diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-06-03 23:07:21 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-06-03 23:07:21 +0200 |
commit | 5d9cab3aeb3c62df6b7b44e6e68c0ebbb67f7a45 (patch) | |
tree | 619055aeb386211fb83a7c861ab0f79a34aedb2d /core/math | |
parent | ea2a0b54554c09999d74212925322e8c7b2437e0 (diff) | |
parent | 0ac4051c00898b316ae11e7075d3f3a9e3c46be3 (diff) |
Merge pull request #38430 from aaronfranke/transform3d
Diffstat (limited to 'core/math')
-rw-r--r-- | core/math/camera_matrix.cpp | 14 | ||||
-rw-r--r-- | core/math/camera_matrix.h | 10 | ||||
-rw-r--r-- | core/math/face3.cpp | 6 | ||||
-rw-r--r-- | core/math/face3.h | 6 | ||||
-rw-r--r-- | core/math/math_fieldwise.cpp | 4 | ||||
-rw-r--r-- | core/math/transform_3d.cpp (renamed from core/math/transform.cpp) | 78 | ||||
-rw-r--r-- | core/math/transform_3d.h (renamed from core/math/transform.h) | 58 | ||||
-rw-r--r-- | core/math/triangle_mesh.cpp | 2 |
8 files changed, 89 insertions, 89 deletions
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp index 1066cf5e30..66c18f7b3c 100644 --- a/core/math/camera_matrix.cpp +++ b/core/math/camera_matrix.cpp @@ -315,8 +315,8 @@ Vector2 CameraMatrix::get_far_plane_half_extents() const { return Vector2(res.x, res.y); } -bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const { - Vector<Plane> planes = get_projection_planes(Transform()); +bool CameraMatrix::get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const { + Vector<Plane> planes = get_projection_planes(Transform3D()); const Planes intersections[8][3] = { { PLANE_FAR, PLANE_LEFT, PLANE_TOP }, { PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM }, @@ -338,7 +338,7 @@ bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8point return true; } -Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const { +Vector<Plane> CameraMatrix::get_projection_planes(const Transform3D &p_transform) const { /** Fast Plane Extraction from combined modelview/projection matrices. * References: * https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html @@ -707,8 +707,8 @@ void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) { matrix[3][3] = 1; } -CameraMatrix::operator Transform() const { - Transform tr; +CameraMatrix::operator Transform3D() const { + Transform3D tr; const real_t *m = &matrix[0][0]; tr.basis.elements[0][0] = m[0]; @@ -730,8 +730,8 @@ CameraMatrix::operator Transform() const { return tr; } -CameraMatrix::CameraMatrix(const Transform &p_transform) { - const Transform &tr = p_transform; +CameraMatrix::CameraMatrix(const Transform3D &p_transform) { + const Transform3D &tr = p_transform; real_t *m = &matrix[0][0]; m[0] = tr.basis.elements[0][0]; diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h index 3f327d3bc4..786d46055a 100644 --- a/core/math/camera_matrix.h +++ b/core/math/camera_matrix.h @@ -32,7 +32,7 @@ #define CAMERA_MATRIX_H #include "core/math/rect2.h" -#include "core/math/transform.h" +#include "core/math/transform_3d.h" struct CameraMatrix { enum Planes { @@ -71,9 +71,9 @@ struct CameraMatrix { real_t get_fov() const; bool is_orthogonal() const; - Vector<Plane> get_projection_planes(const Transform &p_transform) const; + Vector<Plane> get_projection_planes(const Transform3D &p_transform) const; - bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const; + bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const; Vector2 get_viewport_half_extents() const; Vector2 get_far_plane_half_extents() const; @@ -90,7 +90,7 @@ struct CameraMatrix { void scale_translate_to_fit(const AABB &p_aabb); void make_scale(const Vector3 &p_scale); int get_pixels_per_meter(int p_for_pixel_width) const; - operator Transform() const; + operator Transform3D() const; void flip_y(); @@ -112,7 +112,7 @@ struct CameraMatrix { float get_lod_multiplier() const; CameraMatrix(); - CameraMatrix(const Transform &p_transform); + CameraMatrix(const Transform3D &p_transform); ~CameraMatrix(); }; diff --git a/core/math/face3.cpp b/core/math/face3.cpp index 20c316c322..9af3f868d2 100644 --- a/core/math/face3.cpp +++ b/core/math/face3.cpp @@ -230,7 +230,7 @@ bool Face3::intersects_aabb(const AABB &p_aabb) const { real_t minA, maxA, minB, maxB; p_aabb.project_range_in_plane(Plane(axis, 0), minA, maxA); - project_range(axis, Transform(), minB, maxB); + project_range(axis, Transform3D(), minB, maxB); if (maxA < minB || maxB < minA) { return false; @@ -244,7 +244,7 @@ Face3::operator String() const { return String() + vertex[0] + ", " + vertex[1] + ", " + vertex[2]; } -void Face3::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void Face3::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { for (int i = 0; i < 3; i++) { Vector3 v = p_transform.xform(vertex[i]); real_t d = p_normal.dot(v); @@ -259,7 +259,7 @@ void Face3::project_range(const Vector3 &p_normal, const Transform &p_transform, } } -void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const { +void Face3::get_support(const Vector3 &p_normal, const Transform3D &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const { #define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.98 #define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.05 diff --git a/core/math/face3.h b/core/math/face3.h index 2e86b0a904..5091b338ef 100644 --- a/core/math/face3.h +++ b/core/math/face3.h @@ -33,7 +33,7 @@ #include "core/math/aabb.h" #include "core/math/plane.h" -#include "core/math/transform.h" +#include "core/math/transform_3d.h" #include "core/math/vector3.h" class Face3 { @@ -74,8 +74,8 @@ public: ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity - void get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const; - void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; + void get_support(const Vector3 &p_normal, const Transform3D &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const; + void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const; AABB get_aabb() const { AABB