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) 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 */
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  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. struct _NO_DISCARD_ Transform3D {
  39. Basis basis;
  40. Vector3 origin;
  41. void invert();
  42. Transform3D inverse() const;
  43. void affine_invert();
  44. Transform3D affine_inverse() const;
  45. Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
  46. Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const;
  47. void rotate(const Vector3 &p_axis, real_t p_angle);
  48. void rotate_basis(const Vector3 &p_axis, real_t p_angle);
  49. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
  50. Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
  51. void scale(const Vector3 &p_scale);
  52. Transform3D scaled(const Vector3 &p_scale) const;
  53. Transform3D scaled_local(const Vector3 &p_scale) const;
  54. void scale_basis(const Vector3 &p_scale);
  55. void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
  56. void translate_local(const Vector3 &p_translation);
  57. Transform3D translated(const Vector3 &p_translation) const;
  58. Transform3D translated_local(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. void orthogonalize();
  66. Transform3D orthogonalized() const;
  67. bool is_equal_approx(const Transform3D &p_transform) const;
  68. bool is_finite() const;
  69. bool operator==(const Transform3D &p_transform) const;
  70. bool operator!=(const Transform3D &p_transform) const;
  71. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  72. _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
  73. _FORCE_INLINE_ PackedVector3Array xform(const PackedVector3Array &p_array) const;
  74. // NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
  75. // They use the transpose.
  76. // For safe inverse transforms, xform by the affine_inverse.
  77. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  78. _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
  79. _FORCE_INLINE_ PackedVector3Array xform_inv(const PackedVector3Array &p_array) const;
  80. // Safe with non-uniform scaling (uses affine_inverse).
  81. _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
  82. _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
  83. // These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
  84. // multiple planes are to be transformed.
  85. _FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
  86. static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose);
  87. void operator*=(const Transform3D &p_transform);
  88. Transform3D operator*(const Transform3D &p_transform) const;
  89. void operator*=(const real_t p_val);
  90. Transform3D operator*(const real_t p_val) const;
  91. Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
  92. _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
  93. Vector3 v = t.origin - origin;
  94. return Transform3D(basis.transpose_xform(t.basis),
  95. basis.xform(v));
  96. }
  97. 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) {
  98. basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  99. origin.x = tx;
  100. origin.y = ty;
  101. origin.z = tz;
  102. }
  103. operator String() const;
  104. Transform3D() {}
  105. Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  106. Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  107. 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);
  108. };
  109. _FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
  110. return Vector3(
  111. basis[0].dot(p_vector) + origin.x,
  112. basis[1].dot(p_vector) + origin.y,
  113. basis[2].dot(p_vector) + origin.z);
  114. }
  115. _FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
  116. Vector3 v = p_vector - origin;
  117. return Vector3(
  118. (basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
  119. (basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
  120. (basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
  121. }
  122. // Neither the plane regular xform or xform_inv are particularly efficient,
  123. // as they do a basis inverse. For xforming a large number
  124. // of planes it is better to pre-calculate the inverse transpose basis once
  125. // and reuse it for each plane, by using the 'fast' version of the functions.
  126. _FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {
  127. Basis b = basis.inverse();
  128. b.transpose();
  129. return xform_fast(p_plane, b);
  130. }
  131. _FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {
  132. Transform3D inv = affine_inverse();
  133. Basis basis_transpose = basis.transposed();
  134. return xform_inv_fast(p_plane, inv, basis_transpose);
  135. }
  136. _FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {
  137. /* https://dev.theomader.com/transform-bounding-boxes/ */
  138. Vector3 min = p_aabb.position;
  139. Vector3 max = p_aabb.position + p_aabb.size;
  140. Vector3 tmin, tmax;
  141. for (int i = 0; i < 3; i++) {
  142. tmin[i] = tmax[i] = origin[i];
  143. for (int j = 0; j < 3; j++) {
  144. real_t e = basis[i][j] * min[j];
  145. real_t f = basis[i][j] * max[j];
  146. if (e < f) {
  147. tmin[i] += e;
  148. tmax[i] += f;
  149. } else {
  150. tmin[i] += f;
  151. tmax[i] += e;
  152. }
  153. }
  154. }
  155. AABB r_aabb;
  156. r_aabb.position = tmin;
  157. r_aabb.size = tmax - tmin;
  158. return r_aabb;
  159. }
  160. _FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {
  161. /* define vertices */
  162. Vector3 vertices[8] = {
  163. 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),
  164. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  165. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.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.position.z),
  167. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  168. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  169. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  170. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  171. };
  172. AABB ret;
  173. ret.position = xform_inv(vertices[0]);
  174. for (int i = 1; i < 8; i++) {
  175. ret.expand_to(xform_inv(vertices[i]));
  176. }
  177. return ret;
  178. }
  179. PackedVector3Array Transform3D::xform(const PackedVector3Array &p_array) const {
  180. PackedVector3Array array;
  181. array.resize(p_array.size());
  182. const Vector3 *r = p_array.ptr();
  183. Vector3 *w = array.ptrw();
  184. for (int i = 0; i < p_array.size(); ++i) {
  185. w[i] = xform(r[i]);
  186. }
  187. return array;
  188. }
  189. PackedVector3Array Transform3D::xform_inv(const PackedVector3Array &p_array) const {
  190. PackedVector3Array array;
  191. array.resize(p_array.size());
  192. const Vector3 *r = p_array.ptr();
  193. Vector3 *w = array.ptrw();
  194. for (int i = 0; i < p_array.size(); ++i) {
  195. w[i] = xform_inv(r[i]);
  196. }
  197. return array;
  198. }
  199. _FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {
  200. // Transform a single point on the plane.
  201. Vector3 point = p_plane.normal * p_plane.d;
  202. point = xform(point);
  203. // Use inverse transpose for correct normals with non-uniform scaling.
  204. Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal);
  205. normal.normalize();
  206. real_t d = normal.dot(point);
  207. return Plane(normal, d);
  208. }
  209. _FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) {
  210. // Transform a single point on the plane.
  211. Vector3 point = p_plane.normal * p_plane.d;
  212. point = p_inverse.xform(point);
  213. // Note that instead of precalculating the transpose, an alternative
  214. // would be to use the transpose for the basis transform.
  215. // However that would be less SIMD friendly (requiring a swizzle).
  216. // So the cost is one extra precalced value in the calling code.
  217. // This is probably worth it, as this could be used in bottleneck areas. And
  218. // where it is not a bottleneck, the non-fast method is fine.
  219. // Use transpose for correct normals with non-uniform scaling.
  220. Vector3 normal = p_basis_transpose.xform(p_plane.normal);
  221. normal.normalize();
  222. real_t d = normal.dot(point);
  223. return Plane(normal, d);
  224. }
  225. } // namespace godot
  226. #endif // GODOT_TRANSFORM3D_HPP