transform3d.hpp 8.5 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) 2007-2021 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. #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_phi) const;
  49. void rotate(const Vector3 &p_axis, real_t p_phi);
  50. void rotate_basis(const Vector3 &p_axis, real_t p_phi);
  51. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
  52. Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
  53. void scale(const Vector3 &p_scale);
  54. Transform3D scaled(const Vector3 &p_scale) const;
  55. void scale_basis(const Vector3 &p_scale);
  56. void translate(real_t p_tx, real_t p_ty, real_t p_tz);
  57. void translate(const Vector3 &p_translation);
  58. Transform3D translated(const Vector3 &p_translation) const;
  59. const Basis &get_basis() const { return basis; }
  60. void set_basis(const Basis &p_basis) { basis = p_basis; }
  61. const Vector3 &get_origin() const { return origin; }
  62. void set_origin(const Vector3 &p_origin) { origin = p_origin; }
  63. void orthonormalize();
  64. Transform3D orthonormalized() const;
  65. bool is_equal_approx(const Transform3D &p_transform) const;
  66. bool operator==(const Transform3D &p_transform) const;
  67. bool operator!=(const Transform3D &p_transform) const;
  68. inline Vector3 xform(const Vector3 &p_vector) const;
  69. inline Vector3 xform_inv(const Vector3 &p_vector) const;
  70. inline Plane xform(const Plane &p_plane) const;
  71. inline Plane xform_inv(const Plane &p_plane) const;
  72. inline AABB xform(const AABB &p_aabb) const;
  73. inline AABB xform_inv(const AABB &p_aabb) const;
  74. inline PackedVector3Array xform(const PackedVector3Array &p_array) const;
  75. inline PackedVector3Array xform_inv(const PackedVector3Array &p_array) const;
  76. void operator*=(const Transform3D &p_transform);
  77. Transform3D operator*(const Transform3D &p_transform) const;
  78. Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
  79. inline Transform3D inverse_xform(const Transform3D &t) const {
  80. Vector3 v = t.origin - origin;
  81. return Transform3D(basis.transpose_xform(t.basis),
  82. basis.xform(v));
  83. }
  84. 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) {
  85. basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  86. origin.x = tx;
  87. origin.y = ty;
  88. origin.z = tz;
  89. }
  90. operator String() const;
  91. Transform3D() {}
  92. Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  93. Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  94. 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);
  95. };
  96. inline Vector3 Transform3D::xform(const Vector3 &p_vector) const {
  97. return Vector3(
  98. basis[0].dot(p_vector) + origin.x,
  99. basis[1].dot(p_vector) + origin.y,
  100. basis[2].dot(p_vector) + origin.z);
  101. }
  102. inline Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
  103. Vector3 v = p_vector - origin;
  104. return Vector3(
  105. (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
  106. (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
  107. (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
  108. }
  109. inline Plane Transform3D::xform(const Plane &p_plane) const {
  110. Vector3 point = p_plane.normal * p_plane.d;
  111. Vector3 point_dir = point + p_plane.normal;
  112. point = xform(point);
  113. point_dir = xform(point_dir);
  114. Vector3 normal = point_dir - point;
  115. normal.normalize();
  116. real_t d = normal.dot(point);
  117. return Plane(normal, d);
  118. }
  119. inline Plane Transform3D::xform_inv(const Plane &p_plane) const {
  120. Vector3 point = p_plane.normal * p_plane.d;
  121. Vector3 point_dir = point + p_plane.normal;
  122. point = xform_inv(point);
  123. point_dir = xform_inv(point_dir);
  124. Vector3 normal = point_dir - point;
  125. normal.normalize();
  126. real_t d = normal.dot(point);
  127. return Plane(normal, d);
  128. }
  129. inline AABB Transform3D::xform(const AABB &p_aabb) const {
  130. /* http://dev.theomader.com/transform-bounding-boxes/ */
  131. Vector3 min = p_aabb.position;
  132. Vector3 max = p_aabb.position + p_aabb.size;
  133. Vector3 tmin, tmax;
  134. for (int i = 0; i < 3; i++) {
  135. tmin[i] = tmax[i] = origin[i];
  136. for (int j = 0; j < 3; j++) {
  137. real_t e = basis[i][j] * min[j];
  138. real_t f = basis[i][j] * max[j];
  139. if (e < f) {
  140. tmin[i] += e;
  141. tmax[i] += f;
  142. } else {
  143. tmin[i] += f;
  144. tmax[i] += e;
  145. }
  146. }
  147. }
  148. AABB r_aabb;
  149. r_aabb.position = tmin;
  150. r_aabb.size = tmax - tmin;
  151. return r_aabb;
  152. }
  153. inline AABB Transform3D::xform_inv(const AABB &p_aabb) const {
  154. /* define vertices */
  155. Vector3 vertices[8] = {
  156. 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),
  157. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  158. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  159. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  160. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  161. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  162. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  163. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  164. };
  165. AABB ret;
  166. ret.position = xform_inv(vertices[0]);
  167. for (int i = 1; i < 8; i++) {
  168. ret.expand_to(xform_inv(vertices[i]));
  169. }
  170. return ret;
  171. }
  172. PackedVector3Array Transform3D::xform(const PackedVector3Array &p_array) const {
  173. PackedVector3Array array;
  174. array.resize(p_array.size());
  175. for (int i = 0; i < p_array.size(); ++i) {
  176. array[i] = xform(p_array[i]);
  177. }
  178. return array;
  179. }
  180. PackedVector3Array Transform3D::xform_inv(const PackedVector3Array &p_array) const {
  181. PackedVector3Array array;
  182. array.resize(p_array.size());
  183. for (int i = 0; i < p_array.size(); ++i) {
  184. array[i] = xform_inv(p_array[i]);
  185. }
  186. return array;
  187. }
  188. } // namespace godot
  189. #endif // GODOT_TRANSFORM_HPP