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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  transform_3d.h                                                        */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* 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    */ | 
					
						
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							|  |  |  | /* 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         */ | 
					
						
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							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
					
						
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							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
					
						
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										 |  |  | #ifndef TRANSFORM_3D_H
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							|  |  |  | #define TRANSFORM_3D_H
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										 |  |  | #include "core/math/aabb.h"
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										 |  |  | #include "core/math/basis.h"
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										 |  |  | #include "core/math/plane.h"
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										 |  |  | #include "core/templates/vector.h"
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										 |  |  | struct _NO_DISCARD_ Transform3D { | 
					
						
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										 |  |  | 	Basis basis; | 
					
						
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										 |  |  | 	Vector3 origin; | 
					
						
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							|  |  |  | 	void invert(); | 
					
						
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										 |  |  | 	Transform3D inverse() const; | 
					
						
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							|  |  |  | 	void affine_invert(); | 
					
						
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										 |  |  | 	Transform3D affine_inverse() const; | 
					
						
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										 |  |  | 	Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const; | 
					
						
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										 |  |  | 	Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const; | 
					
						
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										 |  |  | 	void rotate(const Vector3 &p_axis, real_t p_angle); | 
					
						
							|  |  |  | 	void rotate_basis(const Vector3 &p_axis, real_t p_angle); | 
					
						
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										 |  |  | 	void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false); | 
					
						
							|  |  |  | 	Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false) const; | 
					
						
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							|  |  |  | 	void scale(const Vector3 &p_scale); | 
					
						
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										 |  |  | 	Transform3D scaled(const Vector3 &p_scale) const; | 
					
						
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										 |  |  | 	Transform3D scaled_local(const Vector3 &p_scale) const; | 
					
						
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										 |  |  | 	void scale_basis(const Vector3 &p_scale); | 
					
						
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										 |  |  | 	void translate_local(real_t p_tx, real_t p_ty, real_t p_tz); | 
					
						
							|  |  |  | 	void translate_local(const Vector3 &p_translation); | 
					
						
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										 |  |  | 	Transform3D translated(const Vector3 &p_translation) const; | 
					
						
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										 |  |  | 	Transform3D translated_local(const Vector3 &p_translation) const; | 
					
						
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										 |  |  | 	const Basis &get_basis() const { return basis; } | 
					
						
							|  |  |  | 	void set_basis(const Basis &p_basis) { basis = p_basis; } | 
					
						
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							|  |  |  | 	const Vector3 &get_origin() const { return origin; } | 
					
						
							|  |  |  | 	void set_origin(const Vector3 &p_origin) { origin = p_origin; } | 
					
						
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							|  |  |  | 	void orthonormalize(); | 
					
						
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										 |  |  | 	Transform3D orthonormalized() const; | 
					
						
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										 |  |  | 	void orthogonalize(); | 
					
						
							|  |  |  | 	Transform3D orthogonalized() const; | 
					
						
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										 |  |  | 	bool is_equal_approx(const Transform3D &p_transform) const; | 
					
						
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										 |  |  | 	bool is_finite() const; | 
					
						
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										 |  |  | 	bool operator==(const Transform3D &p_transform) const; | 
					
						
							|  |  |  | 	bool operator!=(const Transform3D &p_transform) const; | 
					
						
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							|  |  |  | 	_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ AABB xform(const AABB &p_aabb) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const; | 
					
						
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							|  |  |  | 	// NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
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							|  |  |  | 	// They use the transpose.
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							|  |  |  | 	// For safe inverse transforms, xform by the affine_inverse.
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										 |  |  | 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const; | 
					
						
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										 |  |  | 	// Safe with non-uniform scaling (uses affine_inverse).
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										 |  |  | 	_FORCE_INLINE_ Plane xform(const Plane &p_plane) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const; | 
					
						
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										 |  |  | 	// These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
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							|  |  |  | 	// multiple planes are to be transformed.
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							|  |  |  | 	_FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const; | 
					
						
							|  |  |  | 	static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose); | 
					
						
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										 |  |  | 	void operator*=(const Transform3D &p_transform); | 
					
						
							|  |  |  | 	Transform3D operator*(const Transform3D &p_transform) const; | 
					
						
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										 |  |  | 	void operator*=(const real_t p_val); | 
					
						
							|  |  |  | 	Transform3D operator*(const real_t p_val) const; | 
					
						
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										 |  |  | 	Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const { | 
					
						
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										 |  |  | 		Vector3 v = t.origin - origin; | 
					
						
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										 |  |  | 		return Transform3D(basis.transpose_xform(t.basis), | 
					
						
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										 |  |  | 				basis.xform(v)); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	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) { | 
					
						
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										 |  |  | 		basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz); | 
					
						
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										 |  |  | 		origin.x = tx; | 
					
						
							|  |  |  | 		origin.y = ty; | 
					
						
							|  |  |  | 		origin.z = tz; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	operator String() const; | 
					
						
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										 |  |  | 	Transform3D() {} | 
					
						
							|  |  |  | 	Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3()); | 
					
						
							|  |  |  | 	Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin); | 
					
						
							|  |  |  | 	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); | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | _FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const { | 
					
						
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										 |  |  | 	return Vector3( | 
					
						
							|  |  |  | 			basis[0].dot(p_vector) + origin.x, | 
					
						
							|  |  |  | 			basis[1].dot(p_vector) + origin.y, | 
					
						
							|  |  |  | 			basis[2].dot(p_vector) + origin.z); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | _FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const { | 
					
						
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										 |  |  | 	Vector3 v = p_vector - origin; | 
					
						
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										 |  |  | 	return Vector3( | 
					
