Transform.cpp 6.8 KB

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  1. #include "Transform.hpp"
  2. #include "Basis.hpp"
  3. #include "Plane.hpp"
  4. #include "Rect3.hpp"
  5. #include "Quat.hpp"
  6. namespace godot {
  7. Transform Transform::inverse_xform(const Transform& t) const {
  8. Vector3 v = t.origin - origin;
  9. return Transform(basis.transpose_xform(t.basis),
  10. basis.xform(v));
  11. }
  12. 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) {
  13. basis.elements[0][0]=xx;
  14. basis.elements[0][1]=xy;
  15. basis.elements[0][2]=xz;
  16. basis.elements[1][0]=yx;
  17. basis.elements[1][1]=yy;
  18. basis.elements[1][2]=yz;
  19. basis.elements[2][0]=zx;
  20. basis.elements[2][1]=zy;
  21. basis.elements[2][2]=zz;
  22. origin.x=tx;
  23. origin.y=ty;
  24. origin.z=tz;
  25. }
  26. Vector3 Transform::xform(const Vector3& p_vector) const {
  27. return Vector3(
  28. basis[0].dot(p_vector)+origin.x,
  29. basis[1].dot(p_vector)+origin.y,
  30. basis[2].dot(p_vector)+origin.z
  31. );
  32. }
  33. Vector3 Transform::xform_inv(const Vector3& p_vector) const {
  34. Vector3 v = p_vector - origin;
  35. return Vector3(
  36. (basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ),
  37. (basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ),
  38. (basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z )
  39. );
  40. }
  41. Plane Transform::xform(const Plane& p_plane) const {
  42. Vector3 point=p_plane.normal*p_plane.d;
  43. Vector3 point_dir=point+p_plane.normal;
  44. point=xform(point);
  45. point_dir=xform(point_dir);
  46. Vector3 normal=point_dir-point;
  47. normal.normalize();
  48. real_t d=normal.dot(point);
  49. return Plane(normal,d);
  50. }
  51. Plane Transform::xform_inv(const Plane& p_plane) const {
  52. Vector3 point=p_plane.normal*p_plane.d;
  53. Vector3 point_dir=point+p_plane.normal;
  54. xform_inv(point);
  55. xform_inv(point_dir);
  56. Vector3 normal=point_dir-point;
  57. normal.normalize();
  58. real_t d=normal.dot(point);
  59. return Plane(normal,d);
  60. }
  61. Rect3 Transform::xform(const Rect3& p_aabb) const {
  62. /* define vertices */
  63. Vector3 x=basis.get_axis(0)*p_aabb.size.x;
  64. Vector3 y=basis.get_axis(1)*p_aabb.size.y;
  65. Vector3 z=basis.get_axis(2)*p_aabb.size.z;
  66. Vector3 pos = xform( p_aabb.pos );
  67. //could be even further optimized
  68. Rect3 new_aabb;
  69. new_aabb.pos=pos;
  70. new_aabb.expand_to( pos+x );
  71. new_aabb.expand_to( pos+y );
  72. new_aabb.expand_to( pos+z );
  73. new_aabb.expand_to( pos+x+y );
  74. new_aabb.expand_to( pos+x+z );
  75. new_aabb.expand_to( pos+y+z );
  76. new_aabb.expand_to( pos+x+y+z );
  77. return new_aabb;
  78. }
  79. Rect3 Transform::xform_inv(const Rect3& p_aabb) const {
  80. /* define vertices */
  81. Vector3 vertices[8]={
  82. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
  83. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
  84. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
  85. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
  86. Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
  87. Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
  88. Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
  89. Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
  90. };
  91. Rect3 ret;
  92. ret.pos=xform_inv(vertices[0]);
  93. for (int i=1;i<8;i++) {
  94. ret.expand_to( xform_inv(vertices[i]) );
  95. }
  96. return ret;
  97. }
  98. void Transform::affine_invert() {
  99. basis.invert();
  100. origin = basis.xform(-origin);
  101. }
  102. Transform Transform::affine_inverse() const {
  103. Transform ret=*this;
  104. ret.affine_invert();
  105. return ret;
  106. }
  107. void Transform::invert() {
  108. basis.transpose();
  109. origin = basis.xform(-origin);
  110. }
