diff options
Diffstat (limited to 'core/math/basis.cpp')
-rw-r--r-- | core/math/basis.cpp | 631 |
1 files changed, 282 insertions, 349 deletions
diff --git a/core/math/basis.cpp b/core/math/basis.cpp index 50299902eb..566300c716 100644 --- a/core/math/basis.cpp +++ b/core/math/basis.cpp @@ -58,8 +58,8 @@ void Basis::invert() { cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1) }; real_t det = elements[0][0] * co[0] + - elements[0][1] * co[1] + - elements[0][2] * co[2]; + elements[0][1] * co[1] + + elements[0][2] * co[2]; #ifdef MATH_CHECKS ERR_FAIL_COND(det == 0); #endif @@ -109,7 +109,7 @@ bool Basis::is_diagonal() const { } bool Basis::is_rotation() const { - return Math::is_equal_approx(determinant(), 1, UNIT_EPSILON) && is_orthogonal(); + return Math::is_equal_approx(determinant(), 1, (real_t)UNIT_EPSILON) && is_orthogonal(); } #ifdef MATH_CHECKS @@ -207,6 +207,10 @@ Basis Basis::transposed() const { return tr; } +Basis Basis::from_scale(const Vector3 &p_scale) { + return Basis(p_scale.x, 0, 0, 0, p_scale.y, 0, 0, 0, p_scale.z); +} + // Multiplies the matrix from left by the scaling matrix: M -> S.M // See the comment for Basis::rotated for further explanation. void Basis::scale(const Vector3 &p_scale) { @@ -246,10 +250,7 @@ void Basis::make_scale_uniform() { } Basis Basis::scaled_local(const Vector3 &p_scale) const { - Basis b; - b.set_diagonal(p_scale); - - return (*this) * b; + return (*this) * Basis::from_scale(p_scale); } Vector3 Basis::get_scale_abs() const { @@ -260,7 +261,7 @@ Vector3 Basis::get_scale_abs() const { } Vector3 Basis::get_scale_local() const { - real_t det_sign = SGN(determinant()); + real_t det_sign = SIGN(determinant()); return det_sign * Vector3(elements[0].length(), elements[1].length(), elements[2].length()); } @@ -286,11 +287,8 @@ Vector3 Basis::get_scale() const { // matrix elements. // // The rotation part of this decomposition is returned by get_rotation* functions. - real_t det_sign = SGN(determinant()); - return det_sign * Vector3( - Vector3(elements[0][0], elements[1][0], elements[2][0]).length(), - Vector3(elements[0][1], elements[1][1], elements[2][1]).length(), - Vector3(elements[0][2], elements[1][2], elements[2][2]).length()); + real_t det_sign = SIGN(determinant()); + return det_sign * get_scale_abs(); } // Decomposes a Basis into a rotation-reflection matrix (an element of the group O(3)) and a positive scaling matrix as B = O.S. @@ -345,15 +343,15 @@ void Basis::rotate(const Vector3 &p_euler) { *this = rotated(p_euler); } -Basis Basis::rotated(const Quat &p_quat) const { - return Basis(p_quat) * (*this); +Basis Basis::rotated(const Quaternion &p_quaternion) const { + return Basis(p_quaternion) * (*this); } -void Basis::rotate(const Quat &p_quat) { - *this = rotated(p_quat); +void Basis::rotate(const Quaternion &p_quaternion) { + *this = rotated(p_quaternion); } -Vector3 Basis::get_rotation_euler() const { +Vector3 Basis::get_euler_normalized(EulerOrder p_order) const { // Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S, // and returns the Euler angles corresponding to the rotation part, complementing get_scale(). // See the comment in get_scale() for further information. @@ -364,10 +362,10 @@ Vector3 Basis::get_rotation_euler() const { m.scale(Vector3(-1, -1, -1)); } - return m.get_euler(); + return m.get_euler(p_order); } -Quat Basis::get_rotation_quat() const { +Quaternion Basis::get_rotation_quaternion() const { // Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S, // and