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author | George Marques <george@gmarqu.es> | 2021-08-18 11:03:52 -0300 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2021-09-27 23:08:08 +1000 |
commit | e4ed48976a962b67e9585cc2d20d11f115ef7949 (patch) | |
tree | 7830ad6926b5cd14a91784b07c2eff5b77e3f533 /src/core/Transform.cpp | |
parent | ee708668944430a7f1d69e8faf7b3f3160432dc2 (diff) | |
download | redot-cpp-e4ed48976a962b67e9585cc2d20d11f115ef7949.tar.gz |
Replace bindgins to work with extensions
Diffstat (limited to 'src/core/Transform.cpp')
-rw-r--r-- | src/core/Transform.cpp | 305 |
1 files changed, 0 insertions, 305 deletions
diff --git a/src/core/Transform.cpp b/src/core/Transform.cpp deleted file mode 100644 index 37dbb72..0000000 --- a/src/core/Transform.cpp +++ /dev/null @@ -1,305 +0,0 @@ -/*************************************************************************/ -/* Transform.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* 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 */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* 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 */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "Transform.hpp" - -#include "Basis.hpp" - -#include "AABB.hpp" -#include "Plane.hpp" - -#include "Quat.hpp" - -namespace godot { - -const Transform Transform::IDENTITY = Transform(); -const Transform Transform::FLIP_X = Transform(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0); -const Transform Transform::FLIP_Y = Transform(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0); -const Transform Transform::FLIP_Z = Transform(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0); - -Transform Transform::inverse_xform(const Transform &t) const { - Vector3 v = t.origin - origin; - return Transform(basis.transpose_xform(t.basis), - basis.xform(v)); -} - -void Transform::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) { - basis.elements[0][0] = xx; - basis.elements[0][1] = xy; - basis.elements[0][2] = xz; - basis.elements[1][0] = yx; - basis.elements[1][1] = yy; - basis.elements[1][2] = yz; - basis.elements[2][0] = zx; - basis.elements[2][1] = zy; - basis.elements[2][2] = zz; - origin.x = tx; - origin.y = ty; - origin.z = tz; -} - -Vector3 Transform::xform(const Vector3 &p_vector) const { - return Vector3( - basis.elements[0].dot(p_vector) + origin.x, - basis.elements[1].dot(p_vector) + origin.y, - basis.elements[2].dot(p_vector) + origin.z); -} -Vector3 Transform::xform_inv(const Vector3 &p_vector) const { - Vector3 v = p_vector - origin; - - return Vector3( - (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z), - (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z), - (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z)); -} - -Plane Transform::xform(const Plane &p_plane) const { - Vector3 point = p_plane.normal * p_plane.d; - Vector3 point_dir = point + p_plane.normal; - point = xform(point); - point_dir = xform(point_dir); - - Vector3 normal = point_dir - point; - normal.normalize(); - real_t d = normal.dot(point); - - return Plane(normal, d); -} -Plane Transform::xform_inv(const Plane &p_plane) const { - Vector3 point = p_plane.normal * p_plane.d; - Vector3 point_dir = point + p_plane.normal; - point = xform_inv(point); - point_dir = xform_inv(point_dir); - - Vector3 normal = point_dir - point; - normal.normalize(); - real_t d = normal.dot(point); - - return Plane(normal, d); -} - -AABB Transform::xform(const AABB &p_aabb) const { - /* define vertices */ - Vector3 x = basis.get_axis(0) * p_aabb.size.x; - Vector3 y = basis.get_axis(1) * p_aabb.size.y; - Vector3 z = basis.get_axis(2) * p_aabb.size.z; - Vector3 pos = xform(p_aabb.position); - //could be even further optimized - AABB new_aabb; - new_aabb.position = pos; - new_aabb.expand_to(pos + x); - new_aabb.expand_to(pos + y); - new_aabb.expand_to(pos + z); - new_aabb.expand_to(pos + x + y); - new_aabb.expand_to(pos + x + z); - new_aabb.expand_to(pos + y + z); - new_aabb.expand_to(pos + x + y + z); - return