  111. Transform Transform::inverse() const {
  112. // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
  113. // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
  114. Transform ret=*this;
  115. ret.invert();
  116. return ret;
  117. }
  118. void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
  119. *this = rotated(p_axis, p_phi);
  120. }
  121. Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{
  122. return Transform(Basis( p_axis, p_phi ), Vector3()) * (*this);
  123. }
  124. void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) {
  125. basis.rotate(p_axis,p_phi);
  126. }
  127. Transform Transform::looking_at( const Vector3& p_target, const Vector3& p_up ) const {
  128. Transform t = *this;
  129. t.set_look_at(origin,p_target,p_up);
  130. return t;
  131. }
  132. void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ) {
  133. // Reference: MESA source code
  134. Vector3 v_x, v_y, v_z;
  135. /* Make rotation matrix */
  136. /* Z vector */
  137. v_z = p_eye - p_target;
  138. v_z.normalize();
  139. v_y = p_up;
  140. v_x=v_y.cross(v_z);
  141. /* Recompute Y = Z cross X */
  142. v_y=v_z.cross(v_x);
  143. v_x.normalize();
  144. v_y.normalize();
  145. basis.set_axis(0,v_x);
  146. basis.set_axis(1,v_y);
  147. basis.set_axis(2,v_z);
  148. origin=p_eye;
  149. }
  150. Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c) const {
  151. /* not sure if very "efficient" but good enough? */
  152. Vector3 src_scale = basis.get_scale();
  153. Quat src_rot = basis;
  154. Vector3 src_loc = origin;
  155. Vector3 dst_scale = p_transform.basis.get_scale();
  156. Quat dst_rot = p_transform.basis;
  157. Vector3 dst_loc = p_transform.origin;
  158. Transform dst;
  159. dst.basis=src_rot.slerp(dst_rot,p_c);
  160. dst.basis.scale(src_scale.linear_interpolate(dst_scale,p_c));
  161. dst.origin=src_loc.linear_interpolate(dst_loc,p_c);
  162. return dst;
  163. }
  164. void Transform::scale(const Vector3& p_scale) {
  165. basis.scale(p_scale);
  166. origin*=p_scale;
  167. }
  168. Transform Transform::scaled(const Vector3& p_scale) const {
  169. Transform t = *this;
  170. t.scale(p_scale);
  171. return t;
  172. }
  173. void Transform::scale_basis(const Vector3& p_scale) {
  174. basis.scale(p_scale);
  175. }
  176. void Transform::translate( real_t p_tx, real_t p_ty, real_t p_tz) {
  177. translate( Vector3(p_tx,p_ty,p_tz) );
  178. }
  179. void Transform::translate( const Vector3& p_translation ) {
  180. for( int i = 0; i < 3; i++ ) {
  181. origin[i] += basis[i].dot(p_translation);
  182. }
  183. }
  184. Transform Transform::translated( const Vector3& p_translation ) const {
  185. Transform t=*this;
  186. t.translate(p_translation);
  187. return t;
  188. }
  189. void Transform::orthonormalize() {
  190. basis.orthonormalize();
  191. }
  192. Transform Transform::orthonormalized() const {
  193. Transform _copy = *this;
  194. _copy.orthonormalize();
  195. return _copy;
  196. }
  197. bool Transform::operator==(const Transform& p_transform) const {
  198. return (basis==p_transform.basis && origin==p_transform.origin);
  199. }
  200. bool Transform::operator!=(const Transform& p_transform) const {
  201. return (basis!=p_transform.basis || origin!=p_transform.origin);
  202. }
  203. void Transform::operator*=(const Transform& p_transform) {
  204. origin=xform(p_transform.origin);
  205. basis*=p_transform.basis;
  206. }
  207. Transform Transform::operator*(const Transform& p_transform) const {
  208. Transform t=*this;
  209. t*=p_transform;
  210. return t;
  211. }
  212. Transform::operator String() const {
  213. return basis.operator String() + " - " + origin.operator String();
  214. }
  215. Transform::Transform(const Basis& p_basis, const Vector3& p_origin) {
  216. basis=p_basis;
  217. origin=p_origin;
  218. }
  219. }