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diff --git a/core/math/transform_3d.cpp b/core/math/transform_3d.cpp
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+/*************************************************************************/
+/* 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);
+}