returns the Euler angles corresponding to the rotation part, complementing get_scale(). // See the comment in get_scale() for further information. @@ -378,7 +376,19 @@ Quat Basis::get_rotation_quat() const { m.scale(Vector3(-1, -1, -1)); } - return m.get_quat(); + return m.get_quaternion(); +} + +void Basis::rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction) { + // Takes two vectors and rotates the basis from the first vector to the second vector. + // Adopted from: https://gist.github.com/kevinmoran/b45980723e53edeb8a5a43c49f134724 + const Vector3 axis = p_start_direction.cross(p_end_direction).normalized(); + if (axis.length_squared() != 0) { + real_t dot = p_start_direction.dot(p_end_direction); + dot = CLAMP(dot, -1.0, 1.0); + const real_t angle_rads = Math::acos(dot); + set_axis_angle(axis, angle_rads); + } } void Basis::get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const { @@ -411,218 +421,203 @@ void Basis::get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) cons p_angle = -p_angle; } -// get_euler_xyz returns a vector containing the Euler angles in the format -// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last -// (following the convention they are commonly defined in the literature). -// -// The current implementation uses XYZ convention (Z is the first rotation), -// so euler.z is the angle of the (first) rotation around Z axis and so on, -// -// And thus, assuming the matrix is a rotation matrix, this function returns -// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates -// around the z-axis by a and so on. -Vector3 Basis::get_euler_xyz() const { - // Euler angles in XYZ convention. - // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix - // - // rot = cy*cz -cy*sz sy - // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx - // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy - - Vector3 euler; - real_t sy = elements[0][2]; - if (sy < (1.0 - CMP_EPSILON)) { - if (sy > -(1.0 - CMP_EPSILON)) { - // is this a pure Y rotation? - if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) { - // return the simplest form (human friendlier in editor and scripts) - euler.x = 0; - euler.y = atan2(elements[0][2], elements[0][0]); - euler.z = 0; +Vector3 Basis::get_euler(EulerOrder p_order) const { + switch (p_order) { + case EULER_ORDER_XYZ: { + // Euler angles in XYZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz -cy*sz sy + // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx + // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy + + Vector3 euler; + real_t sy = elements[0][2]; + if (sy < (1.0 - CMP_EPSILON)) { + if (sy > -(1.0 - CMP_EPSILON)) { + // is this a pure Y rotation? + if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) { + // return the simplest form (human friendlier in editor and scripts) + euler.x = 0; + euler.y = atan2(elements[0][2], elements[0][0]); + euler.z = 0; + } else { + euler.x = Math::atan2(-elements[1][2], elements[2][2]); + euler.y = Math::asin(sy); + euler.z = Math::atan2(-elements[0][1], elements[0][0]); + } + } else { + euler.x = Math::atan2(elements[2][1], elements[1][1]); + euler.y = -Math_PI / 2.0; + euler.z = 0.0; + } } else { - euler.x = Math::atan2(-elements[1][2], elements[2][2]); - euler.y = Math::asin(sy); - euler.z = Math::atan2(-elements[0][1], elements[0][0]); + euler.x = Math::atan2(elements[2][1], elements[1][1]); + euler.y = Math_PI / 2.0; + euler.z = 