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- /*************************************************************************/
- /* transform.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2014 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. */
- /*************************************************************************/
- #include "transform.h"
- #include "math_funcs.h"
- #include "os/copymem.h"
- #include "print_string.h"
-
- void Transform::affine_invert() {
- basis.invert();
- origin = basis.xform(-origin);
- }
- Transform Transform::affine_inverse() const {
- Transform ret=*this;
- ret.affine_invert();
- return ret;
- }
- void Transform::invert() {
- basis.transpose();
- origin = basis.xform(-origin);
- }
- Transform Transform::inverse() const {
- Transform ret=*this;
- ret.invert();
- return ret;
- }
- void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
- *this = *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
- }
- Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{
- return *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
- }
- void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) {
- basis.rotate(p_axis,p_phi);
- }
- Transform Transform::looking_at( const Vector3& p_target, const Vector3& p_up ) const {
- Transform t = *this;
- t.set_look_at(origin,p_target,p_up);
- return t;
- }
- void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ) {
- // Reference: MESA source code
- Vector3 v_x, v_y, v_z;
-
- /* Make rotation matrix */
-
- /* Z vector */
- v_z = p_eye - p_target;
-
- v_z.normalize();
-
- v_y = p_up;
-
- v_x=v_y.cross(v_z);
-
- /* Recompute Y = Z cross X */
- v_y=v_z.cross(v_x);
-
- v_x.normalize();
- v_y.normalize();
-
- basis.set_axis(0,v_x);
- basis.set_axis(1,v_y);
- basis.set_axis(2,v_z);
- origin=p_eye;
-
- }
- Transform Transform::interpolate_with(const Transform& p_transform, float p_c) const {
- /* not sure if very "efficient" but good enough? */
- Vector3 src_scale = basis.get_scale();
- Quat src_rot = basis;
- Vector3 src_loc = origin;
- Vector3 dst_scale = p_transform.basis.get_scale();
- Quat dst_rot = p_transform.basis;
- Vector3 dst_loc = p_transform.origin;
- Transform dst;
- dst.basis=src_rot.slerp(dst_rot,p_c);
- dst.basis.scale(src_scale.linear_interpolate(dst_scale,p_c));
- dst.origin=src_loc.linear_interpolate(dst_loc,p_c);
- return dst;
- }
- void Transform::scale(const Vector3& p_scale) {
- basis.scale(p_scale);
- origin*=p_scale;
- }
- Transform Transform::scaled(const Vector3& p_scale) const {
- Transform t = *this;
- t.scale(p_scale);
- return t;
- }
- void Transform::scale_basis(const Vector3& p_scale) {
- basis.scale(p_scale);
- }
- void Transform::translate( real_t p_tx, real_t p_ty, real_t p_tz) {
- translate( Vector3(p_tx,p_ty,p_tz) );
- }
- void Transform::translate( const Vector3& p_translation ) {
- for( int i = 0; i < 3; i++ ) {
- origin[i] += basis[i].dot(p_translation);
- }
- }
- Transform Transform::translated( const Vector3& p_translation ) const {
- Transform t=*this;
- t.translate(p_translation);
- return t;
- }
- void Transform::orthonormalize() {
- basis.orthonormalize();
- }
- Transform Transform::orthonormalized() const {
- Transform _copy = *this;
- _copy.orthonormalize();
- return _copy;
- }
- bool Transform::operator==(const Transform& p_transform) const {
- return (basis==p_transform.basis && origin==p_transform.origin);
- }
- bool Transform::operator!=(const Transform& p_transform) const {
- return (basis!=p_transform.basis || origin!=p_transform.origin);
- }
- void Transform::operator*=(const Transform& p_transform) {
- origin=xform(p_transform.origin);
- basis*=p_transform.basis;
- }
- Transform Transform::operator*(const Transform& p_transform) const {
- Transform t=*this;
- t*=p_transform;
- return t;
- }
- Transform::operator String() const {
- return basis.operator String() + " - " + origin.operator String();
- }
- Transform::Transform(const Matrix3& p_basis, const Vector3& p_origin) {
- basis=p_basis;
- origin=p_origin;
- }
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