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authorGeorge Marques <george@gmarqu.es>2021-08-18 11:03:52 -0300
committerBastiaan Olij <mux213@gmail.com>2021-09-27 23:08:08 +1000
commite4ed48976a962b67e9585cc2d20d11f115ef7949 (patch)
tree7830ad6926b5cd14a91784b07c2eff5b77e3f533 /src/core/Transform.cpp
parentee708668944430a7f1d69e8faf7b3f3160432dc2 (diff)
downloadredot-cpp-e4ed48976a962b67e9585cc2d20d11f115ef7949.tar.gz
Replace bindgins to work with extensions
Diffstat (limited to 'src/core/Transform.cpp')
-rw-r--r--src/core/Transform.cpp305
1 files changed, 0 insertions, 305 deletions
diff --git a/src/core/Transform.cpp b/src/core/Transform.cpp
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-/*************************************************************************/
-/* 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