basis.hpp 11 KB

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  1. /**************************************************************************/
  2. /* basis.hpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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_BASIS_HPP
  31. #define GODOT_BASIS_HPP
  32. #include <godot_cpp/classes/global_constants.hpp>
  33. #include <godot_cpp/variant/quaternion.hpp>
  34. #include <godot_cpp/variant/vector3.hpp>
  35. namespace godot {
  36. struct _NO_DISCARD_ Basis {
  37. Vector3 rows[3] = {
  38. Vector3(1, 0, 0),
  39. Vector3(0, 1, 0),
  40. Vector3(0, 0, 1)
  41. };
  42. _FORCE_INLINE_ const Vector3 &operator[](int axis) const {
  43. return rows[axis];
  44. }
  45. _FORCE_INLINE_ Vector3 &operator[](int axis) {
  46. return rows[axis];
  47. }
  48. void invert();
  49. void transpose();
  50. Basis inverse() const;
  51. Basis transposed() const;
  52. _FORCE_INLINE_ real_t determinant() const;
  53. void from_z(const Vector3 &p_z);
  54. void rotate(const Vector3 &p_axis, real_t p_angle);
  55. Basis rotated(const Vector3 &p_axis, real_t p_angle) const;
  56. void rotate_local(const Vector3 &p_axis, real_t p_angle);
  57. Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
  58. void rotate(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
  59. Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) const;
  60. void rotate(const Quaternion &p_quaternion);
  61. Basis rotated(const Quaternion &p_quaternion) const;
  62. Vector3 get_euler_normalized(EulerOrder p_order = EULER_ORDER_YXZ) const;
  63. void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
  64. void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
  65. Quaternion get_rotation_quaternion() const;
  66. void rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction);
  67. Vector3 rotref_posscale_decomposition(Basis &rotref) const;
  68. Vector3 get_euler(EulerOrder p_order = EULER_ORDER_YXZ) const;
  69. void set_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
  70. static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) {
  71. Basis b;
  72. b.set_euler(p_euler, p_order);
  73. return b;
  74. }
  75. Quaternion get_quaternion() const;
  76. void set_quaternion(const Quaternion &p_quaternion);
  77. void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
  78. void set_axis_angle(const Vector3 &p_axis, real_t p_angle);
  79. void scale(const Vector3 &p_scale);
  80. Basis scaled(const Vector3 &p_scale) const;
  81. void scale_local(const Vector3 &p_scale);
  82. Basis scaled_local(const Vector3 &p_scale) const;
  83. void scale_orthogonal(const Vector3 &p_scale);
  84. Basis scaled_orthogonal(const Vector3 &p_scale) const;
  85. void make_scale_uniform();
  86. float get_uniform_scale() const;
  87. Vector3 get_scale() const;
  88. Vector3 get_scale_abs() const;
  89. Vector3 get_scale_local() const;
  90. void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
  91. void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EULER_ORDER_YXZ);
  92. void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
  93. // transposed dot products
  94. _FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
  95. return rows[0][0] * v[0] + rows[1][0] * v[1] + rows[2][0] * v[2];
  96. }
  97. _FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
  98. return rows[0][1] * v[0] + rows[1][1] * v[1] + rows[2][1] * v[2];
  99. }
  100. _FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
  101. return rows[0][2] * v[0] + rows[1][2] * v[1] + rows[2][2] * v[2];
  102. }
  103. bool is_equal_approx(const Basis &p_basis) const;
  104. bool is_finite() const;
  105. bool operator==(const Basis &p_matrix) const;
  106. bool operator!=(const Basis &p_matrix) const;
  107. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  108. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  109. _FORCE_INLINE_ void operator*=(const Basis &p_matrix);
  110. _FORCE_INLINE_ Basis operator*(const Basis &p_matrix) const;
  111. _FORCE_INLINE_ void operator+=(const Basis &p_matrix);
  112. _FORCE_INLINE_ Basis operator+(const Basis &p_matrix) const;
  113. _FORCE_INLINE_ void operator-=(const Basis &p_matrix);
  114. _FORCE_INLINE_ Basis operator-(const Basis &p_matrix) const;
  115. _FORCE_INLINE_ void operator*=(const real_t p_val);
  116. _FORCE_INLINE_ Basis operator*(const real_t p_val) const;
  117. bool is_orthogonal() const;
  118. bool is_diagonal() const;
  119. bool is_rotation() const;
  120. Basis lerp(const Basis &p_to, const real_t &p_weight) const;
  121. Basis slerp(const Basis &p_to, const real_t &p_weight) const;
  122. void rotate_sh(real_t *p_values);
  123. operator String() const;
  124. /* create / set */
  125. _FORCE_INLINE_ 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) {
  126. rows[0][0] = xx;
  127. rows[0][1] = xy;
  128. rows[0][2] = xz;
  129. rows[1][0] = yx;
  130. rows[1][1] = yy;
  131. rows[1][2] = yz;
  132. rows[2][0] = zx;
  133. rows[2][1] = zy;
  134. rows[2][2] = zz;
  135. }
  136. _FORCE_INLINE_ void set_columns(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
  137. set_column(0, p_x);
  138. set_column(1, p_y);
  139. set_column(2, p_z);
  140. }
  141. _FORCE_INLINE_ Vector3 get_column(int p_index) const {
  142. // Get actual basis axis column (we store transposed as rows for performance).