new_aabb; -} -AABB Transform::xform_inv(const AABB &p_aabb) const { - /* define vertices */ - Vector3 vertices[8] = { - 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) - }; - - AABB ret; - - ret.position = xform_inv(vertices[0]); - - for (int i = 1; i < 8; i++) { - ret.expand_to(xform_inv(vertices[i])); - } - - return ret; -} - -void Transform::affine_invert() { - basis.invert(); - origin = basis.xform(-origin); -} - -Transform Transform::affine_inverse() const { - Transform ret = *this; - ret.affine_invert(); - return ret; -} - -void Transform::invert() { - basis.transpose(); - origin = basis.xform(-origin); -} - -Transform Transform::inverse() const { - // FIXME: this function assumes the basis is a rotation matrix, with no scaling. - // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that. - Transform ret = *this; - ret.invert(); - return ret; -} - -void Transform::rotate(const Vector3 &p_axis, real_t p_phi) { - *this = rotated(p_axis, p_phi); -} - -Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const { - return Transform(Basis(p_axis, p_phi), Vector3()) * (*this); -} - -void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) { - basis.rotate(p_axis, p_phi); -} - -Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const { - Transform t = *this; - t.set_look_at(origin, p_target, p_up); - return t; -} - -void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) { - // Reference: MESA source code - Vector3 v_x, v_y, v_z; - - /* Make rotation matrix */ - - /* Z vector */ - v_z = p_eye - p_target; - - v_z.normalize(); - - v_y = p_up; - - v_x = v_y.cross(v_z); - - /* Recompute Y = Z cross X */ - v_y = v_z.cross(v_x); - - v_x.normalize(); - v_y.normalize(); - - basis.set_axis(0, v_x); - basis.set_axis(1, v_y); - basis.set_axis(2, v_z); - origin = p_eye; -} - -Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const { - /* not sure if very "efficient" but good enough? */ - - Vector3 src_scale = basis.get_scale(); - Quat src_rot = basis; - Vector3 src_loc = origin; - - Vector3 dst_scale = p_transform.basis.get_scale(); - Quat dst_rot = p_transform.basis; - Vector3 dst_loc = p_transform.origin; - - Transform dst; - dst.basis = src_rot.slerp(dst_rot, p_c); - dst.basis.scale(src_scale.linear_interpolate(dst_scale, p_c)); - dst.origin = src_loc.linear_interpolate(dst_loc, p_c); - - return dst; -} - -void Transform::scale(const Vector3 &p_scale) { - basis.scale(p_scale); - origin *= p_scale; -} - -Transform Transform::scaled(const Vector3 &p_scale) const { - Transform t = *this; - t.scale(p_scale); - return t; -} - -void Transform::scale_basis(const Vector3 &p_scale) { - basis.scale(p_scale); -} - -void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) { - translate(Vector3(p_tx, p_ty, p_tz)); -} -void Transform::translate(const Vector3 &p_translation) { - for (int i = 0; i < 3; i++) { - origin[i] += basis.elements[i].dot(p_translation); - } -} - -Transform Transform::translated(const Vector3 &p_translation) const { - Transform t = *this; - t.translate(p_translation); - return t; -} - -void Transform::orthonormalize() { - basis.orthonormalize(); -} - -Transform Transform::orthonormalized() const { - Transform _copy = *this; - _copy.orthonormalize(); - return _copy; -} - -bool Transform::operator==(const Transform &p_transform) const { - return (basis == p_transform.basis && origin == p_transform.origin); -} -bool Transform::operator!=(const Transform &p_transform) const { - return (basis != p_transform.basis || origin != p_transform.origin); -} - -void Transform::operator*=(const Transform &p_transform) { - origin = xform(p_transform.origin); - basis *= p_transform.basis; -} - -Transform Transform::operator*(const Transform &p_transform) const { - Transform t = *this; - t *= p_transform; - return t; -} - -Transform::operator String() const { - return basis.operator String() + " - " + origin.operator String(); -} - -Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) { - basis = p_basis; - origin = p_origin; -} - -} // namespace godot |