------------------------------------------------
+
+#include "ImathMatrix.h"
+#include "ImathQuat.h"
+#include "ImathEuler.h"
+#include "ImathExc.h"
+#include "ImathVec.h"
+#include <math.h>
+
+
+#ifdef OPENEXR_DLL
+ #ifdef IMATH_EXPORTS
+ #define IMATH_EXPORT_CONST extern __declspec(dllexport)
+ #else
+ #define IMATH_EXPORT_CONST extern __declspec(dllimport)
+ #endif
+#else
+ #define IMATH_EXPORT_CONST extern const
+#endif
+
+
+namespace Imath {
+
+//------------------
+// Identity matrices
+//------------------
+
+IMATH_EXPORT_CONST M33f identity33f;
+IMATH_EXPORT_CONST M44f identity44f;
+IMATH_EXPORT_CONST M33d identity33d;
+IMATH_EXPORT_CONST M44d identity44d;
+
+//----------------------------------------------------------------------
+// Extract scale, shear, rotation, and translation values from a matrix:
+//
+// Notes:
+//
+// This implementation follows the technique described in the paper by
+// Spencer W. Thomas in the Graphics Gems II article: "Decomposing a
+// Matrix into Simple Transformations", p. 320.
+//
+// - Some of the functions below have an optional exc parameter
+// that determines the functions' behavior when the matrix'
+// scaling is very close to zero:
+//
+// If exc is true, the functions throw an Imath::ZeroScale exception.
+//
+// If exc is false:
+//
+// extractScaling (m, s) returns false, s is invalid
+// sansScaling (m) returns m
+// removeScaling (m) returns false, m is unchanged
+// sansScalingAndShear (m) returns m
+// removeScalingAndShear (m) returns false, m is unchanged
+// extractAndRemoveScalingAndShear (m, s, h)
+// returns false, m is unchanged,
+// (sh) are invalid
+// checkForZeroScaleInRow () returns false
+// extractSHRT (m, s, h, r, t) returns false, (shrt) are invalid
+//
+// - Functions extractEuler(), extractEulerXYZ() and extractEulerZYX()
+// assume that the matrix does not include shear or non-uniform scaling,
+// but they do not examine the matrix to verify this assumption.
+// Matrices with shear or non-uniform scaling are likely to produce
+// meaningless results. Therefore, you should use the
+// removeScalingAndShear() routine, if necessary, prior to calling
+// extractEuler...() .
+//
+// - All functions assume that the matrix does not include perspective
+// transformation(s), but they do not examine the matrix to verify
+// this assumption. Matrices with perspective transformations are
+// likely to produce meaningless results.
+//
+//----------------------------------------------------------------------
+
+
+//
+// Declarations for 4x4 matrix.
+//
+
+template <class T> bool extractScaling
+ (const Matrix44<T> &mat,
+ Vec3<T> &scl,
+ bool exc = true);
+
+template <class T> Matrix44<T> sansScaling (const Matrix44<T> &mat,
+ bool exc = true);
+
+template <class T> bool removeScaling
+ (Matrix44<T> &mat,
+ bool exc = true);
+
+template <class T> bool extractScalingAndShear
+ (const Matrix44<T> &mat,
+ Vec3<T> &scl,
+ Vec3<T> &shr,
+ bool exc = true);
+
+template <class T> Matrix44<T> sansScalingAndShear
+ (const Matrix44<T> &mat,
+ bool exc = true);
+
+template <class T> bool removeScalingAndShear
+ (Matrix44<T> &mat,
+ bool exc = true);
+
+template <class T> bool extractAndRemoveScalingAndShear
+ (Matrix44<T> &mat,
+ Vec3<T> &scl,
+ Vec3<T> &shr,
+ bool exc = true);
+
+template <class T> void extractEulerXYZ
+ (const Matrix44<T> &mat,
+ Vec3<T> &rot);
+
+template <class T> void extractEulerZYX
+ (const Matrix44<T> &mat,
+ Vec3<T> &rot);
+
+template <class T> Quat<T> extractQuat (const Matrix44<T> &mat);
+
+template <class T> bool extractSHRT
+ (const Matrix44<T> &mat,
+ Vec3<T> &s,
+ Vec3<T> &h,
+ Vec3<T> &r,
+ Vec3<T> &t,
+ bool exc /*= true*/,
+ typename Euler<T>::Order rOrder);
+
+template <class T> bool extractSHRT
+ (const Matrix44<T> &mat,
+ Vec3<T> &s,
+ Vec3<T> &h,
+ Vec3<T> &r,
+ Vec3<T> &t,
+ bool exc = true);
+
+template <class T> bool extractSHRT
+ (const Matrix44<T> &mat,
+ Vec3<T> &s,
+ Vec3<T> &h,
+ Euler<T> &r,
+ Vec3<T> &t,
+ bool exc = true);
+
+//
+// Internal utility function.
