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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			332 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			332 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  basis.h                                                              */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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| #ifndef BASIS_H
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| #define BASIS_H
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| 
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| #include "core/math/quat.h"
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| #include "core/math/vector3.h"
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| 
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| class Basis {
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| public:
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| 	Vector3 elements[3] = {
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| 		Vector3(1, 0, 0),
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| 		Vector3(0, 1, 0),
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| 		Vector3(0, 0, 1)
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| 	};
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| 
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| 	_FORCE_INLINE_ const Vector3 &operator[](int axis) const {
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| 		return elements[axis];
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| 	}
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| 	_FORCE_INLINE_ Vector3 &operator[](int axis) {
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| 		return elements[axis];
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| 	}
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| 
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| 	void invert();
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| 	void transpose();
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| 
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| 	Basis inverse() const;
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| 	Basis transposed() const;
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| 
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| 	_FORCE_INLINE_ real_t determinant() const;
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| 
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| 	void from_z(const Vector3 &p_z);
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| 
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| 	_FORCE_INLINE_ Vector3 get_axis(int p_axis) const {
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| 		// get actual basis axis (elements is transposed for performance)
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| 		return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
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| 	}
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| 	_FORCE_INLINE_ void set_axis(int p_axis, const Vector3 &p_value) {
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| 		// get actual basis axis (elements is transposed for performance)
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| 		elements[0][p_axis] = p_value.x;
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| 		elements[1][p_axis] = p_value.y;
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| 		elements[2][p_axis] = p_value.z;
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| 	}
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| 
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| 	void rotate(const Vector3 &p_axis, real_t p_phi);
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| 	Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
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| 
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| 	void rotate_local(const Vector3 &p_axis, real_t p_phi);
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| 	Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
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| 
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| 	void rotate(const Vector3 &p_euler);
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| 	Basis rotated(const Vector3 &p_euler) const;
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| 
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| 	void rotate(const Quat &p_quat);
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| 	Basis rotated(const Quat &p_quat) const;
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| 
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| 	Vector3 get_rotation_euler() const;
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| 	void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
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| 	void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
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| 	Quat get_rotation_quat() const;
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| 	Vector3 get_rotation() const { return get_rotation_euler(); };
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| 
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| 	Vector3 rotref_posscale_decomposition(Basis &rotref) const;
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| 
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| 	Vector3 get_euler_xyz() const;
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| 	void set_euler_xyz(const Vector3 &p_euler);
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| 
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| 	Vector3 get_euler_xzy() const;
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| 	void set_euler_xzy(const Vector3 &p_euler);
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| 
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| 	Vector3 get_euler_yzx() const;
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| 	void set_euler_yzx(const Vector3 &p_euler);
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| 
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| 	Vector3 get_euler_yxz() const;
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| 	void set_euler_yxz(const Vector3 &p_euler);
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| 
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| 	Vector3 get_euler_zxy() const;
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| 	void set_euler_zxy(const Vector3 &p_euler);
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| 
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| 	Vector3 get_euler_zyx() const;
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| 	void set_euler_zyx(const Vector3 &p_euler);
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| 
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| 	Quat get_quat() const;
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| 	void set_quat(const Quat &p_quat);
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| 
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| 	Vector3 get_euler() const { return get_euler_yxz(); }
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| 	void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
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| 
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| 	void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
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| 	void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
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| 
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| 	void scale(const Vector3 &p_scale);
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| 	Basis scaled(const Vector3 &p_scale) const;
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| 
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| 	void scale_local(const Vector3 &p_scale);
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| 	Basis scaled_local(const Vector3 &p_scale) const;
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| 
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| 	void make_scale_uniform();
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| 	float get_uniform_scale() const;
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| 
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| 	Vector3 get_scale() const;
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| 	Vector3 get_scale_abs() const;
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| 	Vector3 get_scale_local() const;
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| 
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| 	void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
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| 	void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
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| 	void set_quat_scale(const Quat &p_quat, const Vector3 &p_scale);
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| 
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| 	// transposed dot products
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| 	_FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
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| 		return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
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| 	}
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| 	_FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
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| 		return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
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| 	}
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| 	_FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
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| 		return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
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| 	}
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| 
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| 	bool is_equal_approx(const Basis &p_basis) const;
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| 
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| 	bool operator==(const Basis &p_matrix) const;
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| 	bool operator!=(const Basis &p_matrix) const;
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| 
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| 	_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
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| 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
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| 	_FORCE_INLINE_ void operator*=(const Basis &p_matrix);
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| 	_FORCE_INLINE_ Basis operator*(const Basis &p_matrix) const;
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| 	_FORCE_INLINE_ void operator+=(const Basis &p_matrix);
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| 	_FORCE_INLINE_ Basis operator+(const Basis &p_matrix) const;
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| 	_FORCE_INLINE_ void operator-=(const Basis &p_matrix);
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| 	_FORCE_INLINE_ Basis operator-(const Basis &p_matrix) const;
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| 	_FORCE_INLINE_ void operator*=(real_t p_val);
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| 	_FORCE_INLINE_ Basis operator*(real_t p_val) const;
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| 
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| 	int get_orthogonal_index() const;
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| 	void set_orthogonal_index(int p_index);
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| 
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| 	void set_diagonal(const Vector3 &p_diag);
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| 
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| 	bool is_orthogonal() const;
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| 	bool is_diagonal() const;
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| 	bool is_rotation() const;
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| 
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| 	Basis slerp(const Basis &p_to, const real_t &p_weight) const;
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| 	void rotate_sh(real_t *p_values);
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| 
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| 	operator String() const;
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| 
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| 	/* create / set */
