Transform.cpp 9.6 KB

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  1. /*************************************************************************/
  2. /* Transform.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  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. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  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. #include "Transform.hpp"
  31. #include "Basis.hpp"
  32. #include "AABB.hpp"
  33. #include "Plane.hpp"
  34. #include "Quat.hpp"
  35. namespace godot {
  36. const Transform Transform::IDENTITY = Transform();
  37. const Transform Transform::FLIP_X = Transform(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0);
  38. const Transform Transform::FLIP_Y = Transform(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0);
  39. const Transform Transform::FLIP_Z = Transform(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0);
  40. Transform Transform::inverse_xform(const Transform &t) const {
  41. Vector3 v = t.origin - origin;
  42. return Transform(basis.transpose_xform(t.basis),
  43. basis.xform(v));
  44. }
  45. void Transform::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
  46. basis.elements[0][0] = xx;
  47. basis.elements[0][1] = xy;
  48. basis.elements[0][2] = xz;
  49. basis.elements[1][0] = yx;
  50. basis.elements[1][1] = yy;
  51. basis.elements[1][2] = yz;
  52. basis.elements[2][0] = zx;
  53. basis.elements[2][1] = zy;
  54. basis.elements[2][2] = zz;
  55. origin.x = tx;
  56. origin.y = ty;
  57. origin.z = tz;
  58. }
  59. Vector3 Transform::xform(const Vector3 &p_vector) const {
  60. return Vector3(
  61. basis.elements[0].dot(p_vector) + origin.x,
  62. basis.elements[1].dot(p_vector) + origin.y,
  63. basis.elements[2].dot(p_vector) + origin.z);
  64. }
  65. Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
  66. Vector3 v = p_vector - origin;
  67. return Vector3(
  68. (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
  69. (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
  70. (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
  71. }
  72. Plane Transform::xform(const Plane &p_plane) const {
  73. Vector3 point = p_plane.normal * p_plane.d;
  74. Vector3 point_dir = point + p_plane.normal;
  75. point = xform(point);
  76. point_dir = xform(point_dir);
  77. Vector3 normal = point_dir - point;
  78. normal.normalize();
  79. real_t d = normal.dot(point);
  80. return Plane(normal, d);
  81. }
  82. Plane Transform::xform_inv(const Plane &p_plane) const {
  83. Vector3 point = p_plane.normal * p_plane.d;
  84. Vector3 point_dir = point + p_plane.normal;
  85. point = xform_inv(point);
  86. point_dir = xform_inv(point_dir);
  87. Vector3 normal = point_dir - point;
  88. normal.normalize();
  89. real_t d = normal.dot(point);
  90. return Plane(normal, d);
  91. }
  92. AABB Transform::xform(const AABB &p_aabb) const {
  93. /* define vertices */
  94. Vector3 x = basis.get_axis(0) * p_aabb.size.x;
  95. Vector3 y = basis.get_axis(1) * p_aabb.size.y;
  96. Vector3 z = basis.get_axis(2) * p_aabb.size.z;
  97. Vector3 pos = xform(p_aabb.position);
  98. //could be even further optimized
  99. AABB new_aabb;
  100. new_aabb.position = pos;
  101. new_aabb.expand_to(pos + x);
  102. new_aabb.expand_to(pos + y);
  103. new_aabb.expand_to(pos + z);
  104. new_aabb.expand_to(pos + x + y);
  105. new_aabb.expand_to(pos + x + z);
  106. new_aabb.expand_to(pos + y + z);
  107. new_aabb.expand_to(pos + x + y + z);
  108. return new_aabb;
  109. }
  110. AABB Transform::xform_inv(const AABB &p_aabb) const {
  111. /* define vertices */
  112. Vector3 vertices[8] = {
  113. 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),
  114. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  115. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  116. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  117. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  118. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  119. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  120. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  121. };
  122. AABB ret;
  123. ret.position = xform_inv(vertices[0]);
  124. for (int i = 1; i < 8; i++) {