+//
+
+template <class T> bool checkForZeroScaleInRow
+ (const T &scl,
+ const Vec3<T> &row,
+ bool exc = true);
+
+//
+// Returns a matrix that rotates "fromDirection" vector to "toDirection"
+// vector.
+//
+
+template <class T> Matrix44<T> rotationMatrix (const Vec3<T> &fromDirection,
+ const Vec3<T> &toDirection);
+
+
+
+//
+// Returns a matrix that rotates the "fromDir" vector
+// so that it points towards "toDir". You may also
+// specify that you want the up vector to be pointing
+// in a certain direction "upDir".
+//
+
+template <class T> Matrix44<T> rotationMatrixWithUpDir
+ (const Vec3<T> &fromDir,
+ const Vec3<T> &toDir,
+ const Vec3<T> &upDir);
+
+
+//
+// Returns a matrix that rotates the z-axis so that it
+// points towards "targetDir". You must also specify
+// that you want the up vector to be pointing in a
+// certain direction "upDir".
+//
+// Notes: The following degenerate cases are handled:
+// (a) when the directions given by "toDir" and "upDir"
+// are parallel or opposite;
+// (the direction vectors must have a non-zero cross product)
+// (b) when any of the given direction vectors have zero length
+//
+
+template <class T> Matrix44<T> alignZAxisWithTargetDir
+ (Vec3<T> targetDir,
+ Vec3<T> upDir);
+
+
+//----------------------------------------------------------------------
+
+
+//
+// Declarations for 3x3 matrix.
+//
+
+
+template <class T> bool extractScaling
+ (const Matrix33<T> &mat,
+ Vec2<T> &scl,
+ bool exc = true);
+
+template <class T> Matrix33<T> sansScaling (const Matrix33<T> &mat,
+ bool exc = true);
+
+template <class T> bool removeScaling
+ (Matrix33<T> &mat,
+ bool exc = true);
+
+template <class T> bool extractScalingAndShear
+ (const Matrix33<T> &mat,
+ Vec2<T> &scl,
+ T &h,
+ bool exc = true);
+
+template <class T> Matrix33<T> sansScalingAndShear
+ (const Matrix33<T> &mat,
+ bool exc = true);
+
+template <class T> bool removeScalingAndShear
+ (Matrix33<T> &mat,
+ bool exc = true);
+
+template <class T> bool extractAndRemoveScalingAndShear
+ (Matrix33<T> &mat,
+ Vec2<T> &scl,
+ T &shr,
+ bool exc = true);
+
+template <class T> void extractEuler
+ (const Matrix33<T> &mat,
+ T &rot);
+
+template <class T> bool extractSHRT (const Matrix33<T> &mat,
+ Vec2<T> &s,
+ T &h,
+ T &r,
+ Vec2<T> &t,
+ bool exc = true);
+
+template <class T> bool checkForZeroScaleInRow
+ (const T &scl,
+ const Vec2<T> &row,
+ bool exc = true);
+
+
+
+
+//-----------------------------------------------------------------------------
+// Implementation for 4x4 Matrix
+//------------------------------
+
+
+template <class T>
+bool
+extractScaling (const Matrix44<T> &mat, Vec3<T> &scl, bool exc)
+{
+ Vec3<T> shr;
+ Matrix44<T> M (mat);
+
+ if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
