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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_3d.h
parent08a85352fbf03e392d9fe9ffa2db067d1fea8488 (diff)
Rename files and the exposed name for Transform3D
Diffstat (limited to 'core/math/transform_3d.h')
-rw-r--r--core/math/transform_3d.h232
1 files changed, 232 insertions, 0 deletions
diff --git a/core/math/transform_3d.h b/core/math/transform_3d.h
new file mode 100644
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+++ b/core/math/transform_3d.h
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+/*************************************************************************/
+/* transform_3d.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef TRANSFORM_H
+#define TRANSFORM_H
+
+#include "core/math/aabb.h"
+#include "core/math/basis.h"
+#include "core/math/plane.h"
+
+class Transform3D {
+public:
+ Basis basis;
+ Vector3 origin;
+
+ void invert();
+ Transform3D inverse() const;
+
+ void affine_invert();
+ Transform3D affine_inverse() const;
+
+ Transform3D rotated(const Vector3 &p_axis, real_t p_phi) const;
+
+ void rotate(const Vector3 &p_axis, real_t p_phi);
+ void rotate_basis(const Vector3 &p_axis, real_t p_phi);
+
+ void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
+ Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
+
+ void scale(const Vector3 &p_scale);
+ Transform3D scaled(const Vector3 &p_scale) const;
+ void scale_basis(const Vector3 &p_scale);
+ void translate(real_t p_tx, real_t p_ty, real_t p_tz);
+ void translate(const Vector3 &p_translation);
+ Transform3D translated(const Vector3 &p_translation) const;
+
+ const Basis &get_basis() const { return basis; }
+ void set_basis(const Basis &p_basis) { basis = p_basis; }
+
+ const Vector3 &get_origin() const { return origin; }
+ void set_origin(const Vector3 &p_origin) { origin = p_origin; }
+
+ void orthonormalize();
+ Transform3D orthonormalized() const;
+ bool is_equal_approx(const Transform3D &p_transform) const;
+
+ bool operator==(const Transform3D &p_transform) const;
+ bool operator!=(const Transform3D &p_transform) const;
+
+ _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
+ _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
+
+ _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
+ _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
+
+ _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
+ _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
+
+ _FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const;
+ _FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const;
+
+ void operator*=(const Transform3D &p_transform);
+ Transform3D operator*(const Transform3D &p_transform) const;
+
+ Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
+
+ _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
+ Vector3 v = t.origin - origin;
+ return Transform3D(basis.transpose_xform(t.basis),
+ basis.xform(v));
+ }
+
+ void set(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 tx, real_t ty, real_t tz) {
+ basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
+ origin.x = tx;
+ origin.y = ty;
+ origin.z = tz;
+ }
+
+ operator String() const;
+
+ Transform3D() {}
+ Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
+ Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
+ 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);
+};
+
+_FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
+ return Vector3(
+ basis[0].dot(p_vector) + origin.x,
+ basis[1].dot(p_vector) + origin.y,
+ basis[2].dot(p_vector) + origin.z);
+}
+
+_FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
+ Vector3 v = p_vector - origin;
+
+ return Vector3(
+ (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
+ (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
+ (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
+}
+
+_FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {
+ Vector3 point = p_plane.normal * p_plane.d;
+ Vector3 point_dir = point + p_plane.normal;
+ point = xform(point);
+ point_dir = xform(point_dir);
+
+ Vector3 normal = point_dir - point;
+ normal.normalize();
+ real_t d = normal.dot(point);
+
+ return Plane(normal, d);
+}
+
+_FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {
+ Vector3 point = p_plane.normal * p_plane.d;
+ Vector3 point_dir = point + p_plane.normal;
+ point = xform_inv(point);
+ point_dir = xform_inv(point_dir);
+
+ Vector3 normal = point_dir - point;
+ normal.normalize();
+ real_t d = normal.dot(point);
+
+ return Plane(normal, d);
+}
+
+_FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {
+ /* http://dev.theomader.com/transform-bounding-boxes/ */
+ Vector3 min = p_aabb.position;
+ Vector3 max = p_aabb.position + p_aabb.size;
+ Vector3 tmin, tmax;
+ for (int i = 0; i < 3; i++) {
+ tmin[i] = tmax[i] = origin[i];
+ for (int j = 0; j < 3; j++) {
+ real_t e = basis[i][j] * min[j];
+ real_t f = basis[i][j] * max[j];
+ if (e < f) {
+ tmin[i] += e;
+ tmax[i] += f;
+ } else {
+ tmin[i] += f;
+ tmax[i] += e;
+ }
+ }
+ }
+ AABB r_aabb;
+ r_aabb.position = tmin;
+ r_aabb.size = tmax - tmin;
+ return r_aabb;
+}
+
+_FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {
+ /* define vertices */
+ Vector3 vertices[8] = {
+ Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
+ Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
+ Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
+ Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
+ Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
+ Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
+ Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
+ Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
+ };
+
+ AABB ret;
+
+ ret.position = xform_inv(vertices[0]);
+
+ for (int i = 1; i < 8; i++) {
+ ret.expand_to(xform_inv(vertices[i]));
+ }
+
+ return ret;
+}
+
+Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const {
+ Vector<Vector3> array;
+ array.resize(p_array.size());
+
+ const Vector3 *r = p_array.ptr();
+ Vector3 *w = array.ptrw();
+
+ for (int i = 0; i < p_array.size(); ++i) {
+ w[i] = xform(r[i]);
+ }
+ return array;
+}
+
+Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const {
+ Vector<Vector3> array;
+ array.resize(p_array.size());
+
+ const Vector3 *r = p_array.ptr();
+ Vector3 *w = array.ptrw();
+
+ for (int i = 0; i < p_array.size(); ++i) {
+ w[i] = xform_inv(r[i]);
+ }
+ return array;
+}
+
+#endif // TRANSFORM_H