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 { private static readonly Basis identity = new Basis ( 1f, 0f, 0f, 0f, 1f, 0f, 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) }; // NOTE: x, y and z are public-only. Use Column0, Column1 and Column2 internally. /// /// Returns the basis matrix’s x vector. /// This is equivalent to . /// public Vector3 x { get => Column0; set => Column0 = value; } /// /// Returns the basis matrix’s y vector. /// This is equivalent to . /// public Vector3 y { get => Column1; set => Column1 = value; } /// /// Returns the basis matrix’s z vector. /// This is equivalent to . /// public Vector3 z { get => Column2; set => Column2 = value; } public Vector3 Row0; public Vector3 Row1; public Vector3 Row2; public Vector3 Column0 { get => new Vector3(Row0.x, Row1.x, Row2.x); set { this.Row0.x = value.x; this.Row1.x = value.y; this.Row2.x = value.z; } } public Vector3 Column1 { get => new Vector3(Row0.y, Row1.y, Row2.y); set { this.Row0.y = value.x; this.Row1.y = value.y; this.Row2.y = value.z; } } public Vector3 Column2 { get => new Vector3(Row0.z, Row1.z, Row2.z); set { this.Row0.z = value.x; this.Row1.z = value.y; this.Row2.z = value.z; } } public static Basis Identity => identity; public Vector3 Scale { get { real_t detSign = Mathf.Sign(Determinant()); return detSign * new Vector3 ( new Vector3(this.Row0[0], this.Row1[0], this.Row2[0]).Length(), new Vector3(this.Row0[1], this.Row1[1], this.Row2[1]).Length(), new Vector3(this.Row0[2], this.Row1[2], this.Row2[2]).Length() ); } } public Vector3 this[int columnIndex] { get { switch (columnIndex) { case 0: return Column0; case 1: return Column1; case 2: return Column2; default: throw new IndexOutOfRangeException(); } } set { switch (columnIndex) { case 0: Column0 = value; return; case 1: Column1 = value; return; case 2: Column2 = value; return; default: throw new IndexOutOfRangeException(); } } } public real_t this[int columnIndex, int rowIndex] { get { switch (columnIndex) { case 0: return Column0[rowIndex]; case 1: return Column1[rowIndex]; case 2: return Column2[rowIndex]; default: throw new IndexOutOfRangeException(); } } set { switch (columnIndex) { case 0: { var column0 = Column0; column0[rowIndex] = value; Column0 = column0; return; } case 1: { var column1 = Column1; column1[rowIndex] = value; Column1 = column1; return; } case 2: { var column2 = Column2; column2[rowIndex] = value; Column2 = column2; return; } default: throw new IndexOutOfRangeException(); } } } 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 SetQuatScale(Quat quat, Vector3 scale) { SetDiagonal(scale); Rotate(quat); } private void Rotate(Quat quat) { this *= new Basis(quat); } private void SetDiagonal(Vector3 diagonal) { Row0 = new Vector3(diagonal.x, 0, 0); Row1 = new Vector3(0, diagonal.y, 0); Row2 = new Vector3(0, 0, diagonal.z); } public real_t Determinant() { real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1]; real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2]; real_t cofac20 = Row1[0] * Row2[1] - Row1[1] * Row2[0]; return Row0[0] * cofac00 + Row0[1] * cofac10 + Row0[2] * cofac20; } public Vector3 GetEuler() { Basis m = Orthonormalized(); Vector3 euler; euler.z = 0.0f; real_t mzy = m.Row1[2]; if (mzy < 1.0f) { if (mzy > -1.0f) { euler.x = Mathf.Asin(-mzy); euler.y = Mathf.Atan2(m.Row0[2], m.Row2[2]); euler.z = Mathf.Atan2(m.Row1[0], m.Row1[1]); } else { euler.x = Mathf.Pi * 0.5f; euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]); } } else { euler.x = -Mathf.Pi * 0.5f; euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]); } return euler; } public Vector3 GetRow(int index) { switch (index) { case 0: return Row0; case 1: return Row1; case 2: return Row2; default: throw new IndexOutOfRangeException(); } } public void SetRow(int index, Vector3 value) { switch (index) { case 0: Row0 = value; return; case 1: Row1 = value; return; case 2: Row2 = value; return; default: throw new IndexOutOfRangeException(); } } public Vector3 GetColumn(int index) { return this[index]; } public void SetColumn(int index, Vector3 value) { this[index] = value; } [Obsolete("GetAxis is deprecated. Use GetColumn instead.")] public Vector3 GetAxis(int axis) { return new Vector3(this.Row0[axis], this.Row1[axis], this.Row2[axis]); } public int GetOrthogonalIndex() { var orth = this; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { var row = orth.GetRow(i); real_t v = row[j]; if (v > 0.5f) v = 1.0f; else if (v < -0.5f) v = -1.0f; else v = 0f; row[j] = v; orth.SetRow(i, row); } } for (int i = 0; i < 24; i++) { if (orthoBases[i] == orth) return i; } return 0; } public Basis Inverse() { real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1]; real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2]; real_t