0.0; + } + return euler; + } break; + case EULER_ORDER_XZY: { + // Euler angles in XZY convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cz*cy -sz cz*sy + // sx*sy+cx*cy*sz cx*cz cx*sz*sy-cy*sx + // cy*sx*sz cz*sx cx*cy+sx*sz*sy + + Vector3 euler; + real_t sz = elements[0][1]; + if (sz < (1.0 - CMP_EPSILON)) { + if (sz > -(1.0 - CMP_EPSILON)) { + euler.x = Math::atan2(elements[2][1], elements[1][1]); + euler.y = Math::atan2(elements[0][2], elements[0][0]); + euler.z = Math::asin(-sz); + } else { + // It's -1 + euler.x = -Math::atan2(elements[1][2], elements[2][2]); + euler.y = 0.0; + euler.z = Math_PI / 2.0; + } + } else { + // It's 1 + euler.x = -Math::atan2(elements[1][2], elements[2][2]); + euler.y = 0.0; + euler.z = -Math_PI / 2.0; + } + return euler; + } break; + case EULER_ORDER_YXZ: { + // Euler angles in YXZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz+sy*sx*sz cz*sy*sx-cy*sz cx*sy + // cx*sz cx*cz -sx + // cy*sx*sz-cz*sy cy*cz*sx+sy*sz cy*cx + + Vector3 euler; + + real_t m12 = elements[1][2]; + + if (m12 < (1 - CMP_EPSILON)) { + if (m12 > -(1 - CMP_EPSILON)) { + // is this a pure X rotation? + if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) { + // return the simplest form (human friendlier in editor and scripts) + euler.x = atan2(-m12, elements[1][1]); + euler.y = 0; + euler.z = 0; + } else { + euler.x = asin(-m12); + euler.y = atan2(elements[0][2], elements[2][2]); + euler.z = atan2(elements[1][0], elements[1][1]); + } + } else { // m12 == -1 + euler.x = Math_PI * 0.5; + euler.y = atan2(elements[0][1], elements[0][0]); + euler.z = 0; + } + } else { // m12 == 1 + euler.x = -Math_PI * 0.5; + euler.y = -atan2(elements[0][1], elements[0][0]); + euler.z = 0; } - } else { - euler.x = Math::atan2(elements[2][1], elements[1][1]); - euler.y = -Math_PI / 2.0; - euler.z = 0.0; - } - } else { - euler.x = Math::atan2(elements[2][1], elements[1][1]); - euler.y = Math_PI / 2.0; - euler.z = 0.0; - } - return euler; -} - -// set_euler_xyz expects a vector containing the Euler angles in the format -// (ax,ay,az), where ax is the angle of rotation around x axis, -// and similar for other axes. -// The current implementation uses XYZ convention (Z is the first rotation). -void Basis::set_euler_xyz(const Vector3 &p_euler) { - real_t c, s; - - c = Math::cos(p_euler.x); - s = Math::sin(p_euler.x); - Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); - - c = Math::cos(p_euler.y); - s = Math::sin(p_euler.y); - Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); - - c = Math::cos(p_euler.z); - s = Math::sin(p_euler.z); - Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - - //optimizer will optimize away all this anyway - *this = xmat * (ymat * zmat); -} - -Vector3 Basis::get_euler_xzy() const { - // Euler angles in XZY convention. - // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix - // - // rot = cz*cy -sz cz*sy - // sx*sy+cx*cy*sz cx*cz cx*sz*sy-cy*sx - // cy*sx*sz cz*sx cx*cy+sx*sz*sy - - Vector3 euler; - real_t sz = elements[0][1]; - if (sz < (1.0 - CMP_EPSILON)) { - if (sz > -(1.0 - CMP_EPSILON)) { - euler.x = Math::atan2(elements[2][1], elements[1][1]); - euler.y = Math::atan2(elements[0][2], elements[0][0]); - euler.z = Math::asin(-sz); - } else { - // It's -1 - euler.x = -Math::atan2(elements[1][2], elements[2][2]); - euler.y = 0.0; - euler.z = Math_PI / 2.0; - } - } else { - // It's 1 - euler.x = -Math::atan2(elements[1][2], elements[2][2]); - euler.y = 0.0; - euler.z = -Math_PI / 2.0; - } - return euler; -} - -void Basis::set_euler_xzy(const Vector3 &p_euler) { - real_t c, s; - - c = Math::cos(p_euler.x); - s = Math::sin(p_euler.x); - Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); - - c = Math::cos(p_euler.y); - s = Math::sin(p_euler.y); - Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); - - c = Math::cos(p_euler.z); - s = Math::sin(p_euler.z); - Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - - *this = xmat * zmat * ymat; -} - -Vector3 Basis::get_euler_yzx() const { - // Euler angles in YZX convention. - // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix - // - // rot = cy*cz sy*sx-cy*cx*sz cx*sy+cy*sz*sx - // sz cz*cx -cz*sx - // -cz*sy cy*sx+cx*sy*sz cy*cx-sy*sz*sx - - Vector3 euler; - real_t sz = elements[1][0]; - if (sz < (1.0 - CMP_EPSILON)) { - if (sz > -(1.0 - CMP_EPSILON)) { - euler.x = Math::atan2(-elements[1][2], elements[1][1]); - euler.y = Math::atan2(-elements[2][0], elements[0][0]); - euler.z = Math::asin(sz); - } else { - // It's -1 - euler.x = Math::atan2(elements[2][1], elements[2][2]); - euler.y = 0.0; - euler.z = -Math_PI / 2.0; - } - } else { - // It's 1 - euler.x = Math::atan2(elements[2][1], elements[2][2]); - euler.y = 0.0; - euler.z = Math_PI / 2.0; - } - return euler; -} - -void Basis::set_euler_yzx(const Vector3 &p_euler) { - real_t c, s; - - c = Math::cos(p_euler.x); - s = Math::sin(p_euler.x); - Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); - - c = Math::cos(p_euler.y); - s = Math::sin(p_euler.y); - Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); - - c = Math::cos(p_euler.z); - s = Math::sin(p_euler.z); - Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - - *this = ymat * zmat * xmat; -} - -// get_euler_yxz returns a vector containing the Euler angles in the YXZ convention, -// as in first-Z, then-X, last-Y. The angles for X, Y, and Z rotations are returned -// as the x, y, and z components of a Vector3 respectively. -Vector3 Basis::get_euler_yxz() const { - // Euler angles in YXZ convention. - // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix - // - // rot = cy*cz+sy*sx*sz cz*sy*sx-cy*sz cx*sy - // cx*sz cx*cz -sx - // cy*sx*sz-cz*sy cy*cz*sx+sy*sz cy*cx - - Vector3 euler; - - real_t m12 = elements[1][2]; - if (m12 < (1 - CMP_EPSILON)) { - if (m12 > -(1 - CMP_EPSILON)) { - // is this a pure X rotation? - if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) { - // return the simplest form (human friendlier in editor and scripts) - euler.x = atan2(-m12, elements[1][1]); - euler.y = 0; + return euler; + } break; + case EULER_ORDER_YZX: { + // Euler angles in YZX convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz sy*sx-cy*cx*sz cx*sy+cy*sz*sx + // sz cz*cx -cz*sx + // -cz*sy cy*sx+cx*sy*sz cy*cx-sy*sz*sx + + Vector3 euler; + real_t sz = elements[1][0]; + if (sz < (1.0 - CMP_EPSILON)) { + if (sz > -(1.0 - CMP_EPSILON)) { + euler.x = Math::atan2(-elements[1][2], elements[1][1]); + euler.y = Math::atan2(-elements[2][0], elements[0][0]); + euler.z = Math::asin(sz); + } else { + // It's -1 + euler.x = Math::atan2(elements[2][1], elements[2][2]); + euler.y = 0.0; + euler.z = -Math_PI / 2.0; + } + } else { + // It's 1 + euler.x = Math::atan2(elements[2][1], elements[2][2]); + euler.y = 0.0; + euler.z = Math_PI / 2.0; + } + return euler; + } break; + case EULER_ORDER_ZXY: { + // Euler angles in ZXY convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cz*cy-sz*sx*sy -cx*sz cz*sy+cy*sz*sx + // cy*sz+cz*sx*sy cz*cx sz*sy-cz*cy*sx + // -cx*sy sx cx*cy + Vector3 euler; + real_t sx = elements[2][1]; + if (sx < (1.0 - CMP_EPSILON)) { + if (sx > -(1.0 - CMP_EPSILON)) { + euler.x = Math::asin(sx); + euler.y = Math::atan2(-elements[2][0], elements[2][2]); + euler.z = Math::atan2(-elements[0][1], elements[1][1]); + } else { + // It's -1 + euler.x = -Math_PI / 2.0; + euler.y = Math::atan2(elements[0][2], elements[0][0]); + euler.z = 0; + } + } else { + // It's 1 + euler.x = Math_PI / 2.0; + euler.y = Math::atan2(elements[0][2], elements[0][0]); euler.z = 0; + } + return euler; + } break; + case EULER_ORDER_ZYX: { + // Euler angles in ZYX convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cz*cy cz*sy*sx-cx*sz sz*sx+cz*cx*cy + // cy*sz cz*cx+sz*sy*sx cx*sz*sy-cz*sx + // -sy cy*sx cy*cx + Vector3 euler; + real_t sy = elements[2][0]; + if (sy < (1.0 - CMP_EPSILON)) { + if (sy > -(1.0 - CMP_EPSILON)) { + euler.x = Math::atan2(elements[2][1], elements[2][2]); + euler.y = Math::asin(-sy); + euler.z = Math::atan2(elements[1][0], elements[0][0]); + } else { + // It's -1 + euler.x = 0; + euler.y = Math_PI / 2.0; + euler.z = -Math::atan2(elements[0][1], elements[1][1]); + } } else { - euler.x = asin(-m12); - euler.y = atan2(elements[0][2], elements[2][2]); - euler.z = atan2(elements[1][0], elements[1][1]); + // It's 1 + euler.x = 0; + euler.y = -Math_PI / 2.0; + euler.z = -Math::atan2(elements[0][1], elements[1][1]); } - } else { // m12 == -1 - euler.x = Math_PI * 0.5; - euler.y = atan2(elements[0][1], elements[0][0]); - euler.z = 0; + return euler; + } break; + default: { + ERR_FAIL_V_MSG(Vector3(), "Invalid parameter for get_euler(order)"); } - } else { // m12 == 1 - euler.x = -Math_PI * 0.5; - euler.y = -atan2(elements[0][1], elements[0][0]); - euler.z = 0; } - - return euler; + return Vector3(); } -// set_euler_yxz expects a vector containing the Euler angles in the format -// (ax,ay,az), where ax is the angle of rotation around x axis, -// and similar for other axes. -// The current implementation uses YXZ convention (Z is the first rotation). -void Basis::set_euler_yxz(const Vector3 &p_euler) { +void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) { real_t c, s; c = Math::cos(p_euler.x); @@ -637,102 +632,29 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) { s = Math::sin(p_euler.z); Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - //optimizer will optimize away all this anyway - *this = ymat * xmat * zmat; -} - -Vector3 Basis::get_euler_zxy() const { - // Euler angles in ZXY convention. - // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix - // - // rot = cz*cy-sz*sx*sy -cx*sz cz*sy+cy*sz*sx - // cy*sz+cz*sx*sy cz*cx sz*sy-cz*cy*sx - // -cx*sy sx cx*cy - Vector3 euler; - real_t sx = elements[2][1]; - if (sx < (1.0 - CMP_EPSILON)) { - if (sx > -(1.0 - CMP_EPSILON)) { - euler.x = Math::asin(sx); - euler.y = Math::atan2(-elements[2][0], elements[2][2]); - euler.z = Math::atan2(-elements[0][1], elements[1][1]); - } else { - // It's -1 - euler.x = -Math_PI / 2.0; - euler.y = Math::atan2(elements[0][2], elements[0][0]); - euler.z = 0; + switch (p_order) { + case EULER_ORDER_XYZ: { + *this = xmat * (ymat * zmat); + } break; + case EULER_ORDER_XZY: { + *this = xmat * zmat * ymat; + } break; + case EULER_ORDER_YXZ: { + *this = ymat * xmat * zmat; + } break; + case EULER_ORDER_YZX: { + *this = ymat * zmat * xmat; + } break; + case EULER_ORDER_ZXY: { + *this = zmat * xmat * ymat; + } break; + case