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author | Bastiaan Olij <mux213@gmail.com> | 2018-11-24 09:09:41 +1100 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2018-11-24 09:09:41 +1100 |
commit | fc20fa3fce2f30c96fa2bbf8d460817f91b90e81 (patch) | |
tree | decd51288822651ad34fd270e68a2f2a54d0bd8d /src/core/Transform.cpp | |
parent | 0a6f5d052a0d05e07ca1b7eab8e53bbd8450a991 (diff) | |
download | redot-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.cpp | 241 |
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 |