+ return false;
+
+ return true;
+}
+
+
+template <class T>
+Matrix44<T>
+sansScaling (const Matrix44<T> &mat, bool exc)
+{
+ Vec3<T> scl;
+ Vec3<T> shr;
+ Vec3<T> rot;
+ Vec3<T> tran;
+
+ if (! extractSHRT (mat, scl, shr, rot, tran, exc))
+ return mat;
+
+ Matrix44<T> M;
+
+ M.translate (tran);
+ M.rotate (rot);
+ M.shear (shr);
+
+ return M;
+}
+
+
+template <class T>
+bool
+removeScaling (Matrix44<T> &mat, bool exc)
+{
+ Vec3<T> scl;
+ Vec3<T> shr;
+ Vec3<T> rot;
+ Vec3<T> tran;
+
+ if (! extractSHRT (mat, scl, shr, rot, tran, exc))
+ return false;
+
+ mat.makeIdentity ();
+ mat.translate (tran);
+ mat.rotate (rot);
+ mat.shear (shr);
+
+ return true;
+}
+
+
+template <class T>
+bool
+extractScalingAndShear (const Matrix44<T> &mat,
+ Vec3<T> &scl, Vec3<T> &shr, bool exc)
+{
+ Matrix44<T> M (mat);
+
+ if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
+ return false;
+
+ return true;
+}
+
+
+template <class T>
+Matrix44<T>
+sansScalingAndShear (const Matrix44<T> &mat, bool exc)
+{
+ Vec3<T> scl;
+ Vec3<T> shr;
+ Matrix44<T> M (mat);
+
+ if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
+ return mat;
+
+ return M;
+}
+
+
+template <class T>
+bool
+removeScalingAndShear (Matrix44<T> &mat, bool exc)
+{
+ Vec3<T> scl;
+ Vec3<T> shr;
+
+ if (! extractAndRemoveScalingAndShear (mat, scl, shr, exc))
+ return false;
+
+ return true;
+}
+
+
+template <class T>
+bool
+extractAndRemoveScalingAndShear (Matrix44<T> &mat,
+ Vec3<T> &scl, Vec3<T> &shr, bool exc)
+{
+ //
+ // This implementation follows the technique described in the paper by
+ // Spencer W. Thomas in the Graphics Gems II article: "Decomposing a
+ // Matrix into Simple Transformations", p. 320.
+ //
+
+ Vec3<T> row[3];
+
+ row[0] = Vec3<T> (mat[0][0], mat[0][1], mat[0][2]);
+ row[1] = Vec3<T> (mat[1][0], mat[1][1], mat[1][2]);
+ row[2] = Vec3<T> (mat[2][0], mat[2][1], mat[2][2]);
+
+ T maxVal = 0;
+ for (int i=0; i < 3; i++)
+ for (int j=0; j < 3; j++)
+ if (Imath::abs (row[i][j]) > maxVal)
+ maxVal = Imath::abs (row[i][j]);
+
+ //
+ // We normalize the 3x3 matrix here.
+ // It was noticed that this can improve numerical stability significantly,
+ // especially when many of the upper 3x3 matrix's coefficients are very
+ // close to zero; we correct for this step at the end by multiplying the
+ // scaling factors by maxVal at the end (shear and rotation are not
+ // affected by the normalization).
+
+ if (maxVal != 0)
+ {
+ for (int i=0; i < 3; i++)
+ if (! checkForZeroScaleInRow (maxVal, row[i], exc))
+ return false;
+ else
+ row[i] /= maxVal;
+ }
+
+ // Compute X scale factor.
+ scl.x = row[0].length ();
+ if (! checkForZeroScaleInRow (scl.x, row[0], exc))
+ return false;
+
+ // Normalize first row.
