basis.h 11 KB

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