EULER_ORDER_ZYX: { + *this = zmat * ymat * xmat; + } break; + default: { + ERR_FAIL_MSG("Invalid order parameter for set_euler(vec3,order)"); } - } else { - // It's 1 - euler.x = Math_PI / 2.0; - euler.y = Math::atan2(elements[0][2], elements[0][0]); - euler.z = 0; } - return euler; -} - -void Basis::set_euler_zxy(const Vector3 &p_euler) { - real_t c, s; - - c = Math::cos(p_euler.x); - s = Math::sin(p_euler.x); - Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); - - c = Math::cos(p_euler.y); - s = Math::sin(p_euler.y); - Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); - - c = Math::cos(p_euler.z); - s = Math::sin(p_euler.z); - Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - - *this = zmat * xmat * ymat; -} - -Vector3 Basis::get_euler_zyx() const { - // Euler angles in ZYX convention. - // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix - // - // rot = cz*cy cz*sy*sx-cx*sz sz*sx+cz*cx*cy - // cy*sz cz*cx+sz*sy*sx cx*sz*sy-cz*sx - // -sy cy*sx cy*cx - Vector3 euler; - real_t sy = elements[2][0]; - if (sy < (1.0 - CMP_EPSILON)) { - if (sy > -(1.0 - CMP_EPSILON)) { - euler.x = Math::atan2(elements[2][1], elements[2][2]); - euler.y = Math::asin(-sy); - euler.z = Math::atan2(elements[1][0], elements[0][0]); - } else { - // It's -1 - euler.x = 0; - euler.y = Math_PI / 2.0; - euler.z = -Math::atan2(elements[0][1], elements[1][1]); - } - } else { - // It's 1 - euler.x = 0; - euler.y = -Math_PI / 2.0; - euler.z = -Math::atan2(elements[0][1], elements[1][1]); - } - return euler; -} - -void Basis::set_euler_zyx(const Vector3 &p_euler) { - real_t c, s; - - c = Math::cos(p_euler.x); - s = Math::sin(p_euler.x); - Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); - - c = Math::cos(p_euler.y); - s = Math::sin(p_euler.y); - Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); - - c = Math::cos(p_euler.z); - s = Math::sin(p_euler.z); - Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - - *this = zmat * ymat * xmat; } bool Basis::is_equal_approx(const Basis &p_basis) const { @@ -756,23 +678,14 @@ bool Basis::operator!=(const Basis &p_matrix) const { } Basis::operator String() const { - String mtx; - for (int i = 0; i < 3; i++) { - for (int j = 0; j < 3; j++) { - if (i != 0 || j != 0) { - mtx += ", "; - } - - mtx += rtos(elements[j][i]); //matrix is stored transposed for performance, so print it transposed - } - } - - return mtx; + return "[X: " + get_axis(0).operator String() + + ", Y: " + get_axis(1).operator String() + + ", Z: " + get_axis(2).operator String() + "]"; } -Quat Basis::get_quat() const { +Quaternion Basis::get_quaternion() const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V_MSG(!is_rotation(), Quat(), "Basis must be normalized in order to be casted to a Quaternion. Use get_rotation_quat() or call orthonormalized() instead."); + ERR_FAIL_COND_V_MSG(!is_rotation(), Quaternion(), "Basis must be normalized in order to be casted to a Quaternion. Use get_rotation_quaternion() or call orthonormalized() if the Basis contains linearly independent vectors."); #endif /* Allow getting a quaternion from an unnormalized transform */ Basis m = *this; @@ -788,9 +701,9 @@ Quat Basis::get_quat() const { temp[1] = ((m.elements[0][2] - m.elements[2][0]) * s); temp[2] = ((m.elements[1][0] - m.elements[0][1]) * s); } else { - int i = m.elements[0][0] < m.elements[1][1] ? - (m.elements[1][1] < m.elements[2][2] ? 2 : 1) : - (m.elements[0][0] < m.elements[2][2] ? 