diff options
Diffstat (limited to 'modules/mono/glue/Managed/Files/Basis.cs')
-rw-r--r-- | modules/mono/glue/Managed/Files/Basis.cs | 604 |
1 files changed, 604 insertions, 0 deletions
diff --git a/modules/mono/glue/Managed/Files/Basis.cs b/modules/mono/glue/Managed/Files/Basis.cs new file mode 100644 index 0000000000..a5618cb28d --- /dev/null +++ b/modules/mono/glue/Managed/Files/Basis.cs @@ -0,0 +1,604 @@ +using System; +using System.Runtime.InteropServices; +#if REAL_T_IS_DOUBLE +using real_t = System.Double; +#else +using real_t = System.Single; +#endif + +namespace Godot +{ + [StructLayout(LayoutKind.Sequential)] + public struct Basis : IEquatable<Basis> + { + private static readonly Basis identity = new Basis + ( + new Vector3(1f, 0f, 0f), + new Vector3(0f, 1f, 0f), + new Vector3(0f, 0f, 1f) + ); + + private static readonly Basis[] orthoBases = { + new Basis(1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 1f), + new Basis(0f, -1f, 0f, 1f, 0f, 0f, 0f, 0f, 1f), + new Basis(-1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, 1f), + new Basis(0f, 1f, 0f, -1f, 0f, 0f, 0f, 0f, 1f), + new Basis(1f, 0f, 0f, 0f, 0f, -1f, 0f, 1f, 0f), + new Basis(0f, 0f, 1f, 1f, 0f, 0f, 0f, 1f, 0f), + new Basis(-1f, 0f, 0f, 0f, 0f, 1f, 0f, 1f, 0f), + new Basis(0f, 0f, -1f, -1f, 0f, 0f, 0f, 1f, 0f), + new Basis(1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, -1f), + new Basis(0f, 1f, 0f, 1f, 0f, 0f, 0f, 0f, -1f), + new Basis(-1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, -1f), + new Basis(0f, -1f, 0f, -1f, 0f, 0f, 0f, 0f, -1f), + new Basis(1f, 0f, 0f, 0f, 0f, 1f, 0f, -1f, 0f), + new Basis(0f, 0f, -1f, 1f, 0f, 0f, 0f, -1f, 0f), + new Basis(-1f, 0f, 0f, 0f, 0f, -1f, 0f, -1f, 0f), + new Basis(0f, 0f, 1f, -1f, 0f, 0f, 0f, -1f, 0f), + new Basis(0f, 0f, 1f, 0f, 1f, 0f, -1f, 0f, 0f), + new Basis(0f, -1f, 0f, 0f, 0f, 1f, -1f, 0f, 0f), + new Basis(0f, 0f, -1f, 0f, -1f, 0f, -1f, 0f, 0f), + new Basis(0f, 1f, 0f, 0f, 0f, -1f, -1f, 0f, 0f), + new Basis(0f, 0f, 1f, 0f, -1f, 0f, 1f, 0f, 0f), + new Basis(0f, 1f, 0f, 0f, 0f, 1f, 1f, 0f, 0f), + new Basis(0f, 0f, -1f, 0f, 1f, 0f, 1f, 0f, 0f), + new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f) + }; + + public Vector3 x + { + get { return GetAxis(0); } + set { SetAxis(0, value); } + } + + public Vector3 y + { + get { return GetAxis(1); } + set { SetAxis(1, value); } + } + + public Vector3 z + { + get { return GetAxis(2); } + set { SetAxis(2, value); } + } + + private Vector3 _x; + private Vector3 _y; + private Vector3 _z; + + public static Basis Identity + { + get { return identity; } + } + + public Vector3 Scale + { + get + { + return new Vector3 + ( + new Vector3(this[0, 0], this[1, 0], this[2, 0]).Length(), + new Vector3(this[0, 1], this[1, 1], this[2, 1]).Length(), + new Vector3(this[0, 2], this[1, 2], this[2, 2]).Length() + ); + } + } + + public Vector3 this[int index] + { + get + { + switch (index) + { + case 0: + return _x; + case 1: + return _y; + case 2: + return _z; + default: + throw new IndexOutOfRangeException(); + } + } + set + { + switch (index) + { + case 0: + _x = value; + return; + case 1: + _y = value; + return; + case 2: + _z = value; + return; + default: + throw new