transform.h 8.8 KB

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  1. /*************************************************************************/
  2. /* transform.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef TRANSFORM_H
  30. #define TRANSFORM_H
  31. #include "matrix3.h"
  32. #include "plane.h"
  33. #include "aabb.h"
  34. /**
  35. @author Juan Linietsky <[email protected]>
  36. */
  37. class Transform {
  38. public:
  39. Matrix3 basis;
  40. Vector3 origin;
  41. void invert();
  42. Transform inverse() const;
  43. void affine_invert();
  44. Transform affine_inverse() const;
  45. Transform rotated(const Vector3& p_axis,real_t p_phi) const;
  46. void rotate(const Vector3& p_axis,real_t p_phi);
  47. void rotate_basis(const Vector3& p_axis,real_t p_phi);
  48. void set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up );
  49. Transform looking_at( const Vector3& p_target, const Vector3& p_up ) const;
  50. void scale(const Vector3& p_scale);
  51. Transform scaled(const Vector3& p_scale) const;
  52. void scale_basis(const Vector3& p_scale);
  53. void translate( real_t p_tx, real_t p_ty, real_t p_tz );
  54. void translate( const Vector3& p_translation );
  55. Transform translated( const Vector3& p_translation ) const;
  56. const Matrix3& get_basis() const { return basis; }
  57. void set_basis(const Matrix3& p_basis) { basis=p_basis; }
  58. const Vector3& get_origin() const { return origin; }
  59. void set_origin(const Vector3& p_origin) { origin=p_origin; }
  60. void orthonormalize();
  61. Transform orthonormalized() const;
  62. bool operator==(const Transform& p_transform) const;
  63. bool operator!=(const Transform& p_transform) const;
  64. _FORCE_INLINE_ Vector3 xform(const Vector3& p_vector) const;
  65. _FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vector) const;
  66. _FORCE_INLINE_ Plane xform(const Plane& p_plane) const;
  67. _FORCE_INLINE_ Plane xform_inv(const Plane& p_plane) const;
  68. _FORCE_INLINE_ AABB xform(const AABB& p_aabb) const;
  69. _FORCE_INLINE_ AABB xform_inv(const AABB& p_aabb) const;
  70. void operator*=(const Transform& p_transform);
  71. Transform operator*(const Transform& p_transform) const;
  72. Transform interpolate_with(const Transform& p_transform, float p_c) const;
  73. _FORCE_INLINE_ Transform inverse_xform(const Transform& t) const {
  74. Vector3 v = t.origin - origin;
  75. return Transform(basis.transpose_xform(t.basis),
  76. basis.xform(v));
  77. }
  78. 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) {
  79. basis.elements[0][0]=xx;
  80. basis.elements[0][1]=xy;
  81. basis.elements[0][2]=xz;
  82. basis.elements[1][0]=yx;
  83. basis.elements[1][1]=yy;
  84. basis.elements[1][2]=yz;
  85. basis.elements[2][0]=zx;
  86. basis.elements[2][1]=zy;
  87. basis.elements[2][2]=zz;
  88. origin.x=tx;
  89. origin.y=ty;
  90. origin.z=tz;
  91. }
  92. operator String() const;
  93. Transform(const Matrix3& p_basis, const Vector3& p_origin=Vector3());
  94. Transform() {}
  95. };
  96. _FORCE_INLINE_ Vector3 Transform::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. }
  103. _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3& p_vector) const {
  104. Vector3 v = p_vector - origin;
  105. return Vector3(
  106. (basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ),
  107. (basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ),
  108. (basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z )
  109. );
  110. }
  111. _FORCE_INLINE_ Plane Transform::xform(const Plane& p_plane) const {
  112. Vector3 point=p_plane.normal*p_plane.d;
  113. Vector3 point_dir=point+p_plane.normal;
  114. point=xform(point);
  115. point_dir=xform(point_dir);
  116. Vector3 normal=point_dir-point;
  117. normal.normalize();
  118. real_t d=normal.dot(point);
  119. return Plane(normal,d);
  120. }
  121. _FORCE_INLINE_ Plane Transform::xform_inv(const Plane& p_plane) const {
  122. Vector3 point=p_plane.normal*p_plane.d;
  123. Vector3 point_dir=point+p_plane.normal;
  124. xform_inv(point);
  125. xform_inv(point_dir);
  126. Vector3 normal=point_dir-point;
  127. normal.normalize();
  128. real_t d=normal.dot(point);
  129. return Plane(normal,d);
  130. }
  131. _FORCE_INLINE_ AABB Transform::xform(const AABB& p_aabb) const {
  132. /* define vertices */
  133. #if 1
  134. Vector3 x=basis.get_axis(0)*p_aabb.size.x;
  135. Vector3 y=basis.get_axis(1)*p_aabb.size.y;
  136. Vector3 z=basis.get_axis(2)*p_aabb.size.z;
  137. Vector3 pos = xform( p_aabb.pos );
  138. //could be even further optimized
  139. AABB new_aabb;
  140. new_aabb.pos=pos;
  141. new_aabb.expand_to( pos+x );
  142. new_aabb.expand_to( pos+y );
  143. new_aabb.expand_to( pos+z );
  144. new_aabb.expand_to( pos+x+y );
  145. new_aabb.expand_to( pos+x+z );
  146. new_aabb.expand_to( pos+y+z );
  147. new_aabb.expand_to( pos+x+y+z );
  148. return new_aabb;
  149. #else
  150. Vector3 vertices[8]={
  151. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
  152. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
  153. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
  154. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
  155. Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
  156. Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
  157. Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
  158. Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
  159. };
  160. AABB ret;
  161. ret.pos=xform(vertices[0]);
  162. for (int i=1;i<8;i++) {
  163. ret.expand_to( xform(vertices[i]) );
  164. }
  165. return ret;
  166. #endif
  167. }
  168. _FORCE_INLINE_ AABB Transform::xform_inv(const AABB& p_aabb) const {
  169. /* define vertices */
  170. Vector3 vertices[8]={
  171. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
  172. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
  173. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
  174. Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
  175. Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
  176. Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
  177. Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
  178. Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
  179. };
  180. AABB ret;
  181. ret.pos=xform_inv(vertices[0]);
  182. for (int i=1;i<8;i++) {
  183. ret.expand_to( xform_inv(vertices[i]) );
  184. }
  185. return ret;
  186. }
  187. #ifdef OPTIMIZED_TRANSFORM_IMPL_OVERRIDE
  188. #else
  189. struct OptimizedTransform {
  190. Transform transform;
  191. _FORCE_INLINE_ void invert() {transform.invert(); }
  192. _FORCE_INLINE_ void affine_invert() {transform.affine_invert(); }
  193. _FORCE_INLINE_ Vector3 xform(const Vector3& p_vec) const { return transform.xform(p_vec); };
  194. _FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vec) const { return transform.xform_inv(p_vec); };
  195. _FORCE_INLINE_ OptimizedTransform operator*(const OptimizedTransform& p_ot ) const { return OptimizedTransform( transform * p_ot.transform ) ; }
  196. _FORCE_INLINE_ Transform get_transform() const { return transform; }
  197. _FORCE_INLINE_ void set_transform(const Transform& p_transform) { transform=p_transform; }
  198. OptimizedTransform(const Transform& p_transform) {
  199. transform=p_transform;
  200. }
  201. };
  202. #endif
  203. #endif