2 : 0); + int i = m.elements[0][0] < m.elements[1][1] + ? (m.elements[1][1] < m.elements[2][2] ? 2 : 1) + : (m.elements[0][0] < m.elements[2][2] ? 2 : 0); int j = (i + 1) % 3; int k = (i + 2) % 3; @@ -803,7 +716,7 @@ Quat Basis::get_quat() const { temp[k] = (m.elements[k][i] + m.elements[i][k]) * s; } - return Quat(temp[0], temp[1], temp[2], temp[3]); + return Quaternion(temp[0], temp[1], temp[2], temp[3]); } static const Basis _ortho_bases[24] = { @@ -945,13 +858,13 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { r_angle = angle; } -void Basis::set_quat(const Quat &p_quat) { - real_t d = p_quat.length_squared(); +void Basis::set_quaternion(const Quaternion &p_quaternion) { + real_t d = p_quaternion.length_squared(); real_t s = 2.0 / d; - real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s; - real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs; - real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs; - real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs; + real_t xs = p_quaternion.x * s, ys = p_quaternion.y * s, zs = p_quaternion.z * s; + real_t wx = p_quaternion.w * xs, wy = p_quaternion.w * ys, wz = p_quaternion.w * zs; + real_t xx = p_quaternion.x * xs, xy = p_quaternion.x * ys, xz = p_quaternion.x * zs; + real_t yy = p_quaternion.y * ys, yz = p_quaternion.y * zs, zz = p_quaternion.z * zs; set(1.0 - (yy + zz), xy - wz, xz + wy, xy + wz, 1.0 - (xx + zz), yz - wx, xz - wy, yz + wx, 1.0 - (xx + yy)); @@ -988,21 +901,23 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) { } void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { - set_diagonal(p_scale); + _set_diagonal(p_scale); rotate(p_axis, p_phi); } void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) { - set_diagonal(p_scale); + _set_diagonal(p_scale); rotate(p_euler); } -void Basis::set_quat_scale(const Quat &p_quat, const Vector3 &p_scale) { - set_diagonal(p_scale); - rotate(p_quat); +void Basis::set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale) { + _set_diagonal(p_scale); + rotate(p_quaternion); } -void Basis::set_diagonal(const Vector3 &p_diag) { +// This also sets the non-diagonal elements to 0, which is misleading from the +// name, so we want this method to be private. Use `from_scale` externally. +void Basis::_set_diagonal(const Vector3 &p_diag) { elements[0][0] = p_diag.x; elements[0][1] = 0; elements[0][2] = 0; @@ -1018,8 +933,8 @@ void Basis::set_diagonal(const Vector3 &p_diag) { Basis Basis::slerp(const Basis &p_to, const real_t &p_weight) const { //consider scale - Quat from(*this); - Quat to(p_to); + Quaternion from(*this); + Quaternion to(p_to); Basis b(from.slerp(to, p_weight)); b.elements[0] *= Math::lerp(elements[0].length(), p_to.elements[0].length(), p_weight); @@ -1138,3 +1053,21 @@ void Basis::rotate_sh(real_t *p_values) { p_values[7] = -d3; p_values[8] = d4 * s_scale_dst4; } + +Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up) { +#ifdef MATH_CHECKS + ERR_FAIL_COND_V_MSG(p_target.is_equal_approx(Vector3()), Basis(), "The target vector can't be zero."); + ERR_FAIL_COND_V_MSG(p_up.is_equal_approx(Vector3()), Basis(), "The up vector can't be zero."); +#endif + Vector3 v_z = -p_target.normalized(); + Vector3 v_x = p_up.cross(v_z); +#ifdef MATH_CHECKS + ERR_FAIL_COND_V_MSG(v_x.is_equal_approx(Vector3()), Basis(), "The target vector and up vector can't be parallel to each other."); +#endif + v_x.normalize(); + Vector3 v_y = v_z.cross(v_x); + + Basis basis; + basis.set(v_x, v_y, v_z); + return basis; +} |