  143. return Vector3(rows[0][p_index], rows[1][p_index], rows[2][p_index]);
  144. }
  145. _FORCE_INLINE_ void set_column(int p_index, const Vector3 &p_value) {
  146. // Set actual basis axis column (we store transposed as rows for performance).
  147. rows[0][p_index] = p_value.x;
  148. rows[1][p_index] = p_value.y;
  149. rows[2][p_index] = p_value.z;
  150. }
  151. _FORCE_INLINE_ Vector3 get_main_diagonal() const {
  152. return Vector3(rows[0][0], rows[1][1], rows[2][2]);
  153. }
  154. _FORCE_INLINE_ void set_zero() {
  155. rows[0].zero();
  156. rows[1].zero();
  157. rows[2].zero();
  158. }
  159. _FORCE_INLINE_ Basis transpose_xform(const Basis &m) const {
  160. return Basis(
  161. rows[0].x * m[0].x + rows[1].x * m[1].x + rows[2].x * m[2].x,
  162. rows[0].x * m[0].y + rows[1].x * m[1].y + rows[2].x * m[2].y,
  163. rows[0].x * m[0].z + rows[1].x * m[1].z + rows[2].x * m[2].z,
  164. rows[0].y * m[0].x + rows[1].y * m[1].x + rows[2].y * m[2].x,
  165. rows[0].y * m[0].y + rows[1].y * m[1].y + rows[2].y * m[2].y,
  166. rows[0].y * m[0].z + rows[1].y * m[1].z + rows[2].y * m[2].z,
  167. rows[0].z * m[0].x + rows[1].z * m[1].x + rows[2].z * m[2].x,
  168. rows[0].z * m[0].y + rows[1].z * m[1].y + rows[2].z * m[2].y,
  169. rows[0].z * m[0].z + rows[1].z * m[1].z + rows[2].z * m[2].z);
  170. }
  171. Basis(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) {
  172. set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  173. }
  174. void orthonormalize();
  175. Basis orthonormalized() const;
  176. void orthogonalize();
  177. Basis orthogonalized() const;
  178. #ifdef MATH_CHECKS
  179. bool is_symmetric() const;
  180. #endif
  181. Basis diagonalize();
  182. operator Quaternion() const { return get_quaternion(); }
  183. static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
  184. Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); }
  185. Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
  186. Basis(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); }
  187. Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
  188. static Basis from_scale(const Vector3 &p_scale);
  189. _FORCE_INLINE_ Basis(const Vector3 &p_x_axis, const Vector3 &p_y_axis, const Vector3 &p_z_axis) {
  190. set_columns(p_x_axis, p_y_axis, p_z_axis);
  191. }
  192. _FORCE_INLINE_ Basis() {}
  193. private:
  194. // Helper method.
  195. void _set_diagonal(const Vector3 &p_diag);
  196. };
  197. _FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {
  198. set(
  199. p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
  200. p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
  201. p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
  202. }
  203. _FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {
  204. return Basis(
  205. p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
  206. p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
  207. p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
  208. }
  209. _FORCE_INLINE_ void Basis::operator+=(const Basis &p_matrix) {
  210. rows[0] += p_matrix.rows[0];
  211. rows[1] += p_matrix.rows[1];
  212. rows[2] += p_matrix.rows[2];
  213. }
  214. _FORCE_INLINE_ Basis Basis::operator+(const Basis &p_matrix) const {
  215. Basis ret(*this);
  216. ret += p_matrix;
  217. return ret;
  218. }
  219. _FORCE_INLINE_ void Basis::operator-=(const Basis &p_matrix) {
  220. rows[0] -= p_matrix.rows[0];
  221. rows[1] -= p_matrix.rows[1];
  222. rows[2] -= p_matrix.rows[2];
  223. }
  224. _FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {
  225. Basis ret(*this);
  226. ret -= p_matrix;
  227. return ret;
  228. }
  229. _FORCE_INLINE_ void Basis::operator*=(const real_t p_val) {
  230. rows[0] *= p_val;
  231. rows[1] *= p_val;
  232. rows[2] *= p_val;
  233. }
  234. _FORCE_INLINE_ Basis Basis::operator*(const real_t p_val) const {
  235. Basis ret(*this);
  236. ret *= p_val;
  237. return ret;
  238. }
  239. Vector3 Basis::xform(const Vector3 &p_vector) const {
  240. return Vector3(
  241. rows[0].dot(p_vector),
  242. rows[1].dot(p_vector),
  243. rows[2].dot(p_vector));
  244. }
  245. Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
  246. return Vector3(
  247. (rows[0][0] * p_vector.x) + (rows[1][0] * p_vector.y) + (rows[2][0] * p_vector.z),
  248. (rows[0][1] * p_vector.x) + (rows[1][1] * p_vector.y) + (rows[2][1] * p_vector.z),
  249. (rows[0][2] * p_vector.x) + (rows[1][2] * p_vector.y) + (rows[2][2] * p_vector.z));
  250. }
  251. real_t Basis::determinant() const {
  252. return rows[0][0] * (rows[1][1] * rows[2][2] - rows[2][1] * rows[1][2]) -
  253. rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) +
  254. rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]);
  255. }
  256. } // namespace godot
  257. #endif // GODOT_BASIS_HPP