+ row[0] /= scl.x;
+
+ // An XY shear factor will shear the X coord. as the Y coord. changes.
+ // There are 6 combinations (XY, XZ, YZ, YX, ZX, ZY), although we only
+ // extract the first 3 because we can effect the last 3 by shearing in
+ // XY, XZ, YZ combined rotations and scales.
+ //
+ // shear matrix < 1, YX, ZX, 0,
+ // XY, 1, ZY, 0,
+ // XZ, YZ, 1, 0,
+ // 0, 0, 0, 1 >
+
+ // Compute XY shear factor and make 2nd row orthogonal to 1st.
+ shr[0] = row[0].dot (row[1]);
+ row[1] -= shr[0] * row[0];
+
+ // Now, compute Y scale.
+ scl.y = row[1].length ();
+ if (! checkForZeroScaleInRow (scl.y, row[1], exc))
+ return false;
+
+ // Normalize 2nd row and correct the XY shear factor for Y scaling.
+ row[1] /= scl.y;
+ shr[0] /= scl.y;
+
+ // Compute XZ and YZ shears, orthogonalize 3rd row.
+ shr[1] = row[0].dot (row[2]);
+ row[2] -= shr[1] * row[0];
+ shr[2] = row[1].dot (row[2]);
+ row[2] -= shr[2] * row[1];
+
+ // Next, get Z scale.
+ scl.z = row[2].length ();
+ if (! checkForZeroScaleInRow (scl.z, row[2], exc))
+ return false;
+
+ // Normalize 3rd row and correct the XZ and YZ shear factors for Z scaling.
+ row[2] /= scl.z;
+ shr[1] /= scl.z;
+ shr[2] /= scl.z;
+
+ // At this point, the upper 3x3 matrix in mat is orthonormal.
+ // Check for a coordinate system flip. If the determinant
+ // is less than zero, then negate the matrix and the scaling factors.
+ if (row[0].dot (row[1].cross (row[2])) < 0)
+ for (int i=0; i < 3; i++)
+ {
+ scl[i] *= -1;
+ row[i] *= -1;
+ }
+
+ // Copy over the orthonormal rows into the returned matrix.
+ // The upper 3x3 matrix in mat is now a rotation matrix.
+ for (int i=0; i < 3; i++)
+ {
+ mat[i][0] = row[i][0];
+ mat[i][1] = row[i][1];
+ mat[i][2] = row[i][2];
+ }
+
+ // Correct the scaling factors for the normalization step that we
+ // performed above; shear and rotation are not affected by the
+ // normalization.
+ scl *= maxVal;
+
+ return true;
+}
+
+
+template <class T>
+void
+extractEulerXYZ (const Matrix44<T> &mat, Vec3<T> &rot)
+{
+ //
+ // Normalize the local x, y and z axes to remove scaling.
+ //
+
+ Vec3<T> i (mat[0][0], mat[0][1], mat[0][2]);
+ Vec3<T> j (mat[1][0], mat[1][1], mat[1][2]);
+ Vec3<T> k (mat[2][0], mat[2][1], mat[2][2]);
+
+ i.normalize();
+ j.normalize();
+ k.normalize();
+
+ Matrix44<T> M (i[0], i[1], i[2], 0,
+ j[0], j[1], j[2], 0,
+ k[0], k[1], k[2], 0,
+ 0, 0, 0, 1);
+
+ //
+ // Extract the first angle, rot.x.
+ //
+
+ rot.x = Math<T>::atan2 (M[1][2], M[2][2]);
+
+ //
+ // Remove the rot.x rotation from M, so that the remaining
+ // rotation, N, is only around two axes, and gimbal lock
+ // cannot occur.
+ //
+
+ Matrix44<T> N;
+ N.rotate (Vec3<T> (-rot.x, 0, 0));
+ N = N * M;
+
+ //
+ // Extract the other two angles, rot.y and rot.z, from N.
