jolt_math_funcs.h 3.0 KB

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  1. /**************************************************************************/
  2. /* jolt_math_funcs.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #pragma once
  31. #include "core/math/transform_3d.h"
  32. class JoltMath {
  33. public:
  34. // Note that `p_basis` is mutated to be right-handed orthonormal.
  35. static void decompose(Basis &p_basis, Vector3 &r_scale);
  36. // Note that `p_transform` is mutated to be right-handed orthonormal.
  37. static _FORCE_INLINE_ void decompose(Transform3D &p_transform, Vector3 &r_scale) {
  38. decompose(p_transform.basis, r_scale);
  39. }
  40. static _FORCE_INLINE_ void decomposed(const Basis &p_basis, Basis &r_new_basis, Vector3 &r_scale) {
  41. Basis new_basis = p_basis;
  42. decompose(new_basis, r_scale);
  43. r_new_basis = new_basis;
  44. }
  45. static _FORCE_INLINE_ void decomposed(const Transform3D &p_transform, Transform3D &r_new_transform, Vector3 &r_scale) {
  46. Transform3D new_transform;
  47. decompose(new_transform, r_scale);
  48. r_new_transform = new_transform;
  49. }
  50. };