aabb(vertex[0], Vector3()); diff --git a/core/math/math_fieldwise.cpp b/core/math/math_fieldwise.cpp index 0985a727f2..f2baef1a59 100644 --- a/core/math/math_fieldwise.cpp +++ b/core/math/math_fieldwise.cpp @@ -141,8 +141,8 @@ Variant fieldwise_assign(const Variant &p_target, const Variant &p_source, const return target; } - case Variant::TRANSFORM: { - SETUP_TYPE(Transform) + case Variant::TRANSFORM3D: { + SETUP_TYPE(Transform3D) /**/ TRY_TRANSFER_FIELD("xx", basis.elements[0][0]) else TRY_TRANSFER_FIELD("xy", basis.elements[0][1]) diff --git a/core/math/transform.cpp b/core/math/transform_3d.cpp index d4d7ff6d28..2611d6accf 100644 --- a/core/math/transform.cpp +++ b/core/math/transform_3d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* transform.cpp */ +/* transform_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,54 +28,54 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "transform.h" +#include "transform_3d.h" #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); } diff --git a/core/math/transform.h b/core/math/transform_3d.h index 1c05dbe554..078a2ca11a 100644 --- a/core/math/transform.h +++ b/core/math/transform_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* transform.h */ +/* transform_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -35,31 +35,31 @@ #include "core/math/basis.h" #include "core/math/plane.h" -class Transform { +class Transform3D { public: Basis basis; Vector3 origin; void invert(); - Transform inverse() const; + Transform3D inverse() const; void affine_invert(); - Transform affine_inverse() const; + Transform3D affine_inverse() const; - Transform rotated(const Vector3 &p_axis, real_t p_phi) 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)); - Transform looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const; + Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const; void scale(const Vector3 &p_scale); - Transform scaled(const Vector3 &p_scale) const; + 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); - Transform translated(const Vector3 &p_translation) const; + Transform3D translated(const Vector3 &p_translation) const; const Basis &get_basis() const { return basis; } void set_basis(const Basis &p_basis) { basis = p_basis; } @@ -68,11 +68,11 @@ public: void set_origin(const Vector3 &p_origin) { origin = p_origin; } void orthonormalize(); - Transform orthonormalized() const; - bool is_equal_approx(const Transform &p_transform) const; + Transform3D orthonormalized() const; + bool is_equal_approx(const Transform3D &p_transform) const; - bool operator==(const Transform &p_transform) const; - bool operator!=(const Transform &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; @@ -86,14 +86,14 @@ public: _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 Transform &p_transform); - Transform operator*(const Transform &p_transform) const; + void operator*=(const Transform3D &p_transform); + Transform3D operator*(const Transform3D &p_transform) const; - Transform interpolate_with(const Transform &p_transform, real_t p_c) const; + Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const; - _FORCE_INLINE_ Transform inverse_xform(const Transform &t) const { + _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const { Vector3 v = t.origin - origin; - return Transform(basis.transpose_xform(t.basis), + return Transform3D(basis.transpose_xform(t.basis), basis.xform(v)); } @@ -106,20 +106,20 @@ public: operator String() const; - Transform() {} - Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3()); - Transform(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin); - 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(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 Transform::xform(const Vector3 &p_vector) const { +_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 Transform::xform_inv(const Vector3 &p_vector) const { +_FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const { Vector3 v = p_vector - origin; return Vector3( @@ -128,7 +128,7 @@ _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const { (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z)); } -_FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const { +_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); @@ -141,7 +141,7 @@ _FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const { return Plane(normal, d); } -_FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const { +_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); @@ -154,7 +154,7 @@ _FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const { return Plane(normal, d); } -_FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const { +_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; @@ -179,7 +179,7 @@ _FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const { return r_aabb; } -_FORCE_INLINE_ AABB Transform::xform_inv(const AABB &p_aabb) const { +_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), @@ -203,7 +203,7 @@ _FORCE_INLINE_ AABB Transform::xform_inv(const AABB &p_aabb) const { return ret; } -Vector<Vector3> Transform::xform(const Vector<Vector3> &p_array) const { +Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const { Vector<Vector3> array; array.resize(p_array.size()); @@ -216,7 +216,7 @@ Vector<Vector3> Transform::xform(const Vector<Vector3> &p_array) const { return array; } -Vector<Vector3> Transform::xform_inv(const Vector<Vector3> &p_array) const { +Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const { Vector<Vector3> array; array.resize(p_array.size()); diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp index 23c0c686a2..903d5951a8 100644 --- a/core/math/triangle_mesh.cpp +++ b/core/math/triangle_mesh.cpp @@ -600,7 +600,7 @@ bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *vertexptr = vertices.ptr(); const BVH *bvhptr = bvh.ptr(); - Transform scale(Basis().scaled(p_scale)); + Transform3D scale(Basis().scaled(p_scale)); int pos = bvh.size() - 1; |