+ //
+
+ T cy = Math<T>::sqrt (N[0][0]*N[0][0] + N[0][1]*N[0][1]);
+ rot.y = Math<T>::atan2 (-N[0][2], cy);
+ rot.z = Math<T>::atan2 (-N[1][0], N[1][1]);
+}
+
+
+template <class T>
+void
+extractEulerZYX (const Matrix44<T> &mat, Vec3<T> &rot)
+{
+ //
+ // Normalize the local x, y and z axes to remove scaling.
+ //
+
+ Vec3<T> i (mat[0][0], mat[0][1], mat[0][2]);
+ Vec3<T> j (mat[1][0], mat[1][1], mat[1][2]);
+ Vec3<T> k (mat[2][0], mat[2][1], mat[2][2]);
+
+ i.normalize();
+ j.normalize();
+ k.normalize();
+
+ Matrix44<T> M (i[0], i[1], i[2], 0,
+ j[0], j[1], j[2], 0,
+ k[0], k[1], k[2], 0,
+ 0, 0, 0, 1);
+
+ //
+ // Extract the first angle, rot.x.
+ //
+
+ rot.x = -Math<T>::atan2 (M[1][0], M[0][0]);
+
+ //
+ // Remove the x rotation from M, so that the remaining
+ // rotation, N, is only around two axes, and gimbal lock
+ // cannot occur.
+ //
+
+ Matrix44<T> N;
+ N.rotate (Vec3<T> (0, 0, -rot.x));
+ N = N * M;
+
+ //
+ // Extract the other two angles, rot.y and rot.z, from N.
+ //
+
+ T cy = Math<T>::sqrt (N[2][2]*N[2][2] + N[2][1]*N[2][1]);
+ rot.y = -Math<T>::atan2 (-N[2][0], cy);
+ rot.z = -Math<T>::atan2 (-N[1][2], N[1][1]);
+}
+
+
+template <class T>
+Quat<T>
+extractQuat (const Matrix44<T> &mat)
+{
+ Matrix44<T> rot;
+
+ T tr, s;
+ T q[4];
+ int i, j, k;
+ Quat<T> quat;
+
+ int nxt[3] = {1, 2, 0};
+ tr = mat[0][0] + mat[1][1] + mat[2][2];
+
+ // check the diagonal
+ if (tr > 0.0) {
+ s = Math<T>::sqrt (tr + 1.0);
+ quat.r = s / 2.0;
+ s = 0.5 / s;
+
+ quat.v.x = (mat[1][2] - mat[2][1]) * s;
+ quat.v.y = (mat[2][0] - mat[0][2]) * s;
+ quat.v.z = (mat[0][1] - mat[1][0]) * s;
+ }
+ else {
+ // diagonal is negative
+ i = 0;
+ if (mat[1][1] > mat[0][0])
+ i=1;
+ if (mat[2][2] > mat[i][i])
+ i=2;
+
+ j = nxt[i];
+ k = nxt[j];
+ s = Math<T>::sqrt ((mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0);
+
+ q[i] = s * 0.5;
+ if (s != 0.0)
+ s = 0.5 / s;
+
+ q[3] = (mat[j][k] - mat[k][j]) * s;
+ q[j] = (mat[i][j] + mat[j][i]) * s;
+ q[k] = (mat[i][k] + mat[k][i]) * s;
+
+ quat.v.x = q[0];
+ quat.v.y = q[1];
+ quat.v.z = q[2];
+ quat.r = q[3];
+ }
+
+ return quat;
+}
+
+template <class T>
+bool
+extractSHRT (const Matrix44<T> &mat,
+ Vec3<T> &s,
+ Vec3<T> &h,
+ Vec3<T> &r,
+ Vec3<T> &t,
+ bool exc /* = true */ ,
+ typename Euler<T>::Order rOrder /* = Euler<T>::XYZ */ )
+{
+ Matrix44<T> rot;
+
+ rot = mat;
+ if (! extractAndRemoveScalingAndShear (rot, s, h, exc))
+ return false;
+
+ extractEulerXYZ (rot, r);
+
+ t.x = mat[3][0];
+ t.y = mat[3][1];
+ t.z = mat[3][2];
+
+ if (rOrder != Euler<T>::XYZ)
+ {
+ Imath::Euler<T> eXYZ (r, Imath::Euler<T>::XYZ);
+ Imath::Euler<T> e (eXYZ, rOrder);