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| 
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| 	_FORCE_INLINE_ 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) {
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| 		elements[0][0] = xx;
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| 		elements[0][1] = xy;
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| 		elements[0][2] = xz;
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| 		elements[1][0] = yx;
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| 		elements[1][1] = yy;
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| 		elements[1][2] = yz;
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| 		elements[2][0] = zx;
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| 		elements[2][1] = zy;
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| 		elements[2][2] = zz;
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| 	}
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| 	_FORCE_INLINE_ void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
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| 		set_axis(0, p_x);
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| 		set_axis(1, p_y);
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| 		set_axis(2, p_z);
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| 	}
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| 	_FORCE_INLINE_ Vector3 get_column(int i) const {
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| 		return Vector3(elements[0][i], elements[1][i], elements[2][i]);
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| 	}
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| 
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| 	_FORCE_INLINE_ Vector3 get_row(int i) const {
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| 		return Vector3(elements[i][0], elements[i][1], elements[i][2]);
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| 	}
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| 	_FORCE_INLINE_ Vector3 get_main_diagonal() const {
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| 		return Vector3(elements[0][0], elements[1][1], elements[2][2]);
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| 	}
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| 
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| 	_FORCE_INLINE_ void set_row(int i, const Vector3 &p_row) {
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| 		elements[i][0] = p_row.x;
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| 		elements[i][1] = p_row.y;
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| 		elements[i][2] = p_row.z;
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| 	}
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| 
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| 	_FORCE_INLINE_ void set_zero() {
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| 		elements[0].zero();
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| 		elements[1].zero();
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| 		elements[2].zero();
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| 	}
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| 
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| 	_FORCE_INLINE_ Basis transpose_xform(const Basis &m) const {
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| 		return Basis(
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| 				elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
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| 				elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
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| 				elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
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| 				elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
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| 				elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
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| 				elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
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| 				elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
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| 				elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
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| 				elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
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| 	}
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| 	Basis(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) {
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| 		set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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| 	}
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| 
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| 	void orthonormalize();
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| 	Basis orthonormalized() const;
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| 
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| #ifdef MATH_CHECKS
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| 	bool is_symmetric() const;
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| #endif
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| 	Basis diagonalize();
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| 
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| 	operator Quat() const { return get_quat(); }
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| 
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| 	Basis(const Quat &p_quat) { set_quat(p_quat); };
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| 	Basis(const Quat &p_quat, const Vector3 &p_scale) { set_quat_scale(p_quat, p_scale); }
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| 
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| 	Basis(const Vector3 &p_euler) { set_euler(p_euler); }
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| 	Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, p_scale); }
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| 
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| 	Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
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| 	Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
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| 
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| 	_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
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| 		elements[0] = row0;
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| 		elements[1] = row1;
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| 		elements[2] = row2;
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| 	}
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| 
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| 	_FORCE_INLINE_ Basis() {}
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| };
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| 
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| _FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {
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| 	set(
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| 			p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
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| 			p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
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| 			p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
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| }
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| 
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| _FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {
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| 	return Basis(
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| 			p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
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| 			p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
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| 			p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
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| }
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| 
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| _FORCE_INLINE_ void Basis::operator+=(const Basis &p_matrix) {
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| 	elements[0] += p_matrix.elements[0];
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| 	elements[1] += p_matrix.elements[1];
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| 	elements[2] += p_matrix.elements[2];
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| }
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| 
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| _FORCE_INLINE_ Basis Basis::operator+(const Basis &p_matrix) const {
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| 	Basis ret(*this);
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| 	ret += p_matrix;
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| 	return ret;
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| }
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| 
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| _FORCE_INLINE_ void Basis::operator-=(const Basis &p_matrix) {
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| 	elements[0] -= p_matrix.elements[0];
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| 	elements[1] -= p_matrix.elements[1];
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| 	elements[2] -= p_matrix.elements[2];
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| }
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| 
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| _FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {
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| 	Basis ret(*this);
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| 	ret -= p_matrix;
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| 	return ret;
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| }
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| 
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| _FORCE_INLINE_ void Basis::operator*=(real_t p_val) {
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| 	elements[0] *= p_val;
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| 	elements[1] *= p_val;
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| 	elements[2] *= p_val;
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| }
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| 
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| _FORCE_INLINE_ Basis Basis::operator*(real_t p_val) const {
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| 	Basis ret(*this);
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| 	ret *= p_val;
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| 	return ret;
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| }
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| 
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| Vector3 Basis::xform(const Vector3 &p_vector) const {
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| 	return Vector3(
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| 			elements[0].dot(p_vector),
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| 			elements[1].dot(p_vector),
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| 			elements[2].dot(p_vector));
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| }
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| 
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| Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
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| 	return Vector3(
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| 			(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
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| 			(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
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| 			(elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
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| }
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| 
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| real_t Basis::determinant() const {
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| 	return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
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| 		   elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
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| 		   elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
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| }
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| #endif // BASIS_H
 |