transform3d.hpp 11 KB

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  1. /**************************************************************************/
  2. /* transform3d.hpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
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  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include <godot_cpp/core/math.hpp>
  32. #include <godot_cpp/variant/aabb.hpp>
  33. #include <godot_cpp/variant/basis.hpp>
  34. #include <godot_cpp/variant/packed_vector3_array.hpp>
  35. #include <godot_cpp/variant/plane.hpp>
  36. namespace godot {
  37. struct [[nodiscard]] Transform3D {
  38. Basis basis;
  39. Vector3 origin;
  40. void invert();
  41. Transform3D inverse() const;
  42. void affine_invert();
  43. Transform3D affine_inverse() const;
  44. Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
  45. Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const;
  46. void rotate(const Vector3 &p_axis, real_t p_angle);
  47. void rotate_basis(const Vector3 &p_axis, real_t p_angle);
  48. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
  49. Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false) const;
  50. void scale(const Vector3 &p_scale);
  51. Transform3D scaled(const Vector3 &p_scale) const;
  52. Transform3D scaled_local(const Vector3 &p_scale) const;
  53. void scale_basis(const Vector3 &p_scale);
  54. void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
  55. void translate_local(const Vector3 &p_translation);
  56. Transform3D translated(const Vector3 &p_translation) const;
  57. Transform3D translated_local(const Vector3 &p_translation) const;
  58. const Basis &get_basis() const { return basis; }
  59. void set_basis(const Basis &p_basis) { basis = p_basis; }
  60. const Vector3 &get_origin() const { return origin; }
  61. void set_origin(const Vector3 &p_origin) { origin = p_origin; }
  62. void orthonormalize();
  63. Transform3D orthonormalized() const;
  64. void orthogonalize();
  65. Transform3D orthogonalized() const;
  66. bool is_equal_approx(const Transform3D &p_transform) const;
  67. bool is_finite() const;
  68. bool operator==(const Transform3D &p_transform) const;
  69. bool operator!=(const Transform3D &p_transform) const;
  70. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  71. _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
  72. _FORCE_INLINE_ PackedVector3Array xform(const PackedVector3Array &p_array) const;
  73. // NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
  74. // They use the transpose.
  75. // For safe inverse transforms, xform by the affine_inverse.
  76. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  77. _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
  78. _FORCE_INLINE_ PackedVector3Array xform_inv(const PackedVector3Array &p_array) const;
  79. // Safe with non-uniform scaling (uses affine_inverse).
  80. _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
  81. _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
  82. // These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
  83. // multiple planes are to be transformed.
  84. _FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
  85. static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose);
  86. void operator*=(const Transform3D &p_transform);
  87. Transform3D operator*(const Transform3D &p_transform) const;
  88. void operator*=(real_t p_val);
  89. Transform3D operator*(real_t p_val) const;
  90. void operator/=(real_t p_val);
  91. Transform3D operator/(real_t p_val) const;
  92. Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
  93. _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
  94. Vector3 v = t.origin - origin;
  95. return Transform3D(basis.transpose_xform(t.basis),
  96. basis.xform(v));
  97. }
  98. void set(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_tx, real_t p_ty, real_t p_tz) {
  99. basis.set(p_xx, p_xy, p_xz, p_yx, p_yy, p_yz, p_zx, p_zy, p_zz);
  100. origin.x = p_tx;
  101. origin.y = p_ty;
  102. origin.z = p_tz;
  103. }
  104. operator String() const;
  105. Transform3D() {}
  106. Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  107. Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  108. Transform3D(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_ox, real_t p_oy, real_t p_oz);
  109. };
  110. _FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
  111. return Vector3(
  112. basis[0].dot(p_vector) + origin.x,
  113. basis[1].dot(p_vector) + origin.y,
  114. basis[2].dot(p_vector) + origin.z);
  115. }
  116. _FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
  117. Vector3 v = p_vector - origin;
  118. return Vector3(
  119. (basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
  120. (basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
  121. (basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
  122. }
  123. // Neither the plane regular xform or xform_inv are particularly efficient,
  124. // as they do a basis inverse. For xforming a large number
  125. // of planes it is better to pre-calculate the inverse transpose basis once
  126. // and reuse it for each plane, by using the 'fast' version of the functions.