+ r = e.toXYZVector ();
+ }
+
+ return true;
+}
+
+template <class T>
+bool
+extractSHRT (const Matrix44<T> &mat,
+ Vec3<T> &s,
+ Vec3<T> &h,
+ Vec3<T> &r,
+ Vec3<T> &t,
+ bool exc)
+{
+ return extractSHRT(mat, s, h, r, t, exc, Imath::Euler<T>::XYZ);
+}
+
+template <class T>
+bool
+extractSHRT (const Matrix44<T> &mat,
+ Vec3<T> &s,
+ Vec3<T> &h,
+ Euler<T> &r,
+ Vec3<T> &t,
+ bool exc /* = true */)
+{
+ return extractSHRT (mat, s, h, r, t, exc, r.order ());
+}
+
+
+template <class T>
+bool
+checkForZeroScaleInRow (const T& scl,
+ const Vec3<T> &row,
+ bool exc /* = true */ )
+{
+ for (int i = 0; i < 3; i++)
+ {
+ if ((abs (scl) < 1 && abs (row[i]) >= limits<T>::max() * abs (scl)))
+ {
+ if (exc)
+ throw Imath::ZeroScaleExc ("Cannot remove zero scaling "
+ "from matrix.");
+ else
+ return false;
+ }
+ }
+
+ return true;
+}
+
+
+template <class T>
+Matrix44<T>
+rotationMatrix (const Vec3<T> &from, const Vec3<T> &to)
+{
+ Quat<T> q;
+ q.setRotation(from, to);
+ return q.toMatrix44();
+}
+
+
+template <class T>
+Matrix44<T>
+rotationMatrixWithUpDir (const Vec3<T> &fromDir,
+ const Vec3<T> &toDir,
+ const Vec3<T> &upDir)
+{
+ //
+ // The goal is to obtain a rotation matrix that takes
+ // "fromDir" to "toDir". We do this in two steps and
+ // compose the resulting rotation matrices;
+ // (a) rotate "fromDir" into the z-axis
+ // (b) rotate the z-axis into "toDir"
+ //
+
+ // The from direction must be non-zero; but we allow zero to and up dirs.
+ if (fromDir.length () == 0)
+ return Matrix44<T> ();
+
+ else
+ {
+ Matrix44<T> zAxis2FromDir = alignZAxisWithTargetDir
+ (fromDir, Vec3<T> (0, 1, 0));
+
+ Matrix44<T> fromDir2zAxis = zAxis2FromDir.transposed ();
+
+ Matrix44<T> zAxis2ToDir = alignZAxisWithTargetDir (toDir, upDir);
+
+ return fromDir2zAxis * zAxis2ToDir;
+ }
+}
+
+
+template <class T>
+Matrix44<T>
+alignZAxisWithTargetDir (Vec3<T> targetDir, Vec3<T> upDir)
+{
+ //
+ // Ensure that the target direction is non-zero.
+ //
+
+ if ( targetDir.length () == 0 )
+ targetDir = Vec3<T> (0, 0, 1);
+
+ //
+ // Ensure that the up direction is non-zero.
+ //
+
+ if ( upDir.length () == 0 )
+ upDir = Vec3<T> (0, 1, 0);
+
+ //
+ // Check for degeneracies. If the upDir and targetDir are parallel
+ // or opposite, then compute a new, arbitrary up direction that is
+ // not parallel or opposite to the targetDir.
+ //
+
+ if (upDir.cross (targetDir).length () == 0)
+ {
+ upDir = targetDir.cross (Vec3<T> (1, 0, 0));
+ if (upDir.length() == 0)
+ upDir = targetDir.cross(Vec3<T> (0, 0, 1));
+ }
+
+ //
+ // Compute the x-, y-, and z-axis vectors of the new coordinate system.
