summaryrefslogtreecommitdiffstats
path: root/src/core/Transform.cpp
diff options
context:
space:
mode:
authorBastiaan Olij <mux213@gmail.com>2018-11-24 09:09:41 +1100
committerBastiaan Olij <mux213@gmail.com>2018-11-24 09:09:41 +1100
commitfc20fa3fce2f30c96fa2bbf8d460817f91b90e81 (patch)
treedecd51288822651ad34fd270e68a2f2a54d0bd8d /src/core/Transform.cpp
parent0a6f5d052a0d05e07ca1b7eab8e53bbd8450a991 (diff)
downloadredot-cpp-fc20fa3fce2f30c96fa2bbf8d460817f91b90e81.tar.gz
Implementing clang-format and applying it to all classes
Diffstat (limited to 'src/core/Transform.cpp')
-rw-r--r--src/core/Transform.cpp241
1 files changed, 111 insertions, 130 deletions
diff --git a/src/core/Transform.cpp b/src/core/Transform.cpp
index 926b9bc..9a1028a 100644
--- a/src/core/Transform.cpp
+++ b/src/core/Transform.cpp
@@ -2,134 +2,122 @@
#include "Basis.hpp"
-#include "Plane.hpp"
#include "AABB.hpp"
+#include "Plane.hpp"
#include "Quat.hpp"
namespace godot {
-
-
-Transform Transform::inverse_xform(const Transform& t) const {
+Transform Transform::inverse_xform(const Transform &t) const {
Vector3 v = t.origin - origin;
return Transform(basis.transpose_xform(t.basis),
- basis.xform(v));
+ 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) {
+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;
+ 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 {
+Vector3 Transform::xform(const Vector3 &p_vector) const {
return Vector3(
- basis[0].dot(p_vector)+origin.x,
- basis[1].dot(p_vector)+origin.y,
- basis[2].dot(p_vector)+origin.z
- );
+ basis[0].dot(p_vector) + origin.x,
+ basis[1].dot(p_vector) + origin.y,
+ basis[2].dot(p_vector) + origin.z);
}
-Vector3 Transform::xform_inv(const Vector3& p_vector) const {
+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 )
- );
+ (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 {
+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 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;
+ Vector3 normal = point_dir - point;
normal.normalize();
- real_t d=normal.dot(point);
-
- return Plane(normal,d);
+ real_t d = normal.dot(point);
+ return Plane(normal, d);
}
-Plane Transform::xform_inv(const Plane& p_plane) const {
+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 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;
+ Vector3 normal = point_dir - point;
normal.normalize();
- real_t d=normal.dot(point);
-
- return Plane(normal,d);
+ real_t d = normal.dot(point);
+ return Plane(normal, d);
}
-AABB Transform::xform(const AABB& p_aabb) const {
+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
+ 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 );
+ 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 {
+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)
+ 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]);
+ ret.position = xform_inv(vertices[0]);
- for (int i=1;i<8;i++) {
+ for (int i = 1; i < 8; i++) {
- ret.expand_to( xform_inv(vertices[i]) );
+ ret.expand_to(xform_inv(vertices[i]));
}
return ret;
-
}
void Transform::affine_invert() {
@@ -140,13 +128,11 @@ void Transform::affine_invert() {
Transform Transform::affine_inverse() const {
- Transform ret=*this;
+ Transform ret = *this;
ret.affine_invert();
return ret;
-
}
-
void Transform::invert() {
basis.transpose();
@@ -156,35 +142,34 @@ void Transform::invert() {
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;
+ Transform ret = *this;
ret.invert();
return ret;
}
-
-void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
+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{
+Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
- return Transform(Basis( p_axis, p_phi ), Vector3()) * (*this);
+ return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
}
-void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) {
+void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
- basis.rotate(p_axis,p_phi);
+ basis.rotate(p_axis, p_phi);
}
-Transform Transform::looking_at( const Vector3& p_target, const Vector3& p_up ) const {
+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);
+ 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 ) {
+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;
@@ -198,23 +183,21 @@ void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, cons
v_y = p_up;
-
- v_x=v_y.cross(v_z);
+ v_x = v_y.cross(v_z);
/* Recompute Y = Z cross X */
- v_y=v_z.cross(v_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;
-
+ 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 {
+Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
/* not sure if very "efficient" but good enough? */
@@ -227,45 +210,44 @@ Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c)
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);
+ 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) {
+void Transform::scale(const Vector3 &p_scale) {
basis.scale(p_scale);
- origin*=p_scale;
+ origin *= p_scale;
}
-Transform Transform::scaled(const Vector3& p_scale) const {
+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) {
+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(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 ) {
+void Transform::translate(const Vector3 &p_translation) {
- for( int i = 0; i < 3; i++ ) {
+ for (int i = 0; i < 3; i++) {
origin[i] += basis[i].dot(p_translation);
}
}
-Transform Transform::translated( const Vector3& p_translation ) const {
+Transform Transform::translated(const Vector3 &p_translation) const {
- Transform t=*this;
+ Transform t = *this;
t.translate(p_translation);
return t;
}
@@ -282,25 +264,25 @@ Transform Transform::orthonormalized() const {
return _copy;
}
-bool Transform::operator==(const Transform& p_transform) const {
+bool Transform::operator==(const Transform &p_transform) const {
- return (basis==p_transform.basis && origin==p_transform.origin);
+ return (basis == p_transform.basis && origin == p_transform.origin);
}
-bool Transform::operator!=(const Transform& p_transform) const {
+bool Transform::operator!=(const Transform &p_transform) const {
- return (basis!=p_transform.basis || origin!=p_transform.origin);
+ return (basis != p_transform.basis || origin != p_transform.origin);
}
-void Transform::operator*=(const Transform& p_transform) {
+void Transform::operator*=(const Transform &p_transform) {
- origin=xform(p_transform.origin);
- basis*=p_transform.basis;
+ origin = xform(p_transform.origin);
+ basis *= p_transform.basis;
}
-Transform Transform::operator*(const Transform& p_transform) const {
+Transform Transform::operator*(const Transform &p_transform) const {
- Transform t=*this;
- t*=p_transform;
+ Transform t = *this;
+ t *= p_transform;
return t;
}
@@ -309,11 +291,10 @@ Transform::operator String() const {
return basis.operator String() + " - " + origin.operator String();
}
+Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) {
-Transform::Transform(const Basis& p_basis, const Vector3& p_origin) {
-
- basis=p_basis;
- origin=p_origin;
+ basis = p_basis;
+ origin = p_origin;
}
-}
+} // namespace godot