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