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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/math/transform.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
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+/*************************************************************************/
+/* transform.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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.h"
+#include "math_funcs.h"
+#include "os/copymem.h"
+#include "print_string.h"
+
+
+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 {
+
+ Transform ret=*this;
+ ret.invert();
+ return ret;
+}
+
+
+void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
+
+ *this = *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
+}
+
+Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{
+
+ return *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
+}
+
+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, float 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 Matrix3& p_basis, const Vector3& p_origin) {
+
+ basis=p_basis;
+ origin=p_origin;
+}
+
+