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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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 */
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  14. /* without limitation the rights to use, copy, modify, merge, publish, */
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  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
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  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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  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. #ifndef GODOT_TRANSFORM3D_HPP
  31. #define GODOT_TRANSFORM3D_HPP
  32. #include <godot_cpp/core/math.hpp>
  33. #include <godot_cpp/variant/aabb.hpp>
  34. #include <godot_cpp/variant/basis.hpp>
  35. #include <godot_cpp/variant/packed_vector3_array.hpp>
  36. #include <godot_cpp/variant/plane.hpp>
  37. namespace godot {
  38. class Transform3D {
  39. _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
  40. friend class Variant;
  41. public:
  42. Basis basis;
  43. Vector3 origin;
  44. void invert();
  45. Transform3D inverse() const;
  46. void affine_invert();
  47. Transform3D affine_inverse() const;
  48. Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
  49. Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const;
  50. void rotate(const Vector3 &p_axis, real_t p_angle);
  51. void rotate_basis(const Vector3 &p_axis, real_t p_angle);
  52. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
  53. Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
  54. void scale(const Vector3 &p_scale);
  55. Transform3D scaled(const Vector3 &p_scale) const;
  56. Transform3D scaled_local(const Vector3 &p_scale) const;
  57. void scale_basis(const Vector3 &p_scale);
  58. void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
  59. void translate_local(const Vector3 &p_translation);
  60. Transform3D translated(const Vector3 &p_translation) const;
  61. Transform3D translated_local(const Vector3 &p_translation) const;
  62. const Basis &get_basis() const { return basis; }
  63. void set_basis(const Basis &p_basis) { basis = p_basis; }
  64. const Vector3 &get_origin() const { return origin; }
  65. void set_origin(const Vector3 &p_origin) { origin = p_origin; }
  66. void orthonormalize();
  67. Transform3D orthonormalized() const;
  68. void orthogonalize();
  69. Transform3D orthogonalized() const;
  70. bool is_equal_approx(const Transform3D &p_transform) const;
  71. bool operator==(const Transform3D &p_transform) const;
  72. bool operator!=(const Transform3D &p_transform) const;
  73. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  74. _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
  75. _FORCE_INLINE_ PackedVector3Array xform(const PackedVector3Array &p_array) const;
  76. // NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
  77. // They use the transpose.
  78. // For safe inverse transforms, xform by the affine_inverse.
  79. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  80. _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
  81. _FORCE_INLINE_ PackedVector3Array xform_inv(const PackedVector3Array &p_array) const;
  82. // Safe with non-uniform scaling (uses affine_inverse).
  83. _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
  84. _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
  85. // These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
  86. // multiple planes are to be transformed.
  87. _FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
  88. static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose);
  89. void operator*=(const Transform3D &p_transform);
  90. Transform3D operator*(const Transform3D &p_transform) const;
  91. void operator*=(const real_t p_val);
  92. Transform3D operator*(const real_t p_val) const;
  93. Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
  94. _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
  95. Vector3 v = t.origin - origin;
  96. return Transform3D(basis.transpose_xform(t.basis),
  97. basis.xform(v));
  98. }
  99. 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) {
  100. basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  101. origin.x = tx;
  102. origin.y = ty;
  103. origin.z = tz;
  104. }
  105. operator String() const;
  106. Transform3D() {}
  107. Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  108. Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  109. 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);
  110. };
  111. _FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
  112. return Vector3(
  113. basis[0].dot(p_vector) + origin.x,
  114. basis[1].dot(p_vector) + origin.y,
  115. basis[2].dot(p_vector) + origin.z);
  116. }
  117. _FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
  118. Vector3 v = p_vector - origin;
  119. return Vector3(
  120. (basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
  121. (basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
  122. (basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
  123. }
  124. // Neither the plane regular xform or xform_inv are particularly efficient,
  125. // as they do a basis inverse. For xforming a large number
  126. // of planes it is better to pre-calculate the inverse transpose basis once
  127. // and reuse it for each plane, by using the 'fast' version of the functions.
