/*************************************************************************/ /* transform.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "matrix3.h" #include "plane.h" #include "rect3.h" /** @author Juan Linietsky */ class Transform { public: Basis basis; Vector3 origin; void invert(); Transform inverse() const; void affine_invert(); Transform affine_inverse() const; Transform 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); Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const; void scale(const Vector3 &p_scale); Transform 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; 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(); Transform orthonormalized() const; bool operator==(const Transform &p_transform) const; bool operator!=(const Transform &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_ Rect3 xform(const Rect3 &p_aabb) const; _FORCE_INLINE_ Rect3 xform_inv(const Rect3 &p_aabb) const; void operator*=(const Transform &p_transform); Transform operator*(const Transform &p_transform) const; Transform interpolate_with(const Transform &p_transform, real_t p_c) const; _FORCE_INLINE_ Transform inverse_xform(const Transform &t) const { Vector3 v = t.origin - origin; return Transform(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.elements[0][0] = xx; basis.elements[0][1] = xy; basis.elements[0][2] = xz; basis.elements[1][0] = yx; basis.elements[1][1] = yy; basis.elements[1][2] = yz; basis.elements[2][0] = zx; basis.elements[2][1] = zy; basis.elements[2][2] = zz; origin.x = tx; origin.y = ty; origin.z = tz; } operator String() const; Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3()); Transform() {} }; _FORCE_INLINE_ Vector3 Transform::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 { 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 Transform::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 Transform::xform_inv(const Plane &p_plane) const { Vector3 point = p_plane.normal * p_plane.d; Vector3 point_dir = point + p_plane.normal; xform_inv(point); xform_inv(point_dir); Vector3 normal = point_dir - point; normal.normalize(); real_t d = normal.dot(point); return Plane(normal, d); } _FORCE_INLINE_ Rect3 Transform::xform(const Rect3 &p_aabb) const { /* define vertices */ #if 1 Vector3 x = basis.get_axis(0) * p_aabb.size.x; Vector3 y = basis.get_axis(1) * p_aabb.size.y; Vector3 z = basis.get_axis(2) * p_aabb.size.z; Vector3 pos = xform(p_aabb.position); //could be even further optimized Rect3 new_aabb; new_aabb.position = pos; new_aabb.expand_to(pos + x); new_aabb.expand_to(pos + y); new_aabb.expand_to(pos + z); new_aabb.expand_to(pos + x + y); new_aabb.expand_to(pos + x + z); new_aabb.expand_to(pos + y + z); new_aabb.expand_to(pos + x + y + z); return new_aabb; #else 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.pos = xform(vertices[0]); for (int i = 1; i < 8; i++) { ret.expand_to(xform(vertices[i])); } return ret; #endif } _FORCE_INLINE_ Rect3 Transform::xform_inv(const Rect3 &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) }; Rect3 ret; ret.position = xform_inv(vertices[0]); for (int i = 1; i < 8; i++) { ret.expand_to(xform_inv(vertices[i])); } return ret; } #endif