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- /*************************************************************************/
- /* transform.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef TRANSFORM_H
- #define TRANSFORM_H
- #include "matrix3.h"
- #include "plane.h"
- #include "aabb.h"
- /**
- @author Juan Linietsky <[email protected]>
- */
- class Transform {
- public:
- Matrix3 basis;
- Vector3 origin;
-
- void invert();
- Transform inverse() const;
- void affine_invert();
- Transform affine_inverse() const;
- Transform rotated(const Vector3& p_axis,real_t p_phi) const;
- void rotate(const Vector3& p_axis,real_t p_phi);
- void rotate_basis(const Vector3& p_axis,real_t p_phi);
- void set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up );
- Transform looking_at( const Vector3& p_target, const Vector3& p_up ) const;
- void scale(const Vector3& p_scale);
- Transform scaled(const Vector3& p_scale) const;
- void scale_basis(const Vector3& p_scale);
- void translate( real_t p_tx, real_t p_ty, real_t p_tz );
- void translate( const Vector3& p_translation );
- Transform translated( const Vector3& p_translation ) const;
- const Matrix3& get_basis() const { return basis; }
- void set_basis(const Matrix3& p_basis) { basis=p_basis; }
- const Vector3& get_origin() const { return origin; }
- void set_origin(const Vector3& p_origin) { origin=p_origin; }
- void orthonormalize();
- Transform orthonormalized() const;
- bool operator==(const Transform& p_transform) const;
- bool operator!=(const Transform& p_transform) const;
- _FORCE_INLINE_ Vector3 xform(const Vector3& p_vector) const;
- _FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vector) const;
-
- _FORCE_INLINE_ Plane xform(const Plane& p_plane) const;
- _FORCE_INLINE_ Plane xform_inv(const Plane& p_plane) const;
- _FORCE_INLINE_ AABB xform(const AABB& p_aabb) const;
- _FORCE_INLINE_ AABB xform_inv(const AABB& p_aabb) const;
-
- void operator*=(const Transform& p_transform);
- Transform operator*(const Transform& p_transform) const;
- Transform interpolate_with(const Transform& p_transform, float p_c) const;
-
- _FORCE_INLINE_ Transform inverse_xform(const Transform& t) const {
-
- Vector3 v = t.origin - origin;
- return Transform(basis.transpose_xform(t.basis),
- basis.xform(v));
- }
-
- 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) {
-
- basis.elements[0][0]=xx;
- basis.elements[0][1]=xy;
- basis.elements[0][2]=xz;
- basis.elements[1][0]=yx;
- basis.elements[1][1]=yy;
- basis.elements[1][2]=yz;
- basis.elements[2][0]=zx;
- basis.elements[2][1]=zy;
- basis.elements[2][2]=zz;
- origin.x=tx;
- origin.y=ty;
- origin.z=tz;
- }
-
- operator String() const;
-
- Transform(const Matrix3& p_basis, const Vector3& p_origin=Vector3());
- Transform() {}
- };
- _FORCE_INLINE_ Vector3 Transform::xform(const Vector3& p_vector) const {
- return Vector3(
- basis[0].dot(p_vector)+origin.x,
- basis[1].dot(p_vector)+origin.y,
- basis[2].dot(p_vector)+origin.z
- );
- }
- _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3& p_vector) const {
-
- Vector3 v = p_vector - origin;
-
- return Vector3(
- (basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ),
- (basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ),
- (basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z )
- );
- }
- _FORCE_INLINE_ Plane Transform::xform(const Plane& p_plane) const {
-
- Vector3 point=p_plane.normal*p_plane.d;
- Vector3 point_dir=point+p_plane.normal;
- point=xform(point);
- point_dir=xform(point_dir);
-
- Vector3 normal=point_dir-point;
- normal.normalize();
- real_t d=normal.dot(point);
-
- return Plane(normal,d);
- }
- _FORCE_INLINE_ Plane Transform::xform_inv(const Plane& p_plane) const {
- Vector3 point=p_plane.normal*p_plane.d;
- Vector3 point_dir=point+p_plane.normal;
- xform_inv(point);
- xform_inv(point_dir);
-
- Vector3 normal=point_dir-point;
- normal.normalize();
- real_t d=normal.dot(point);
-
- return Plane(normal,d);
- }
- _FORCE_INLINE_ AABB Transform::xform(const AABB& p_aabb) const {
- /* define vertices */
- #if 1
- Vector3 x=basis.get_axis(0)*p_aabb.size.x;
- Vector3 y=basis.get_axis(1)*p_aabb.size.y;
- Vector3 z=basis.get_axis(2)*p_aabb.size.z;
- Vector3 pos = xform( p_aabb.pos );
- //could be even further optimized
- AABB new_aabb;
- new_aabb.pos=pos;
- new_aabb.expand_to( pos+x );
- new_aabb.expand_to( pos+y );
- new_aabb.expand_to( pos+z );
- new_aabb.expand_to( pos+x+y );
- new_aabb.expand_to( pos+x+z );
- new_aabb.expand_to( pos+y+z );
- new_aabb.expand_to( pos+x+y+z );
- return new_aabb;
- #else
- Vector3 vertices[8]={
- 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),
- Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
- Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
- Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
- };
-
-
- AABB ret;
-
- ret.pos=xform(vertices[0]);
-
- for (int i=1;i<8;i++) {
-
- ret.expand_to( xform(vertices[i]) );
- }
-
- return ret;
- #endif
- }
- _FORCE_INLINE_ AABB Transform::xform_inv(const AABB& p_aabb) const {
- /* define vertices */
- Vector3 vertices[8]={
- 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),
- Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
- Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
- Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
- Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
- };
-
-
- AABB ret;
-
- ret.pos=xform_inv(vertices[0]);
-
- for (int i=1;i<8;i++) {
-
- ret.expand_to( xform_inv(vertices[i]) );
- }
-
- return ret;
- }
- #ifdef OPTIMIZED_TRANSFORM_IMPL_OVERRIDE
- #else
- struct OptimizedTransform {
- Transform transform;
- _FORCE_INLINE_ void invert() {transform.invert(); }
- _FORCE_INLINE_ void affine_invert() {transform.affine_invert(); }
- _FORCE_INLINE_ Vector3 xform(const Vector3& p_vec) const { return transform.xform(p_vec); };
- _FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vec) const { return transform.xform_inv(p_vec); };
- _FORCE_INLINE_ OptimizedTransform operator*(const OptimizedTransform& p_ot ) const { return OptimizedTransform( transform * p_ot.transform ) ; }
- _FORCE_INLINE_ Transform get_transform() const { return transform; }
- _FORCE_INLINE_ void set_transform(const Transform& p_transform) { transform=p_transform; }
- OptimizedTransform(const Transform& p_transform) {
- transform=p_transform;
- }
- };
- #endif
- #endif
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