+ //
+
+ Vec3<T> targetPerpDir = upDir.cross (targetDir);
+ Vec3<T> targetUpDir = targetDir.cross (targetPerpDir);
+
+ //
+ // Rotate the x-axis into targetPerpDir (row 0),
+ // rotate the y-axis into targetUpDir (row 1),
+ // rotate the z-axis into targetDir (row 2).
+ //
+
+ Vec3<T> row[3];
+ row[0] = targetPerpDir.normalized ();
+ row[1] = targetUpDir .normalized ();
+ row[2] = targetDir .normalized ();
+
+ Matrix44<T> mat ( row[0][0], row[0][1], row[0][2], 0,
+ row[1][0], row[1][1], row[1][2], 0,
+ row[2][0], row[2][1], row[2][2], 0,
+ 0, 0, 0, 1 );
+
+ return mat;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Implementation for 3x3 Matrix
+//------------------------------
+
+
+template <class T>
+bool
+extractScaling (const Matrix33<T> &mat, Vec2<T> &scl, bool exc)
+{
+ T shr;
+ Matrix33<T> M (mat);
+
+ if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
+ return false;
+
+ return true;
+}
+
+
+template <class T>
+Matrix33<T>
+sansScaling (const Matrix33<T> &mat, bool exc)
+{
+ Vec2<T> scl;
+ T shr;
+ T rot;
+ Vec2<T> tran;
+
+ if (! extractSHRT (mat, scl, shr, rot, tran, exc))
+ return mat;
+
+ Matrix33<T> M;
+
+ M.translate (tran);
+ M.rotate (rot);
+ M.shear (shr);
+
+ return M;
+}
+
+
+template <class T>
+bool
+removeScaling (Matrix33<T> &mat, bool exc)
+{
+ Vec2<T> scl;
+ T shr;
+ T rot;
+ Vec2<T> tran;
+
+ if (! extractSHRT (mat, scl, shr, rot, tran, exc))
+ return false;
+
+ mat.makeIdentity ();
+ mat.translate (tran);
+ mat.rotate (rot);
+ mat.shear (shr);
+
+ return true;
+}
+
+
+template <class T>
+bool
+extractScalingAndShear (const Matrix33<T> &mat, Vec2<T> &scl, T &shr, bool exc)
+{
+ Matrix33<T> M (mat);
+
+ if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
+ return false;
+
+ return true;
+}
+
+
+template <class T>
+Matrix33<T>
+sansScalingAndShear (const Matrix33<T> &mat, bool exc)
+{
+ Vec2<T> scl;
+ T shr;
+ Matrix33<T> M (mat);
+
+ if (! extractAndRemoveScalingAndShear (M, scl, shr, exc))
+ return mat;
+
+ return M;
+}
+
+
+template <class T>
+bool
+removeScalingAndShear (Matrix33<T> &mat, bool exc)
+{
+ Vec2<T> scl;
+ T shr;
+
+ if (! extractAndRemoveScalingAndShear (mat, scl, shr, exc))
+ return false;
+
+ return true;
+}
+
+template <class T>
+bool
+extractAndRemoveScalingAndShear (Matrix33<T> &mat,
+ Vec2<T> &scl, T &shr, bool exc)
+{
+ Vec2<T> row[2];
+
+ row[0] = Vec2<T> (mat[0][0], mat[0][1]);
+ row[1] = Vec2<T> (mat[1][0], mat[1][1]);
+
+ T maxVal = 0;
+ for (int i=0; i < 2; i++)
+ for (int j=0; j < 2; j++)
+ if (Imath::abs (row[i][j]) > maxVal)
+ maxVal = Imath::abs (row[i][j]);
+
+ //
+ // We normalize the 2x2 matrix here.