IndexOutOfRangeException(); + } + } + } + + public real_t this[int index, int axis] + { + get + { + switch (index) + { + case 0: + return _x[axis]; + case 1: + return _y[axis]; + case 2: + return _z[axis]; + default: + throw new IndexOutOfRangeException(); + } + } + set + { + switch (index) + { + case 0: + _x[axis] = value; + return; + case 1: + _y[axis] = value; + return; + case 2: + _z[axis] = value; + return; + default: + throw new IndexOutOfRangeException(); + } + } + } + + internal static Basis CreateFromAxes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis) + { + return new Basis + ( + new Vector3(xAxis.x, yAxis.x, zAxis.x), + new Vector3(xAxis.y, yAxis.y, zAxis.y), + new Vector3(xAxis.z, yAxis.z, zAxis.z) + ); + } + + internal Quat RotationQuat() + { + Basis orthonormalizedBasis = Orthonormalized(); + real_t det = orthonormalizedBasis.Determinant(); + if (det < 0) + { + // Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles. + orthonormalizedBasis = orthonormalizedBasis.Scaled(Vector3.NegOne); + } + + return orthonormalizedBasis.Quat(); + } + + internal void SetQuantScale(Quat quat, Vector3 scale) + { + SetDiagonal(scale); + Rotate(quat); + } + + private void Rotate(Quat quat) + { + this *= new Basis(quat); + } + + private void SetDiagonal(Vector3 diagonal) + { + _x = new Vector3(diagonal.x, 0, 0); + _y = new Vector3(0, diagonal.y, 0); + _z = new Vector3(0, 0, diagonal.z); + + } + + public real_t Determinant() + { + return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) - + this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) + + this[2, 0] * (this[0, 1] * this[1, 2] - this[1, 1] * this[0, 2]); + } + + public Vector3 GetAxis(int axis) + { + return new Vector3(this[0, axis], this[1, axis], this[2, axis]); + } + + public void SetAxis(int axis, Vector3 value) + { + this[0, axis] = value.x; + this[1, axis] = value.y; + this[2, axis] = value.z; + } + + public Vector3 GetEuler() + { + Basis m = Orthonormalized(); + + Vector3 euler; + euler.z = 0.0f; + + real_t mxy = m[1, 2]; + + + if (mxy < 1.0f) + { + if (mxy > -1.0f) + { + euler.x = Mathf.Asin(-mxy); + euler.y = Mathf.Atan2(m[0, 2], m[2, 2]); + euler.z = Mathf.Atan2(m[1, 0], m[1, 1]); + } + else + { + euler.x = Mathf.Pi * 0.5f; + euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]); + } + } + else + { + euler.x = -Mathf.Pi * 0.5f; + euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]); + } + + return euler; + } + + public int GetOrthogonalIndex() + { + var orth = this; + + for (int i = 0; i < 3; i++) + { + for (int j = 0; j < 3; j++) + { + real_t v = orth[i, j]; + + if (v > 0.5f) + v = 1.0f; + else if (v < -0.5f) + v = -1.0f; + else + v = 0f; + + orth[i, j] = v; + } + } + + for (int i = 0; i < 24; i++) + { + if (orthoBases[i] == orth) + return i; + } + + return 0; + } + + public Basis Inverse() + { + var inv = this; + + real_t[] co = { + inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1], + inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2], + inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0] + }; + + real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2]; + + if (det == 0) + { + return new Basis + ( + real_t.NaN, real_t.NaN, real_t.NaN, + real_t.NaN, real_t.NaN, real_t.NaN, + real_t.NaN, real_t.NaN, real_t.NaN + ); + } + + real_t s = 1.0f / det; + + inv = new Basis + ( + co[0] * s, + inv[0, 2] * inv[2, 1] - inv[0, 1] * inv[2, 2] * s, + inv[0, 1] * inv[1, 2] - inv[0, 2] * inv[1, 1] * s, + co[1] * s, + inv[0, 0] * inv[2, 2] - inv[0, 2] * inv[2, 0] * s, + inv[0, 2] * inv[1, 0] - inv[0, 0] * inv[1, 2] * s, + co[2] * s, + inv[0, 1] * inv[2, 0] - inv[0, 0] * inv[2, 1] * s, + inv[0, 0] * inv[1, 1] - inv[0, 1] * inv[1, 0] * s + ); + + return inv; + } + + public Basis Orthonormalized() + { + Vector3 xAxis = GetAxis(0); + Vector3 yAxis = GetAxis(1); + Vector3 zAxis = GetAxis(2); + + xAxis.Normalize(); + yAxis = yAxis - xAxis * xAxis.Dot(yAxis); + yAxis.Normalize(); + zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis); + zAxis.Normalize(); + + return CreateFromAxes(xAxis, yAxis, zAxis); + } + + public Basis Rotated(Vector3 axis, real_t phi) + { + return new Basis(axis, phi) * this; + } + + public Basis Scaled(Vector3 scale) + { + var m = this; + + m[0, 0] *= scale.x; + m[0, 1] *= scale.x; + m[0, 2] *= scale.x; + m[1, 0] *= scale.y; + m[1, 1] *= scale.y; + m[1, 2] *= scale.y; + m[2, 0] *= scale.z; + m[2, 1] *= scale.z; + m[2, 2] *= scale.z; + + return m; + } + + public real_t Tdotx(Vector3 with) + { + return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2]; + } + + public real_t Tdoty(Vector3 with) + { + return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2]; + } + + public real_t Tdotz(Vector3 with) + { + return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2]; + } + + public Basis Transposed() + { + var tr = this; + + real_t temp = tr[0, 1]; + tr[0, 1] = tr[1, 0]; + tr[1, 0] = temp; + + temp = tr[0, 2]; + tr[0, 2] = tr[2, 0]; + tr[2, 0] = temp; + + temp = tr[1, 2]; + tr[1, 2] = tr[2, 1]; + tr[2, 1] = temp; + + return tr; + } + + public Vector3 Xform(Vector3 v) + { + return new Vector3 + ( + this[0].Dot(v), + this[1].Dot(v), + this[2].Dot(v) + ); + } + + public Vector3 XformInv(Vector3 v) + { + return new Vector3 + ( + this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z, + this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z, + this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z + ); + } + + public Quat Quat() { + real_t trace = _x[0] + _y[1] + _z[2]; + + if (trace > 0.0f) { + real_t s = Mathf.Sqrt(trace + 1.0f) * 2f; + real_t inv_s = 1f / s; + return new Quat( + (_z[1] - _y[2]) * inv_s, + (_x[2] - _z[0]) * inv_s, + (_y[0] - _x[1]) * inv_s, + s * 0.25f + ); + } + + if (_x[0] > _y[1] && _x[0] > _z[2]) { + real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f; + real_t inv_s = 1f / s; + return new Quat( + s * 0.25f, + (_x[1] + _y[0]) * inv_s, + (_x[2] + _z[0]) * inv_s, + (_z[1] - _y[2]) * inv_s + ); + } + + if (_y[1] > _z[2]) { + real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f; + real_t inv_s = 1f / s; + return new Quat( + (_x[1] + _y[0]) * inv_s, + s * 0.25f, + (_y[2] + _z[1]) * inv_s, + (_x[2] - _z[0]) * inv_s + ); + } else { + real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f; + real_t inv_s = 1f / s; + return new Quat( + (_x[2] + _z[0]) * inv_s, + (_y[2] + _z[1]) * inv_s, + s * 0.25f, + (_y[0] - _x[1]) * inv_s + ); + } + } + + public