diff options
Diffstat (limited to 'core/math/transform.cpp')
-rw-r--r-- | core/math/transform.cpp | 74 |
1 files changed, 37 insertions, 37 deletions
diff --git a/core/math/transform.cpp b/core/math/transform.cpp index d4d7ff6d28..d5a78a7749 100644 --- a/core/math/transform.cpp +++ b/core/math/transform.cpp @@ -33,49 +33,49 @@ #include "core/math/math_funcs.h" #include "core/string/print_string.h" -void Transform::affine_invert() { +void Transform3D::affine_invert() { basis.invert(); origin = basis.xform(-origin); } -Transform Transform::affine_inverse() const { - Transform ret = *this; +Transform3D Transform3D::affine_inverse() const { + Transform3D ret = *this; ret.affine_invert(); return ret; } -void Transform::invert() { +void Transform3D::invert() { basis.transpose(); origin = basis.xform(-origin); } -Transform Transform::inverse() const { +Transform3D Transform3D::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; + // Transform3D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that. + Transform3D ret = *this; ret.invert(); return ret; } -void Transform::rotate(const Vector3 &p_axis, real_t p_phi) { +void Transform3D::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); +Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_phi) const { + return Transform3D(Basis(p_axis, p_phi), Vector3()) * (*this); } -void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) { +void Transform3D::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; +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 Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) { +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); @@ -108,7 +108,7 @@ void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const origin = p_eye; } -Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const { +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(); @@ -119,94 +119,94 @@ Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) Quat dst_rot = p_transform.basis.get_rotation_quat(); Vector3 dst_loc = p_transform.origin; - Transform interp; + 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 Transform::scale(const Vector3 &p_scale) { +void Transform3D::scale(const Vector3 &p_scale) { basis.scale(p_scale); origin *= p_scale; } -Transform Transform::scaled(const Vector3 &p_scale) const { - Transform t = *this; +Transform3D Transform3D::scaled(const Vector3 &p_scale) const { + Transform3D t = *this; t.scale(p_scale); return t; } -void Transform::scale_basis(const Vector3 &p_scale) { +void Transform3D::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) { +void Transform3D::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 Transform3D::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; +Transform3D Transform3D::translated(const Vector3 &p_translation) const { + Transform3D t = *this; t.translate(p_translation); return t; } -void Transform::orthonormalize() { +void Transform3D::orthonormalize() { basis.orthonormalize(); } -Transform Transform::orthonormalized() const { - Transform _copy = *this; +Transform3D Transform3D::orthonormalized() const { + Transform3D _copy = *this; _copy.orthonormalize(); return _copy; } -bool Transform::is_equal_approx(const Transform &p_transform) const { +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 Transform::operator==(const Transform &p_transform) const { +bool Transform3D::operator==(const Transform3D &p_transform) const { return (basis == p_transform.basis && origin == p_transform.origin); } -bool Transform::operator!=(const Transform &p_transform) const { +bool Transform3D::operator!=(const Transform3D &p_transform) const { return (basis != p_transform.basis || origin != p_transform.origin); } -void Transform::operator*=(const Transform &p_transform) { +void Transform3D::operator*=(const Transform3D &p_transform) { origin = xform(p_transform.origin); basis *= p_transform.basis; } -Transform Transform::operator*(const Transform &p_transform) const { - Transform t = *this; +Transform3D Transform3D::operator*(const Transform3D &p_transform) const { + Transform3D t = *this; t *= p_transform; return t; } -Transform::operator String() const { +Transform3D::operator String() const { return basis.operator String() + " - " + origin.operator String(); } -Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) : +Transform3D::Transform3D(const Basis &p_basis, const Vector3 &p_origin) : basis(p_basis), origin(p_origin) { } -Transform::Transform(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &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); } -Transform::Transform(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) { +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); } |