transform3d.hpp 6.4 KB

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  1. #ifndef GODOT_TRANSFORM3D_HPP
  2. #define GODOT_TRANSFORM3D_HPP
  3. #include <godot_cpp/variant/aabb.hpp>
  4. #include <godot_cpp/variant/basis.hpp>
  5. #include <godot_cpp/core/math.hpp>
  6. #include <godot_cpp/variant/packed_vector3_array.hpp>
  7. #include <godot_cpp/variant/plane.hpp>
  8. namespace godot {
  9. class Transform3D {
  10. public:
  11. _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
  12. Basis basis;
  13. Vector3 origin;
  14. void invert();
  15. Transform3D inverse() const;
  16. void affine_invert();
  17. Transform3D affine_inverse() const;
  18. Transform3D rotated(const Vector3 &p_axis, real_t p_phi) const;
  19. void rotate(const Vector3 &p_axis, real_t p_phi);
  20. void rotate_basis(const Vector3 &p_axis, real_t p_phi);
  21. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
  22. Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
  23. void scale(const Vector3 &p_scale);
  24. Transform3D scaled(const Vector3 &p_scale) const;
  25. void scale_basis(const Vector3 &p_scale);
  26. void translate(real_t p_tx, real_t p_ty, real_t p_tz);
  27. void translate(const Vector3 &p_translation);
  28. Transform3D translated(const Vector3 &p_translation) const;
  29. const Basis &get_basis() const { return basis; }
  30. void set_basis(const Basis &p_basis) { basis = p_basis; }
  31. const Vector3 &get_origin() const { return origin; }
  32. void set_origin(const Vector3 &p_origin) { origin = p_origin; }
  33. void orthonormalize();
  34. Transform3D orthonormalized() const;
  35. bool is_equal_approx(const Transform3D &p_transform) const;
  36. bool operator==(const Transform3D &p_transform) const;
  37. bool operator!=(const Transform3D &p_transform) const;
  38. inline Vector3 xform(const Vector3 &p_vector) const;
  39. inline Vector3 xform_inv(const Vector3 &p_vector) const;
  40. inline Plane xform(const Plane &p_plane) const;
  41. inline Plane xform_inv(const Plane &p_plane) const;
  42. inline AABB xform(const AABB &p_aabb) const;
  43. inline AABB xform_inv(const AABB &p_aabb) const;
  44. inline PackedVector3Array xform(const PackedVector3Array &p_array) const;
  45. inline PackedVector3Array xform_inv(const PackedVector3Array &p_array) const;
  46. void operator*=(const Transform3D &p_transform);
  47. Transform3D operator*(const Transform3D &p_transform) const;
  48. Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
  49. inline Transform3D inverse_xform(const Transform3D &t) const {
  50. Vector3 v = t.origin - origin;
  51. return Transform3D(basis.transpose_xform(t.basis),
  52. basis.xform(v));
  53. }
  54. void 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) {
  55. basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  56. origin.x = tx;
  57. origin.y = ty;
  58. origin.z = tz;
  59. }
  60. operator String() const;
  61. Transform3D() {}
  62. Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  63. Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  64. Transform3D(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 ox, real_t oy, real_t oz);
  65. };
  66. inline Vector3 Transform3D::xform(const Vector3 &p_vector) const {
  67. return Vector3(
  68. basis[0].dot(p_vector) + origin.x,
  69. basis[1].dot(p_vector) + origin.y,
  70. basis[2].dot(p_vector) + origin.z);
  71. }
  72. inline Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
  73. Vector3 v = p_vector - origin;
  74. return Vector3(
  75. (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
  76. (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
  77. (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
  78. }
  79. inline Plane Transform3D::xform(const Plane &p_plane) const {
  80. Vector3 point = p_plane.normal * p_plane.d;
  81. Vector3 point_dir = point + p_plane.normal;
  82. point = xform(point);
  83. point_dir = xform(point_dir);
  84. Vector3 normal = point_dir - point;
  85. normal.normalize();
  86. real_t d = normal.dot(point);
  87. return Plane(normal, d);
  88. }
  89. inline Plane Transform3D::xform_inv(const Plane &p_plane) const {
  90. Vector3 point = p_plane.normal * p_plane.d;
  91. Vector3 point_dir = point + p_plane.normal;
  92. point = xform_inv(point);
  93. point_dir = xform_inv(point_dir);
  94. Vector3 normal = point_dir - point;
  95. normal.normalize();
  96. real_t d = normal.dot(point);
  97. return Plane(normal, d);
  98. }
  99. inline AABB Transform3D::xform(const AABB &p_aabb) const {
  100. /* http://dev.theomader.com/transform-bounding-boxes/ */
  101. Vector3 min = p_aabb.position;
  102. Vector3 max = p_aabb.position + p_aabb.size;
  103. Vector3 tmin, tmax;
  104. for (int i = 0; i < 3; i++) {
  105. tmin[i] = tmax[i] = origin[i];
  106. for (int j = 0; j < 3; j++) {
  107. real_t e = basis[i][j] * min[j];
  108. real_t f = basis[i][j] * max[j];
  109. if (e < f) {
  110. tmin[i] += e;
  111. tmax[i] += f;
  112. } else {
  113. tmin[i] += f;
  114. tmax[i] += e;
  115. }
  116. }
  117. }
  118. AABB r_aabb;
  119. r_aabb.position = tmin;
  120. r_aabb.size = tmax - tmin;
  121. return r_aabb;
  122. }
  123. inline AABB Transform3D::xform_inv(const AABB &p_aabb) const {
  124. /* define vertices */
  125. Vector3 vertices[8] = {
  126. 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),
  127. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  128. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  129. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  130. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  131. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  132. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  133. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  134. };
  135. AABB ret;
  136. ret.position = xform_inv(vertices[0]);
  137. for (int i = 1; i < 8; i++) {
  138. ret.expand_to(xform_inv(vertices[i]));
  139. }
  140. return ret;
  141. }
  142. PackedVector3Array Transform3D::xform(const PackedVector3Array &p_array) const {
  143. PackedVector3Array array;
  144. array.resize(p_array.size());
  145. for (int i = 0; i < p_array.size(); ++i) {
  146. array[i] = xform(p_array[i]);
  147. }
  148. return array;
  149. }
  150. PackedVector3Array Transform3D::xform_inv(const PackedVector3Array &p_array) const {
  151. PackedVector3Array array;
  152. array.resize(p_array.size());
  153. for (int i = 0; i < p_array.size(); ++i) {
  154. array[i] = xform_inv(p_array[i]);
  155. }
  156. return array;
  157. }
  158. } // namespace godot
  159. #endif // GODOT_TRANSFORM_HPP