  128. _FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {
  129. Basis b = basis.inverse();
  130. b.transpose();
  131. return xform_fast(p_plane, b);
  132. }
  133. _FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {
  134. Transform3D inv = affine_inverse();
  135. Basis basis_transpose = basis.transposed();
  136. return xform_inv_fast(p_plane, inv, basis_transpose);
  137. }
  138. _FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {
  139. /* https://dev.theomader.com/transform-bounding-boxes/ */
  140. Vector3 min = p_aabb.position;
  141. Vector3 max = p_aabb.position + p_aabb.size;
  142. Vector3 tmin, tmax;
  143. for (int i = 0; i < 3; i++) {
  144. tmin[i] = tmax[i] = origin[i];
  145. for (int j = 0; j < 3; j++) {
  146. real_t e = basis[i][j] * min[j];
  147. real_t f = basis[i][j] * max[j];
  148. if (e < f) {
  149. tmin[i] += e;
  150. tmax[i] += f;
  151. } else {
  152. tmin[i] += f;
  153. tmax[i] += e;
  154. }
  155. }
  156. }
  157. AABB r_aabb;
  158. r_aabb.position = tmin;
  159. r_aabb.size = tmax - tmin;
  160. return r_aabb;
  161. }
  162. _FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {
  163. /* define vertices */
  164. Vector3 vertices[8] = {
  165. 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),
  166. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  167. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  168. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  169. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  170. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  171. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  172. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  173. };
  174. AABB ret;
  175. ret.position = xform_inv(vertices[0]);
  176. for (int i = 1; i < 8; i++) {
  177. ret.expand_to(xform_inv(vertices[i]));
  178. }
  179. return ret;
  180. }
  181. PackedVector3Array Transform3D::xform(const PackedVector3Array &p_array) const {
  182. PackedVector3Array array;
  183. array.resize(p_array.size());
  184. const Vector3 *r = p_array.ptr();
  185. Vector3 *w = array.ptrw();
  186. for (int i = 0; i < p_array.size(); ++i) {
  187. w[i] = xform(r[i]);
  188. }
  189. return array;
  190. }
  191. PackedVector3Array Transform3D::xform_inv(const PackedVector3Array &p_array) const {
  192. PackedVector3Array array;
  193. array.resize(p_array.size());
  194. const Vector3 *r = p_array.ptr();
  195. Vector3 *w = array.ptrw();
  196. for (int i = 0; i < p_array.size(); ++i) {
  197. w[i] = xform_inv(r[i]);
  198. }
  199. return array;
  200. }
  201. _FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {
  202. // Transform a single point on the plane.
  203. Vector3 point = p_plane.normal * p_plane.d;
  204. point = xform(point);
  205. // Use inverse transpose for correct normals with non-uniform scaling.
  206. Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal);
  207. normal.normalize();
  208. real_t d = normal.dot(point);
  209. return Plane(normal, d);
  210. }
  211. _FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) {
  212. // Transform a single point on the plane.
  213. Vector3 point = p_plane.normal * p_plane.d;
  214. point = p_inverse.xform(point);
  215. // Note that instead of precalculating the transpose, an alternative
  216. // would be to use the transpose for the basis transform.
  217. // However that would be less SIMD friendly (requiring a swizzle).
  218. // So the cost is one extra precalced value in the calling code.
  219. // This is probably worth it, as this could be used in bottleneck areas. And
  220. // where it is not a bottleneck, the non-fast method is fine.
  221. // Use transpose for correct normals with non-uniform scaling.
  222. Vector3 normal = p_basis_transpose.xform(p_plane.normal);
  223. normal.normalize();
  224. real_t d = normal.dot(point);
  225. return Plane(normal, d);
  226. }
  227. } // namespace godot
  228. #endif // GODOT_TRANSFORM3D_HPP