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			232 lines
		
	
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  transform.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 TRANSFORM_H
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| #define TRANSFORM_H
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| 
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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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| 
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| class Transform {
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| public:
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| 	Basis basis;
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| 	Vector3 origin;
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| 
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| 	void invert();
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| 	Transform inverse() const;
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| 
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| 	void affine_invert();
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| 	Transform affine_inverse() const;
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| 
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| 	Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
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| 
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| 	void rotate(const Vector3 &p_axis, real_t p_phi);
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| 	void rotate_basis(const Vector3 &p_axis, real_t p_phi);
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| 
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| 	void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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| 	Transform looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
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| 
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| 	void scale(const Vector3 &p_scale);
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| 	Transform scaled(const Vector3 &p_scale) const;
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| 	void scale_basis(const Vector3 &p_scale);
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| 	void translate(real_t p_tx, real_t p_ty, real_t p_tz);
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| 	void translate(const Vector3 &p_translation);
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| 	Transform translated(const Vector3 &p_translation) const;
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| 
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| 	const Basis &get_basis() const { return basis; }
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| 	void set_basis(const Basis &p_basis) { basis = p_basis; }
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| 
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| 	const Vector3 &get_origin() const { return origin; }
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| 	void set_origin(const Vector3 &p_origin) { origin = p_origin; }
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| 
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| 	void orthonormalize();
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| 	Transform orthonormalized() const;
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| 	bool is_equal_approx(const Transform &p_transform) const;
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| 
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| 	bool operator==(const Transform &p_transform) const;
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| 	bool operator!=(const Transform &p_transform) 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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| 
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| 	_FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
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| 	_FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
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| 
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| 	_FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
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| 	_FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
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| 
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| 	_FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const;
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| 	_FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const;
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| 
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| 	void operator*=(const Transform &p_transform);
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| 	Transform operator*(const Transform &p_transform) const;
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| 
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| 	Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
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| 
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| 	_FORCE_INLINE_ Transform inverse_xform(const Transform &t) const {
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| 		Vector3 v = t.origin - origin;
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| 		return Transform(basis.transpose_xform(t.basis),
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| 				basis.xform(v));
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| 	}
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| 
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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;
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| 		origin.y = ty;
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| 		origin.z = tz;
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| 	}
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| 
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| 	operator String() const;
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| 
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| 	Transform() {}
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| 	Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
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| 	Transform(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
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| 	Transform(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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| 
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| _FORCE_INLINE_ Vector3 Transform::xform(const Vector3 &p_vector) const {
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| 	return Vector3(
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| 			basis[0].dot(p_vector) + origin.x,
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| 			basis[1].dot(p_vector) + origin.y,
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| 			basis[2].dot(p_vector) + origin.z);
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| }
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| 
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| _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
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| 	Vector3 v = p_vector - origin;
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| 
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| 	return Vector3(
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| 			(basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
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| 			(basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
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| 			(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
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| }
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| 
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| _FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
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| 	Vector3 point = p_plane.normal * p_plane.d;
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| 	Vector3 point_dir = point + p_plane.normal;
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| 	point = xform(point);
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| 	point_dir = xform(point_dir);
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| 
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| 	Vector3 normal = point_dir - point;
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| 	normal.normalize();
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| 	real_t d = normal.dot(point);
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| 
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| 	return Plane(normal, d);
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| }
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| 
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| _FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
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| 	Vector3 point = p_plane.normal * p_plane.d;
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| 	Vector3 point_dir = point + p_plane.normal;
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| 	point = xform_inv(point);
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| 	point_dir = xform_inv(point_dir);
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| 
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| 	Vector3 normal = point_dir - point;
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| 	normal.normalize();
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| 	real_t d = normal.dot(point);
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| 
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| 	return Plane(normal, d);
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| }
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| 
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| _FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const {
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| 	/* http://dev.theomader.com/transform-bounding-boxes/ */
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| 	Vector3 min = p_aabb.position;
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| 	Vector3 max = p_aabb.position + p_aabb.size;
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| 	Vector3 tmin, tmax;
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| 	for (int i = 0; i < 3; i++) {
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| 		tmin[i] = tmax[i] = origin[i];
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| 		for (int j = 0; j < 3; j++) {
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| 			real_t e = basis[i][j] * min[j];
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| 			real_t f = basis[i][j] * max[j];
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| 			if (e < f) {
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| 				tmin[i] += e;
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| 				tmax[i] += f;
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| 			} else {
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| 				tmin[i] += f;
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| 				tmax[i] += e;
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| 			}
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| 		}
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| 	}
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| 	AABB r_aabb;
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| 	r_aabb.position = tmin;
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| 	r_aabb.size = tmax - tmin;
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| 	return r_aabb;
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| }
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| 
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| _FORCE_INLINE_ AABB Transform::xform_inv(const AABB &p_aabb) const {
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| 	/* define vertices */
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| 	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),
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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),
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| 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
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| 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
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| 		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
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| 		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
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| 		Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
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| 		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++) {
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| 		ret.expand_to(xform_inv(vertices[i]));
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| 	}
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| 
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| 	return ret;
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| }
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| 
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| Vector<Vector3> Transform::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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| 
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| 	const Vector3 *r = p_array.ptr();
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| 	Vector3 *w = array.ptrw();
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| 
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| 	for (int i = 0; i < p_array.size(); ++i) {
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| 		w[i] = xform(r[i]);
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| 	}
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| 	return array;
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| }
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| 
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| Vector<Vector3> Transform::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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| 
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| 	const Vector3 *r = p_array.ptr();
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| 	Vector3 *w = array.ptrw();
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| 
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| 	for (int i = 0; i < p_array.size(); ++i) {
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| 		w[i] = xform_inv(r[i]);
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| 	}
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| 	return array;
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| }
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| 
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| #endif // TRANSFORM_H
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