  125. ret.expand_to(xform_inv(vertices[i]));
  126. }
  127. return ret;
  128. }
  129. void Transform::affine_invert() {
  130. basis.invert();
  131. origin = basis.xform(-origin);
  132. }
  133. Transform Transform::affine_inverse() const {
  134. Transform ret = *this;
  135. ret.affine_invert();
  136. return ret;
  137. }
  138. void Transform::invert() {
  139. basis.transpose();
  140. origin = basis.xform(-origin);
  141. }
  142. Transform Transform::inverse() const {
  143. // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
  144. // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
  145. Transform ret = *this;
  146. ret.invert();
  147. return ret;
  148. }
  149. void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
  150. *this = rotated(p_axis, p_phi);
  151. }
  152. Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
  153. return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
  154. }
  155. void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
  156. basis.rotate(p_axis, p_phi);
  157. }
  158. Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
  159. Transform t = *this;
  160. t.set_look_at(origin, p_target, p_up);
  161. return t;
  162. }
  163. void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
  164. // Reference: MESA source code
  165. Vector3 v_x, v_y, v_z;
  166. /* Make rotation matrix */
  167. /* Z vector */
  168. v_z = p_eye - p_target;
  169. v_z.normalize();
  170. v_y = p_up;
  171. v_x = v_y.cross(v_z);
  172. /* Recompute Y = Z cross X */
  173. v_y = v_z.cross(v_x);
  174. v_x.normalize();
  175. v_y.normalize();
  176. basis.set_axis(0, v_x);
  177. basis.set_axis(1, v_y);
  178. basis.set_axis(2, v_z);
  179. origin = p_eye;
  180. }
  181. Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
  182. /* not sure if very "efficient" but good enough? */
  183. Vector3 src_scale = basis.get_scale();
  184. Quat src_rot = basis;
  185. Vector3 src_loc = origin;
  186. Vector3 dst_scale = p_transform.basis.get_scale();
  187. Quat dst_rot = p_transform.basis;
  188. Vector3 dst_loc = p_transform.origin;
  189. Transform dst;
  190. dst.basis = src_rot.slerp(dst_rot, p_c);
  191. dst.basis.scale(src_scale.linear_interpolate(dst_scale, p_c));
  192. dst.origin = src_loc.linear_interpolate(dst_loc, p_c);
  193. return dst;
  194. }
  195. void Transform::scale(const Vector3 &p_scale) {
  196. basis.scale(p_scale);
  197. origin *= p_scale;
  198. }
  199. Transform Transform::scaled(const Vector3 &p_scale) const {
  200. Transform t = *this;
  201. t.scale(p_scale);
  202. return t;
  203. }
  204. void Transform::scale_basis(const Vector3 &p_scale) {
  205. basis.scale(p_scale);
  206. }
  207. void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
  208. translate(Vector3(p_tx, p_ty, p_tz));
  209. }
  210. void Transform::translate(const Vector3 &p_translation) {
  211. for (int i = 0; i < 3; i++) {
  212. origin[i] += basis.elements[i].dot(p_translation);
  213. }
  214. }
  215. Transform Transform::translated(const Vector3 &p_translation) const {
  216. Transform t = *this;
  217. t.translate(p_translation);
  218. return t;
  219. }
  220. void Transform::orthonormalize() {
  221. basis.orthonormalize();
  222. }
  223. Transform Transform::orthonormalized() const {
  224. Transform _copy = *this;
  225. _copy.orthonormalize();
  226. return _copy;
  227. }
  228. bool Transform::operator==(const Transform &p_transform) const {
  229. return (basis == p_transform.basis && origin == p_transform.origin);
  230. }
  231. bool Transform::operator!=(const Transform &p_transform) const {
  232. return (basis != p_transform.basis || origin != p_transform.origin);
  233. }
  234. void Transform::operator*=(const Transform &p_transform) {
  235. origin = xform(p_transform.origin);
  236. basis *= p_transform.basis;
  237. }
  238. Transform Transform::operator*(const Transform &p_transform) const {
  239. Transform t = *this;
  240. t *= p_transform;
  241. return t;
  242. }
  243. Transform::operator String() const {
  244. return basis.operator String() + " - " + origin.operator String();
  245. }
  246. Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) {
  247. basis = p_basis;
  248. origin = p_origin;
  249. }
  250. } // namespace godot