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		e4213e66b2
		
	
	
	
	
		
			
			Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
		
			
				
	
	
		
			215 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			215 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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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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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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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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| 
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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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| 
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| void Transform::affine_invert() {
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| 
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| 	basis.invert();
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| 	origin = basis.xform(-origin);
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| }
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| 
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| Transform Transform::affine_inverse() const {
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| 
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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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| 
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| void Transform::invert() {
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| 
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| 	basis.transpose();
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| 	origin = basis.xform(-origin);
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| }
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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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| 
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| void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
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| 
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| 	*this = rotated(p_axis, p_phi);
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| }
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| 
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| Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
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| 
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| 	return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
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| }
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| 
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| void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
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| 
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| 	basis.rotate(p_axis, p_phi);
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| }
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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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| 
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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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| 
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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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| 
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| 	/* Make rotation matrix */
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| 
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| 	/* Z vector */
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| 	v_z = p_eye - p_target;
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| 
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| 	v_z.normalize();
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| 
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| 	v_y = p_up;
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| 
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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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| 
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| 	/* Recompute Y = Z cross X */
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| 	v_y = v_z.cross(v_x);
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| 
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| 	v_x.normalize();
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| 	v_y.normalize();
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| 
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| 	basis.set(v_x, v_y, v_z);
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| 
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| 	origin = p_eye;
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| }
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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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| 
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| 	/* not sure if very "efficient" but good enough? */
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| 
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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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| 
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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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| 
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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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| 
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| 	return dst;
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| }
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| 
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| void Transform::scale(const Vector3 &p_scale) {
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| 
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| 	basis.scale(p_scale);
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| 	origin *= p_scale;
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| }
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| 
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| Transform Transform::scaled(const Vector3 &p_scale) const {
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| 
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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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| 
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| void Transform::scale_basis(const Vector3 &p_scale) {
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| 
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| 	basis.scale(p_scale);
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| }
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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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| 
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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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| 
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| Transform Transform::translated(const Vector3 &p_translation) const {
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| 
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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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| 
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| void Transform::orthonormalize() {
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| 
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| 	basis.orthonormalize();
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| }
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| 
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| Transform Transform::orthonormalized() const {
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| 
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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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| 
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| bool Transform::operator==(const Transform &p_transform) const {
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| 
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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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| 
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| 	return (basis != p_transform.basis || origin != p_transform.origin);
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| }
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| 
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| void Transform::operator*=(const Transform &p_transform) {
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| 
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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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| 
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| Transform Transform::operator*(const Transform &p_transform) const {
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| 
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| 	Transform t = *this;
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| 	t *= p_transform;
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| 	return t;
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| }
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| 
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| Transform::operator String() const {
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| 
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| 	return basis.operator String() + " - " + origin.operator String();
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| }
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| 
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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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