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								/*************************************************************************/
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								/*  transform.cpp                                                        */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2018-01-01 14:40:08 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#include "transform.h"
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								#include "math_funcs.h"
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								#include "os/copymem.h"
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								#include "print_string.h"
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								void Transform::affine_invert() {
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									basis.invert();
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									origin = basis.xform(-origin);
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								}
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								Transform Transform::affine_inverse() const {
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									Transform ret = *this;
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									ret.affine_invert();
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									return ret;
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								}
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								void Transform::invert() {
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									basis.transpose();
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									origin = basis.xform(-origin);
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								}
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								Transform Transform::inverse() const {
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									// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
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									// Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
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									Transform ret = *this;
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									ret.invert();
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									return ret;
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								}
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								void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
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									*this = rotated(p_axis, p_phi);
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								}
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								Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
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									return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
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								}
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								void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
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									basis.rotate(p_axis, p_phi);
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								}
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								Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
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									Transform t = *this;
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									t.set_look_at(origin, p_target, p_up);
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									return t;
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								}
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								void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
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								#ifdef MATH_CHECKS
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									ERR_FAIL_COND(p_eye == p_target);
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									ERR_FAIL_COND(p_up.length() == 0);
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								#endif
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									// Reference: MESA source code
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									Vector3 v_x, v_y, v_z;
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									/* Make rotation matrix */
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									/* Z vector */
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									v_z = p_eye - p_target;
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									v_z.normalize();
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									v_y = p_up;
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									v_x = v_y.cross(v_z);
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								#ifdef MATH_CHECKS
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									ERR_FAIL_COND(v_x.length() == 0);
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								#endif
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									/* Recompute Y = Z cross X */
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									v_y = v_z.cross(v_x);
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									v_x.normalize();
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									v_y.normalize();
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									basis.set(v_x, v_y, v_z);
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									origin = p_eye;
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								}
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								Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
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									/* not sure if very "efficient" but good enough? */
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									Vector3 src_scale = basis.get_signed_scale();
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									Quat src_rot = basis.orthonormalized();
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									Vector3 src_loc = origin;
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											2017-09-04 07:48:14 -03:00
										 
									 
								 
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									Vector3 dst_scale = p_transform.basis.get_signed_scale();
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									Quat dst_rot = p_transform.basis;
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									Vector3 dst_loc = p_transform.origin;
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									Transform dst; //this could be made faster by using a single function in Basis..
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									dst.basis = src_rot.slerp(dst_rot, p_c).normalized();
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									dst.basis.set_scale(src_scale.linear_interpolate(dst_scale, p_c));
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									dst.origin = src_loc.linear_interpolate(dst_loc, p_c);
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									return dst;
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								}
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											2017-03-05 16:44:50 +01:00
										 
									 
								 
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								void Transform::scale(const Vector3 &p_scale) {
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									basis.scale(p_scale);
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									origin *= p_scale;
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								}
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								Transform Transform::scaled(const Vector3 &p_scale) const {
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									Transform t = *this;
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									t.scale(p_scale);
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									return t;
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								}
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								void Transform::scale_basis(const Vector3 &p_scale) {
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									basis.scale(p_scale);
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								}
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								void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
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									translate(Vector3(p_tx, p_ty, p_tz));
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								}
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								void Transform::translate(const Vector3 &p_translation) {
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									for (int i = 0; i < 3; i++) {
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										origin[i] += basis[i].dot(p_translation);
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									}
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								}
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								Transform Transform::translated(const Vector3 &p_translation) const {
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									Transform t = *this;
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									t.translate(p_translation);
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									return t;
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								}
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								void Transform::orthonormalize() {
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									basis.orthonormalize();
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								}
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								Transform Transform::orthonormalized() const {
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									Transform _copy = *this;
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									_copy.orthonormalize();
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									return _copy;
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								}
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								bool Transform::operator==(const Transform &p_transform) const {
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									return (basis == p_transform.basis && origin == p_transform.origin);
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								}
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								bool Transform::operator!=(const Transform &p_transform) const {
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									return (basis != p_transform.basis || origin != p_transform.origin);
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								}
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								void Transform::operator*=(const Transform &p_transform) {
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									origin = xform(p_transform.origin);
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									basis *= p_transform.basis;
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								}
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								Transform Transform::operator*(const Transform &p_transform) const {
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											2017-03-05 16:44:50 +01:00
										 
									 
								 
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									Transform t = *this;
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									t *= p_transform;
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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									return t;
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								}
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								Transform::operator String() const {
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									return basis.operator String() + " - " + origin.operator String();
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								}
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											2017-12-06 21:36:34 +01:00
										 
									 
								 
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								Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) :
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										basis(p_basis),
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										origin(p_origin) {
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								}
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