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Diffstat (limited to 'core/math/transform_3d.cpp')
-rw-r--r-- | core/math/transform_3d.cpp | 226 |
1 files changed, 226 insertions, 0 deletions
diff --git a/core/math/transform_3d.cpp b/core/math/transform_3d.cpp new file mode 100644 index 0000000000..51766b39f4 --- /dev/null +++ b/core/math/transform_3d.cpp @@ -0,0 +1,226 @@ +/*************************************************************************/ +/* transform_3d.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_3d.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(); + Quaternion src_rot = basis.get_rotation_quaternion(); + Vector3 src_loc = origin; + + Vector3 dst_scale = p_transform.basis.get_scale(); + Quaternion dst_rot = p_transform.basis.get_rotation_quaternion(); + Vector3 dst_loc = p_transform.origin; + + Transform3D interp; + interp.basis.set_quaternion_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; +} + +void Transform3D::operator*=(const real_t p_val) { + origin *= p_val; + basis *= p_val; +} + +Transform3D Transform3D::operator*(const real_t p_val) const { + Transform3D ret(*this); + ret *= p_val; + return ret; +} + +Transform3D::operator String() const { + return "[X: " + basis.get_axis(0).operator String() + + ", Y: " + basis.get_axis(1).operator String() + + ", Z: " + basis.get_axis(2).operator String() + + ", O: " + 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); +} |