transform.h 8.4 KB

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  1. /*************************************************************************/
  2. /* transform.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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_H
  31. #define TRANSFORM_H
  32. #include "core/math/aabb.h"
  33. #include "core/math/basis.h"
  34. #include "core/math/plane.h"
  35. class Transform {
  36. public:
  37. Basis basis;
  38. Vector3 origin;
  39. void invert();
  40. Transform inverse() const;
  41. void affine_invert();
  42. Transform affine_inverse() const;
  43. Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
  44. void rotate(const Vector3 &p_axis, real_t p_phi);
  45. void rotate_basis(const Vector3 &p_axis, real_t p_phi);
  46. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
  47. Transform looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
  48. void scale(const Vector3 &p_scale);
  49. Transform scaled(const Vector3 &p_scale) const;
  50. void scale_basis(const Vector3 &p_scale);
  51. void translate(real_t p_tx, real_t p_ty, real_t p_tz);
  52. void translate(const Vector3 &p_translation);
  53. Transform translated(const Vector3 &p_translation) const;
  54. const Basis &get_basis() const { return basis; }
  55. void set_basis(const Basis &p_basis) { basis = p_basis; }
  56. const Vector3 &get_origin() const { return origin; }
  57. void set_origin(const Vector3 &p_origin) { origin = p_origin; }
  58. void orthonormalize();
  59. Transform orthonormalized() const;
  60. bool is_equal_approx(const Transform &p_transform) const;
  61. bool operator==(const Transform &p_transform) const;
  62. bool operator!=(const Transform &p_transform) const;
  63. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  64. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  65. _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
  66. _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
  67. _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
  68. _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
  69. _FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const;
  70. _FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const;
  71. void operator*=(const Transform &p_transform);
  72. Transform operator*(const Transform &p_transform) const;
  73. Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
  74. _FORCE_INLINE_ Transform inverse_xform(const Transform &t) const {
  75. Vector3 v = t.origin - origin;
  76. return Transform(basis.transpose_xform(t.basis),
  77. basis.xform(v));
  78. }
  79. 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) {
  80. basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  81. origin.x = tx;
  82. origin.y = ty;
  83. origin.z = tz;
  84. }
  85. operator String() const;
  86. Transform() {}
  87. Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  88. Transform(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  89. Transform(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);
  90. };
  91. _FORCE_INLINE_ Vector3 Transform::xform(const Vector3 &p_vector) const {
  92. return Vector3(
  93. basis[0].dot(p_vector) + origin.x,
  94. basis[1].dot(p_vector) + origin.y,
  95. basis[2].dot(p_vector) + origin.z);
  96. }
  97. _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
  98. Vector3 v = p_vector - origin;
  99. return Vector3(
  100. (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
  101. (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
  102. (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
  103. }
  104. _FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
  105. Vector3 point = p_plane.normal * p_plane.d;
  106. Vector3 point_dir = point + p_plane.normal;
  107. point = xform(point);
  108. point_dir = xform(point_dir);
  109. Vector3 normal = point_dir - point;
  110. normal.normalize();
  111. real_t d = normal.dot(point);
  112. return Plane(normal, d);
  113. }
  114. _FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
  115. Vector3 point = p_plane.normal * p_plane.d;
  116. Vector3 point_dir = point + p_plane.normal;
  117. point = xform_inv(point);
  118. point_dir = xform_inv(point_dir);
  119. Vector3 normal = point_dir - point;
  120. normal.normalize();
  121. real_t d = normal.dot(point);
  122. return Plane(normal, d);
  123. }
  124. _FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const {
  125. /* http://dev.theomader.com/transform-bounding-boxes/ */
  126. Vector3 min = p_aabb.position;
  127. Vector3 max = p_aabb.position + p_aabb.size;
  128. Vector3 tmin, tmax;
  129. for (int i = 0; i < 3; i++) {
  130. tmin[i] = tmax[i] = origin[i];
  131. for (int j = 0; j < 3; j++) {
  132. real_t e = basis[i][j] * min[j];
  133. real_t f = basis[i][j] * max[j];
  134. if (e < f) {
  135. tmin[i] += e;
  136. tmax[i] += f;
  137. } else {
  138. tmin[i] += f;
  139. tmax[i] += e;
  140. }
  141. }
  142. }
  143. AABB r_aabb;
  144. r_aabb.position = tmin;
  145. r_aabb.size = tmax - tmin;
  146. return r_aabb;
  147. }
  148. _FORCE_INLINE_ AABB Transform::xform_inv(const AABB &p_aabb) const {
  149. /* define vertices */
  150. Vector3 vertices[8] = {
  151. 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),
  152. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  153. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  154. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  155. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  156. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  157. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  158. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  159. };
  160. AABB ret;
  161. ret.position = xform_inv(vertices[0]);
  162. for (int i = 1; i < 8; i++) {
  163. ret.expand_to(xform_inv(vertices[i]));
  164. }
  165. return ret;
  166. }
  167. Vector<Vector3> Transform::xform(const Vector<Vector3> &p_array) const {
  168. Vector<Vector3> array;
  169. array.resize(p_array.size());
  170. const Vector3 *r = p_array.ptr();
  171. Vector3 *w = array.ptrw();
  172. for (int i = 0; i < p_array.size(); ++i) {
  173. w[i] = xform(r[i]);
  174. }
  175. return array;
  176. }
  177. Vector<Vector3> Transform::xform_inv(const Vector<Vector3> &p_array) const {
  178. Vector<Vector3> array;
  179. array.resize(p_array.size());
  180. const Vector3 *r = p_array.ptr();
  181. Vector3 *w = array.ptrw();
  182. for (int i = 0; i < p_array.size(); ++i) {
  183. w[i] = xform_inv(r[i]);
  184. }
  185. return array;
  186. }
  187. #endif // TRANSFORM_H