transform_3d.h 11 KB

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  1. /*************************************************************************/
  2. /* transform_3d.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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 TRANSFORM_3D_H
  31. #define TRANSFORM_3D_H
  32. #include "core/math/aabb.h"
  33. #include "core/math/basis.h"
  34. #include "core/math/plane.h"
  35. struct _NO_DISCARD_ Transform3D {
  36. Basis basis;
  37. Vector3 origin;
  38. void invert();
  39. Transform3D inverse() const;
  40. void affine_invert();
  41. Transform3D affine_inverse() const;
  42. Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
  43. Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const;
  44. void rotate(const Vector3 &p_axis, real_t p_angle);
  45. void rotate_basis(const Vector3 &p_axis, real_t p_angle);
  46. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
  47. Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
  48. void scale(const Vector3 &p_scale);
  49. Transform3D scaled(const Vector3 &p_scale) const;
  50. Transform3D scaled_local(const Vector3 &p_scale) const;
  51. void scale_basis(const Vector3 &p_scale);
  52. void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
  53. void translate_local(const Vector3 &p_translation);
  54. Transform3D translated(const Vector3 &p_translation) const;
  55. Transform3D translated_local(const Vector3 &p_translation) const;
  56. const Basis &get_basis() const { return basis; }
  57. void set_basis(const Basis &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. Transform3D orthonormalized() const;
  62. void orthogonalize();
  63. Transform3D orthogonalized() 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. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  68. _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
  69. _FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const;
  70. // NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
  71. // They use the transpose.
  72. // For safe inverse transforms, xform by the affine_inverse.
  73. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  74. _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
  75. _FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const;
  76. // Safe with non-uniform scaling (uses affine_inverse).
  77. _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
  78. _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
  79. // These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
  80. // multiple planes are to be transformed.
  81. _FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
  82. static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose);
  83. void operator*=(const Transform3D &p_transform);
  84. Transform3D operator*(const Transform3D &p_transform) const;
  85. void operator*=(const real_t p_val);
  86. Transform3D operator*(const real_t p_val) const;
  87. Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
  88. _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
  89. Vector3 v = t.origin - origin;
  90. return Transform3D(basis.transpose_xform(t.basis),
  91. basis.xform(v));
  92. }
  93. 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) {
  94. basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  95. origin.x = tx;
  96. origin.y = ty;
  97. origin.z = tz;
  98. }
  99. operator String() const;
  100. Transform3D() {}
  101. Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  102. Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  103. 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);
  104. };
  105. _FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
  106. return Vector3(
  107. basis[0].dot(p_vector) + origin.x,
  108. basis[1].dot(p_vector) + origin.y,
  109. basis[2].dot(p_vector) + origin.z);
  110. }
  111. _FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
  112. Vector3 v = p_vector - origin;
  113. return Vector3(
  114. (basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
  115. (basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
  116. (basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
  117. }
  118. // Neither the plane regular xform or xform_inv are particularly efficient,
  119. // as they do a basis inverse. For xforming a large number
  120. // of planes it is better to pre-calculate the inverse transpose basis once
  121. // and reuse it for each plane, by using the 'fast' version of the functions.
  122. _FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {
  123. Basis b = basis.inverse();
  124. b.transpose();
  125. return xform_fast(p_plane, b);
  126. }
  127. _FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {
  128. Transform3D inv = affine_inverse();
  129. Basis basis_transpose = basis.transposed();
  130. return xform_inv_fast(p_plane, inv, basis_transpose);
  131. }
  132. _FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {
  133. /* https://dev.theomader.com/transform-bounding-boxes/ */
  134. Vector3 min = p_aabb.position;
  135. Vector3 max = p_aabb.position + p_aabb.size;
  136. Vector3 tmin, tmax;
  137. for (int i = 0; i < 3; i++) {
  138. tmin[i] = tmax[i] = origin[i];
  139. for (int j = 0; j < 3; j++) {
  140. real_t e = basis[i][j] * min[j];
  141. real_t f = basis[i][j] * max[j];
  142. if (e < f) {
  143. tmin[i] += e;
  144. tmax[i] += f;
  145. } else {
  146. tmin[i] += f;
  147. tmax[i] += e;
  148. }
  149. }
  150. }
  151. AABB r_aabb;
  152. r_aabb.position = tmin;
  153. r_aabb.size = tmax - tmin;
  154. return r_aabb;
  155. }
  156. _FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {
  157. /* define vertices */
  158. Vector3 vertices[8] = {
  159. 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),
  160. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  161. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  162. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  163. Vector3(p_aabb.position.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.position.y + p_aabb.size.y, p_aabb.position.z),
  165. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  166. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  167. };
  168. AABB ret;
  169. ret.position = xform_inv(vertices[0]);
  170. for (int i = 1; i < 8; i++) {
  171. ret.expand_to(xform_inv(vertices[i]));
  172. }
  173. return ret;
  174. }
  175. Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const {
  176. Vector<Vector3> array;
  177. array.resize(p_array.size());
  178. const Vector3 *r = p_array.ptr();
  179. Vector3 *w = array.ptrw();
  180. for (int i = 0; i < p_array.size(); ++i) {
  181. w[i] = xform(r[i]);
  182. }
  183. return array;
  184. }
  185. Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const {
  186. Vector<Vector3> array;
  187. array.resize(p_array.size());
  188. const Vector3 *r = p_array.ptr();
  189. Vector3 *w = array.ptrw();
  190. for (int i = 0; i < p_array.size(); ++i) {
  191. w[i] = xform_inv(r[i]);
  192. }
  193. return array;
  194. }
  195. _FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {
  196. // Transform a single point on the plane.
  197. Vector3 point = p_plane.normal * p_plane.d;
  198. point = xform(point);
  199. // Use inverse transpose for correct normals with non-uniform scaling.
  200. Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal);
  201. normal.normalize();
  202. real_t d = normal.dot(point);
  203. return Plane(normal, d);
  204. }
  205. _FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) {
  206. // Transform a single point on the plane.
  207. Vector3 point = p_plane.normal * p_plane.d;
  208. point = p_inverse.xform(point);
  209. // Note that instead of precalculating the transpose, an alternative
  210. // would be to use the transpose for the basis transform.
  211. // However that would be less SIMD friendly (requiring a swizzle).
  212. // So the cost is one extra precalced value in the calling code.
  213. // This is probably worth it, as this could be used in bottleneck areas. And
  214. // where it is not a bottleneck, the non-fast method is fine.
  215. // Use transpose for correct normals with non-uniform scaling.
  216. Vector3 normal = p_basis_transpose.xform(p_plane.normal);
  217. normal.normalize();
  218. real_t d = normal.dot(point);
  219. return Plane(normal, d);
  220. }
  221. #endif // TRANSFORM_3D_H