+ // It was noticed that this can improve numerical stability significantly,
+ // especially when many of the upper 2x2 matrix's coefficients are very
+ // close to zero; we correct for this step at the end by multiplying the
+ // scaling factors by maxVal at the end (shear and rotation are not
+ // affected by the normalization).
+
+ if (maxVal != 0)
+ {
+ for (int i=0; i < 2; i++)
+ if (! checkForZeroScaleInRow (maxVal, row[i], exc))
+ return false;
+ else
+ row[i] /= maxVal;
+ }
+
+ // Compute X scale factor.
+ scl.x = row[0].length ();
+ if (! checkForZeroScaleInRow (scl.x, row[0], exc))
+ return false;
+
+ // Normalize first row.
+ row[0] /= scl.x;
+
+ // An XY shear factor will shear the X coord. as the Y coord. changes.
+ // There are 2 combinations (XY, YX), although we only extract the XY
+ // shear factor because we can effect the an YX shear factor by
+ // shearing in XY combined with rotations and scales.
+ //
+ // shear matrix < 1, YX, 0,
+ // XY, 1, 0,
+ // 0, 0, 1 >
+
+ // Compute XY shear factor and make 2nd row orthogonal to 1st.
+ shr = row[0].dot (row[1]);
+ row[1] -= shr * row[0];
+
+ // Now, compute Y scale.
+ scl.y = row[1].length ();
+ if (! checkForZeroScaleInRow (scl.y, row[1], exc))
+ return false;
+
+ // Normalize 2nd row and correct the XY shear factor for Y scaling.
+ row[1] /= scl.y;
+ shr /= scl.y;
+
+ // At this point, the upper 2x2 matrix in mat is orthonormal.
+ // Check for a coordinate system flip. If the determinant
+ // is -1, then flip the rotation matrix and adjust the scale(Y)
+ // and shear(XY) factors to compensate.
+ if (row[0][0] * row[1][1] - row[0][1] * row[1][0] < 0)
+ {
+ row[1][0] *= -1;
+ row[1][1] *= -1;
+ scl[1] *= -1;
+ shr *= -1;
+ }
+
+ // Copy over the orthonormal rows into the returned matrix.
+ // The upper 2x2 matrix in mat is now a rotation matrix.
+ for (int i=0; i < 2; i++)
+ {
+ mat[i][0] = row[i][0];
+ mat[i][1] = row[i][1];
+ }
+
+ scl *= maxVal;
+
+ return true;
+}
+
+
+template <class T>
+void
+extractEuler (const Matrix33<T> &mat, T &rot)
+{
+ //
+ // Normalize the local x and y axes to remove scaling.
+ //
+
+ Vec2<T> i (mat[0][0], mat[0][1]);
+ Vec2<T> j (mat[1][0], mat[1][1]);
+
+ i.normalize();
+ j.normalize();
+
+ //
+ // Extract the angle, rot.
+ //
+
+ rot = - Math<T>::atan2 (j[0], i[0]);
+}
+
+
+template <class T>
+bool
+extractSHRT (const Matrix33<T> &mat,
+ Vec2<T> &s,
+ T &h,
+ T &r,
+ Vec2<T> &t,
+ bool exc)
+{
+ Matrix33<T> rot;
+
+ rot = mat;
+ if (! extractAndRemoveScalingAndShear (rot, s, h, exc))
+ return false;
+
+ extractEuler (rot, r);
+
+ t.x = mat[2][0];
+ t.y = mat[2][1];
+
+ return true;
+}
+
+
+template <class T>
+bool
+checkForZeroScaleInRow (const T& scl,
+ const Vec2<T> &row,
+ bool exc /* = true */ )
+{
+ for (int i = 0; i < 2; i++)
+ {
+ if ((abs (scl) < 1 && abs (row[i]) >= limits<T>::max() * abs (scl)))
+ {
+ if (exc)
+ throw Imath::ZeroScaleExc ("Cannot remove zero scaling "
+ "from matrix.");
+ else
+ return false;
+ }
+ }
+
+ return true;
+}
+
+
+} // namespace Imath
+
+#endif