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authorAaron Franke <arnfranke@yahoo.com>2021-02-26 23:26:56 -0500
committerAaron Franke <arnfranke@yahoo.com>2021-06-03 07:30:01 -0400
commita3c29ed899b7d99d5ca6ed41d55e8a60a5c33343 (patch)
tree1d17784f285ce580e55a964f392aea88807897eb /core/math/transform.cpp
parent08a85352fbf03e392d9fe9ffa2db067d1fea8488 (diff)
downloadredot-engine-a3c29ed899b7d99d5ca6ed41d55e8a60a5c33343.tar.gz
Rename files and the exposed name for Transform3D
Diffstat (limited to 'core/math/transform.cpp')
-rw-r--r--core/math/transform.cpp212
1 files changed, 0 insertions, 212 deletions
diff --git a/core/math/transform.cpp b/core/math/transform.cpp
deleted file mode 100644
index d5a78a7749..0000000000
--- a/core/math/transform.cpp
+++ /dev/null
@@ -1,212 +0,0 @@
-/*************************************************************************/
-/* 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.h"
-
-#include "core/math/math_funcs.h"
-#include "core/string/print_string.h"
-
-void Transform3D::affine_invert() {
- basis.invert();
- origin = basis.xform(-origin);
-}
-
-Transform3D Transform3D::affine_inverse() const {
- Transform3D ret = *this;
- ret.affine_invert();
- return ret;
-}
-
-void Transform3D::invert() {
- basis.transpose();
- origin = basis.xform(-origin);
-}
-
-Transform3D Transform3D::inverse() const {
- // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
- // Transform3D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
- Transform3D ret = *this;
- ret.invert();
- return ret;
-}
-
-void Transform3D::rotate(const Vector3 &p_axis, real_t p_phi) {
- *this = rotated(p_axis, p_phi);
-}
-
-Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_phi) const {
- return Transform3D(Basis(p_axis, p_phi), Vector3()) * (*this);
-}
-
-void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
- basis.rotate(p_axis, p_phi);
-}
-
-Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
- Transform3D t = *this;
- t.set_look_at(origin, p_target, p_up);
- return t;
-}
-
-void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
-#ifdef MATH_CHECKS
- ERR_FAIL_COND(p_eye == p_target);
- ERR_FAIL_COND(p_up.length() == 0);
-#endif
- // 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);
-#ifdef MATH_CHECKS
- ERR_FAIL_COND(v_x.length() == 0);
-#endif
-
- /* Recompute Y = Z cross X */
- v_y = v_z.cross(v_x);
-
- v_x.normalize();
- v_y.normalize();
-
- basis.set(v_x, v_y, v_z);
-
- origin = p_eye;
-}
-
-Transform3D Transform3D::interpolate_with(const Transform3D &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.get_rotation_quat();
- Vector3 src_loc = origin;
-
- Vector3 dst_scale = p_transform.basis.get_scale();
- Quat dst_rot = p_transform.basis.get_rotation_quat();
- Vector3 dst_loc = p_transform.origin;
-
- Transform3D interp;
- interp.basis.set_quat_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.lerp(dst_scale, p_c));
- interp.origin = src_loc.lerp(dst_loc, p_c);
-
- return interp;
-}
-
-void Transform3D::scale(const Vector3 &p_scale) {
- basis.scale(p_scale);
- origin *= p_scale;
-}
-
-Transform3D Transform3D::scaled(const Vector3 &p_scale) const {
- Transform3D t = *this;
- t.scale(p_scale);
- return t;
-}
-
-void Transform3D::scale_basis(const Vector3 &p_scale) {
- basis.scale(p_scale);
-}
-
-void Transform3D::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
- translate(Vector3(p_tx, p_ty, p_tz));
-}
-
-void Transform3D::translate(const Vector3 &p_translation) {
- for (int i = 0; i < 3; i++) {
- origin[i] += basis[i].dot(p_translation);
- }
-}
-
-Transform3D Transform3D::translated(const Vector3 &p_translation) const {
- Transform3D t = *this;
- t.translate(p_translation);
- return t;
-}
-
-void Transform3D::orthonormalize() {
- basis.orthonormalize();
-}
-
-Transform3D Transform3D::orthonormalized() const {
- Transform3D _copy = *this;
- _copy.orthonormalize();
- return _copy;
-}
-
-bool Transform3D::is_equal_approx(const Transform3D &p_transform) const {
- return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
-}
-
-bool Transform3D::operator==(const Transform3D &p_transform) const {
- return (basis == p_transform.basis && origin == p_transform.origin);
-}
-
-bool Transform3D::operator!=(const Transform3D &p_transform) const {
- return (basis != p_transform.basis || origin != p_transform.origin);
-}
-
-void Transform3D::operator*=(const Transform3D &p_transform) {
- origin = xform(p_transform.origin);
- basis *= p_transform.basis;
-}
-
-Transform3D Transform3D::operator*(const Transform3D &p_transform) const {
- Transform3D t = *this;
- t *= p_transform;
- return t;
-}
-
-Transform3D::operator String() const {
- return basis.operator String() + " - " + origin.operator String();
-}
-
-Transform3D::Transform3D(const Basis &p_basis, const Vector3 &p_origin) :
- basis(p_basis),
- origin(p_origin) {
-}
-
-Transform3D::Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin) :
- origin(p_origin) {
- basis.set_axis(0, p_x);
- basis.set_axis(1, p_y);
- basis.set_axis(2, p_z);
-}
-
-Transform3D::Transform3D(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 ox, real_t oy, real_t oz) {
- basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
- origin = Vector3(ox, oy, oz);
-}