  127. _FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {
  128. Basis b = basis.inverse();
  129. b.transpose();
  130. return xform_fast(p_plane, b);
  131. }
  132. _FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {
  133. Transform3D inv = affine_inverse();
  134. Basis basis_transpose = basis.transposed();
  135. return xform_inv_fast(p_plane, inv, basis_transpose);
  136. }
  137. _FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {
  138. /* https://dev.theomader.com/transform-bounding-boxes/ */
  139. Vector3 min = p_aabb.position;
  140. Vector3 max = p_aabb.position + p_aabb.size;
  141. Vector3 tmin, tmax;
  142. for (int i = 0; i < 3; i++) {
  143. tmin[i] = tmax[i] = origin[i];
  144. for (int j = 0; j < 3; j++) {
  145. real_t e = basis[i][j] * min[j];
  146. real_t f = basis[i][j] * max[j];
  147. if (e < f) {
  148. tmin[i] += e;
  149. tmax[i] += f;
  150. } else {
  151. tmin[i] += f;
  152. tmax[i] += e;
  153. }
  154. }
  155. }
  156. AABB r_aabb;
  157. r_aabb.position = tmin;
  158. r_aabb.size = tmax - tmin;
  159. return r_aabb;
  160. }
  161. _FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {
  162. /* define vertices */
  163. Vector3 vertices[8] = {
  164. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  165. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  166. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  167. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  168. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  169. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  170. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  171. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  172. };
  173. AABB ret;
  174. ret.position = xform_inv(vertices[0]);
  175. for (int i = 1; i < 8; i++) {
  176. ret.expand_to(xform_inv(vertices[i]));
  177. }
  178. return ret;
  179. }
  180. PackedVector3Array Transform3D::xform(const PackedVector3Array &p_array) const {
  181. PackedVector3Array array;
  182. array.resize(p_array.size());
  183. const Vector3 *r = p_array.ptr();
  184. Vector3 *w = array.ptrw();
  185. for (int i = 0; i < p_array.size(); ++i) {
  186. w[i] = xform(r[i]);
  187. }
  188. return array;
  189. }
  190. PackedVector3Array Transform3D::xform_inv(const PackedVector3Array &p_array) const {
  191. PackedVector3Array array;
  192. array.resize(p_array.size());
  193. const Vector3 *r = p_array.ptr();
  194. Vector3 *w = array.ptrw();
  195. for (int i = 0; i < p_array.size(); ++i) {
  196. w[i] = xform_inv(r[i]);
  197. }
  198. return array;
  199. }
  200. _FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {
  201. // Transform a single point on the plane.
  202. Vector3 point = p_plane.normal * p_plane.d;
  203. point = xform(point);
  204. // Use inverse transpose for correct normals with non-uniform scaling.
  205. Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal);
  206. normal.normalize();
  207. real_t d = normal.dot(point);
  208. return Plane(normal, d);
  209. }
  210. _FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) {
  211. // Transform a single point on the plane.
  212. Vector3 point = p_plane.normal * p_plane.d;
  213. point = p_inverse.xform(point);
  214. // Note that instead of precalculating the transpose, an alternative
  215. // would be to use the transpose for the basis transform.
  216. // However that would be less SIMD friendly (requiring a swizzle).
  217. // So the cost is one extra precalced value in the calling code.
  218. // This is probably worth it, as this could be used in bottleneck areas. And
  219. // where it is not a bottleneck, the non-fast method is fine.
  220. // Use transpose for correct normals with non-uniform scaling.
  221. Vector3 normal = p_basis_transpose.xform(p_plane.normal);
  222. normal.normalize();
  223. real_t d = normal.dot(point);
  224. return Plane(normal, d);
  225. }
  226. } // namespace godot