						
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										 |  |  | 			(basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z), | 
					
						
							|  |  |  | 			(basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z), | 
					
						
							|  |  |  | 			(basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z)); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | // Neither the plane regular xform or xform_inv are particularly efficient,
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							|  |  |  | // as they do a basis inverse. For xforming a large number
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							|  |  |  | // of planes it is better to pre-calculate the inverse transpose basis once
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							|  |  |  | // and reuse it for each plane, by using the 'fast' version of the functions.
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										 |  |  | _FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const { | 
					
						
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										 |  |  | 	Basis b = basis.inverse(); | 
					
						
							|  |  |  | 	b.transpose(); | 
					
						
							|  |  |  | 	return xform_fast(p_plane, b); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | _FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const { | 
					
						
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										 |  |  | 	Transform3D inv = affine_inverse(); | 
					
						
							|  |  |  | 	Basis basis_transpose = basis.transposed(); | 
					
						
							|  |  |  | 	return xform_inv_fast(p_plane, inv, basis_transpose); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | _FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const { | 
					
						
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										 |  |  | 	/* https://dev.theomader.com/transform-bounding-boxes/ */ | 
					
						
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										 |  |  | 	Vector3 min = p_aabb.position; | 
					
						
							|  |  |  | 	Vector3 max = p_aabb.position + p_aabb.size; | 
					
						
							|  |  |  | 	Vector3 tmin, tmax; | 
					
						
							|  |  |  | 	for (int i = 0; i < 3; i++) { | 
					
						
							|  |  |  | 		tmin[i] = tmax[i] = origin[i]; | 
					
						
							|  |  |  | 		for (int j = 0; j < 3; j++) { | 
					
						
							|  |  |  | 			real_t e = basis[i][j] * min[j]; | 
					
						
							|  |  |  | 			real_t f = basis[i][j] * max[j]; | 
					
						
							|  |  |  | 			if (e < f) { | 
					
						
							|  |  |  | 				tmin[i] += e; | 
					
						
							|  |  |  | 				tmax[i] += f; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				tmin[i] += f; | 
					
						
							|  |  |  | 				tmax[i] += e; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	AABB r_aabb; | 
					
						
							|  |  |  | 	r_aabb.position = tmin; | 
					
						
							|  |  |  | 	r_aabb.size = tmax - tmin; | 
					
						
							|  |  |  | 	return r_aabb; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | _FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const { | 
					
						
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										 |  |  | 	/* define vertices */ | 
					
						
							|  |  |  | 	Vector3 vertices[8] = { | 
					
						
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										 |  |  | 		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), | 
					
						
							|  |  |  | 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), | 
					
						
							|  |  |  | 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), | 
					
						
							|  |  |  | 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z), | 
					
						
							|  |  |  | 		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z), | 
					
						
							|  |  |  | 		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), | 
					
						
							|  |  |  | 		Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), | 
					
						
							|  |  |  | 		Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z) | 
					
						
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										 |  |  | 	}; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	AABB ret; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	ret.position = xform_inv(vertices[0]); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	for (int i = 1; i < 8; i++) { | 
					
						
							|  |  |  | 		ret.expand_to(xform_inv(vertices[i])); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const { | 
					
						
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										 |  |  | 	Vector<Vector3> array; | 
					
						
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										 |  |  | 	array.resize(p_array.size()); | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	const Vector3 *r = p_array.ptr(); | 
					
						
							|  |  |  | 	Vector3 *w = array.ptrw(); | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < p_array.size(); ++i) { | 
					
						
							|  |  |  | 		w[i] = xform(r[i]); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return array; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const { | 
					
						
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										 |  |  | 	Vector<Vector3> array; | 
					
						
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										 |  |  | 	array.resize(p_array.size()); | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	const Vector3 *r = p_array.ptr(); | 
					
						
							|  |  |  | 	Vector3 *w = array.ptrw(); | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < p_array.size(); ++i) { | 
					
						
							|  |  |  | 		w[i] = xform_inv(r[i]); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return array; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | _FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const { | 
					
						
							|  |  |  | 	// Transform a single point on the plane.
 | 
					
						
							|  |  |  | 	Vector3 point = p_plane.normal * p_plane.d; | 
					
						
							|  |  |  | 	point = xform(point); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Use inverse transpose for correct normals with non-uniform scaling.
 | 
					
						
							|  |  |  | 	Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal); | 
					
						
							|  |  |  | 	normal.normalize(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	real_t d = normal.dot(point); | 
					
						
							|  |  |  | 	return Plane(normal, d); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | _FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) { | 
					
						
							|  |  |  | 	// Transform a single point on the plane.
 | 
					
						
							|  |  |  | 	Vector3 point = p_plane.normal * p_plane.d; | 
					
						
							|  |  |  | 	point = p_inverse.xform(point); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Note that instead of precalculating the transpose, an alternative
 | 
					
						
							|  |  |  | 	// would be to use the transpose for the basis transform.
 | 
					
						
							|  |  |  | 	// However that would be less SIMD friendly (requiring a swizzle).
 | 
					
						
							|  |  |  | 	// So the cost is one extra precalced value in the calling code.
 | 
					
						
							|  |  |  | 	// This is probably worth it, as this could be used in bottleneck areas. And
 | 
					
						
							|  |  |  | 	// where it is not a bottleneck, the non-fast method is fine.
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Use transpose for correct normals with non-uniform scaling.
 | 
					
						
							|  |  |  | 	Vector3 normal = p_basis_transpose.xform(p_plane.normal); | 
					
						
							|  |  |  | 	normal.normalize(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	real_t d = normal.dot(point); | 
					
						
							|  |  |  | 	return Plane(normal, d); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #endif // TRANSFORM_3D_H
 |