Basis(Quat quat) + { + real_t s = 2.0f / quat.LengthSquared; + + real_t xs = quat.x * s; + real_t ys = quat.y * s; + real_t zs = quat.z * s; + real_t wx = quat.w * xs; + real_t wy = quat.w * ys; + real_t wz = quat.w * zs; + real_t xx = quat.x * xs; + real_t xy = quat.x * ys; + real_t xz = quat.x * zs; + real_t yy = quat.y * ys; + real_t yz = quat.y * zs; + real_t zz = quat.z * zs; + + _x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy); + _y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx); + _z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy)); + } + + public Basis(Vector3 euler) + { + real_t c; + real_t s; + + c = Mathf.Cos(euler.x); + s = Mathf.Sin(euler.x); + var xmat = new Basis(1, 0, 0, 0, c, -s, 0, s, c); + + c = Mathf.Cos(euler.y); + s = Mathf.Sin(euler.y); + var ymat = new Basis(c, 0, s, 0, 1, 0, -s, 0, c); + + c = Mathf.Cos(euler.z); + s = Mathf.Sin(euler.z); + var zmat = new Basis(c, -s, 0, s, c, 0, 0, 0, 1); + + this = ymat * xmat * zmat; + } + + public Basis(Vector3 axis, real_t phi) + { + var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z); + + real_t cosine = Mathf.Cos( phi); + real_t sine = Mathf.Sin( phi); + + _x = new Vector3 + ( + axis_sq.x + cosine * (1.0f - axis_sq.x), + axis.x * axis.y * (1.0f - cosine) - axis.z * sine, + axis.z * axis.x * (1.0f - cosine) + axis.y * sine + ); + + _y = new Vector3 + ( + axis.x * axis.y * (1.0f - cosine) + axis.z * sine, + axis_sq.y + cosine * (1.0f - axis_sq.y), + axis.y * axis.z * (1.0f - cosine) - axis.x * sine + ); + + _z = new Vector3 + ( + axis.z * axis.x * (1.0f - cosine) - axis.y * sine, + axis.y * axis.z * (1.0f - cosine) + axis.x * sine, + axis_sq.z + cosine * (1.0f - axis_sq.z) + ); + } + + public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis) + { + _x = xAxis; + _y = yAxis; + _z = zAxis; + } + + public Basis(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) + { + _x = new Vector3(xx, xy, xz); + _y = new Vector3(yx, yy, yz); + _z = new Vector3(zx, zy, zz); + } + + public static Basis operator *(Basis left, Basis right) + { + return new Basis + ( + right.Tdotx(left[0]), right.Tdoty(left[0]), right.Tdotz(left[0]), + right.Tdotx(left[1]), right.Tdoty(left[1]), right.Tdotz(left[1]), + right.Tdotx(left[2]), right.Tdoty(left[2]), right.Tdotz(left[2]) + ); + } + + public static bool operator ==(Basis left, Basis right) + { + return left.Equals(right); + } + + public static bool operator !=(Basis left, Basis right) + { + return !left.Equals(right); + } + + public override bool Equals(object obj) + { + if (obj is Basis) + { + return Equals((Basis)obj); + } + + return false; + } + + public bool Equals(Basis other) + { + return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]); + } + + public override int GetHashCode() + { + return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode(); + } + + public override string ToString() + { + return String.Format("({0}, {1}, {2})", new object[] + { + _x.ToString(), + _y.ToString(), + _z.ToString() + }); + } + + public string ToString(string format) + { + return String.Format("({0}, {1}, {2})", new object[] + { + _x.ToString(format), + _y.ToString(format), + _z.ToString(format) + }); + } + } +} |