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-rw-r--r--include/godot_cpp/core/Transform.cpp319
1 files changed, 319 insertions, 0 deletions
diff --git a/include/godot_cpp/core/Transform.cpp b/include/godot_cpp/core/Transform.cpp
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+++ b/include/godot_cpp/core/Transform.cpp
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+#include "Transform.h"
+
+#include "Basis.h"
+
+#include "Plane.h"
+#include "Rect3.h"
+
+#include "Quat.h"
+
+namespace godot {
+
+
+
+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[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 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;
+ xform_inv(point);
+ xform_inv(point_dir);
+
+ Vector3 normal=point_dir-point;
+ normal.normalize();
+ real_t d=normal.dot(point);
+
+ return Plane(normal,d);
+
+}
+
+Rect3 Transform::xform(const Rect3& 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.pos );
+//could be even further optimized
+ Rect3 new_aabb;
+ new_aabb.pos=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;
+
+}
+Rect3 Transform::xform_inv(const Rect3& p_aabb) const {
+
+ /* define vertices */
+ Vector3 vertices[8]={
+ Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
+ Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
+ Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
+ Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
+ Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
+ Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
+ Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
+ Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
+ };
+
+
+ Rect3 ret;
+
+ ret.pos=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[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;
+}
+
+}