cofac20 = Row1[0] * Row2[1] - Row1[1] * Row2[0]; real_t det = Row0[0] * cofac00 + Row0[1] * cofac10 + Row0[2] * cofac20; if (det == 0) throw new InvalidOperationException("Matrix determinant is zero and cannot be inverted."); real_t detInv = 1.0f / det; real_t cofac01 = Row0[2] * Row2[1] - Row0[1] * Row2[2]; real_t cofac02 = Row0[1] * Row1[2] - Row0[2] * Row1[1]; real_t cofac11 = Row0[0] * Row2[2] - Row0[2] * Row2[0]; real_t cofac12 = Row0[2] * Row1[0] - Row0[0] * Row1[2]; real_t cofac21 = Row0[1] * Row2[0] - Row0[0] * Row2[1]; real_t cofac22 = Row0[0] * Row1[1] - Row0[1] * Row1[0]; return new Basis ( cofac00 * detInv, cofac01 * detInv, cofac02 * detInv, cofac10 * detInv, cofac11 * detInv, cofac12 * detInv, cofac20 * detInv, cofac21 * detInv, cofac22 * detInv ); } public Basis Orthonormalized() { Vector3 column0 = GetColumn(0); Vector3 column1 = GetColumn(1); Vector3 column2 = GetColumn(2); column0.Normalize(); column1 = column1 - column0 * column0.Dot(column1); column1.Normalize(); column2 = column2 - column0 * column0.Dot(column2) - column1 * column1.Dot(column2); column2.Normalize(); return new Basis(column0, column1, column2); } public Basis Rotated(Vector3 axis, real_t phi) { return new Basis(axis, phi) * this; } public Basis Scaled(Vector3 scale) { var b = this; b.Row0 *= scale.x; b.Row1 *= scale.y; b.Row2 *= scale.z; return b; } public real_t Tdotx(Vector3 with) { return this.Row0[0] * with[0] + this.Row1[0] * with[1] + this.Row2[0] * with[2]; } public real_t Tdoty(Vector3 with) { return this.Row0[1] * with[0] + this.Row1[1] * with[1] + this.Row2[1] * with[2]; } public real_t Tdotz(Vector3 with) { return this.Row0[2] * with[0] + this.Row1[2] * with[1] + this.Row2[2] * with[2]; } public Basis Transposed() { var tr = this; real_t temp = tr.Row0[1]; tr.Row0[1] = tr.Row1[0]; tr.Row1[0] = temp; temp = tr.Row0[2]; tr.Row0[2] = tr.Row2[0]; tr.Row2[0] = temp; temp = tr.Row1[2]; tr.Row1[2] = tr.Row2[1]; tr.Row2[1] = temp; return tr; } public Vector3 Xform(Vector3 v) { return new Vector3 ( this.Row0.Dot(v), this.Row1.Dot(v), this.Row2.Dot(v) ); } public Vector3 XformInv(Vector3 v) { return new Vector3 ( this.Row0[0] * v.x + this.Row1[0] * v.y + this.Row2[0] * v.z, this.Row0[1] * v.x + this.Row1[1] * v.y + this.Row2[1] * v.z, this.Row0[2] * v.x + this.Row1[2] * v.y + this.Row2[2] * v.z ); } public Quat Quat() { real_t trace = Row0[0] + Row1[1] + Row2[2]; if (trace > 0.0f) { real_t s = Mathf.Sqrt(trace + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( (Row2[1] - Row1[2]) * inv_s, (Row0[2] - Row2[0]) * inv_s, (Row1[0] - Row0[1]) * inv_s, s * 0.25f ); } if (Row0[0] > Row1[1] && Row0[0] > Row2[2]) { real_t s = Mathf.Sqrt(Row0[0] - Row1[1] - Row2[2] + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( s * 0.25f, (Row0[1] + Row1[0]) * inv_s, (Row0[2] + Row2[0]) * inv_s, (Row2[1] - Row1[2]) * inv_s ); } if (Row1[1] > Row2[2]) { real_t s = Mathf.Sqrt(-Row0[0] + Row1[1] - Row2[2] + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( (Row0[1] + Row1[0]) * inv_s, s * 0.25f, (Row1[2] + Row2[1]) * inv_s, (Row0[2] - Row2[0]) * inv_s ); } else { real_t s = Mathf.Sqrt(-Row0[0] - Row1[1] + Row2[2] + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( (Row0[2] + Row2[0]) * inv_s, (Row1[2] + Row2[1]) * inv_s, s * 0.25f, (Row1[0] - Row0[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; Row0 = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy); Row1 = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx); Row2 = 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) { Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z); real_t cosine = Mathf.Cos(phi); Row0.x = axisSq.x + cosine * (1.0f - axisSq.x); Row1.y = axisSq.y + cosine * (1.0f - axisSq.y); Row2.z = axisSq.z + cosine * (1.0f - axisSq.z); real_t sine = Mathf.Sin(phi); real_t t = 1.0f - cosine; real_t xyzt = axis.x * axis.y * t; real_t zyxs = axis.z * sine; Row0.y = xyzt - zyxs; Row1.x = xyzt + zyxs; xyzt = axis.x * axis.z * t; zyxs = axis.y * sine; Row0.z = xyzt + zyxs; Row2.x = xyzt - zyxs; xyzt = axis.y * axis.z * t; zyxs = axis.x * sine; Row1.z = xyzt - zyxs; Row2.y = xyzt + zyxs; } public Basis(Vector3 column0, Vector3 column1, Vector3 column2) { Row0 = new Vector3(column0.x, column1.x, column2.x); Row1 = new Vector3(column0.y, column1.y, column2.y); Row2 = new Vector3(column0.z, column1.z, column2.z); // Same as: // Column0 = column0; // Column1 = column1; // Column2 = column2; // We need to assign the struct fields here first so we can't do it that way... } // Arguments are named such that xy is equal to calling x.y internal Basis(real_t xx, real_t yx, real_t zx, real_t xy, real_t yy, real_t zy, real_t xz, real_t yz, real_t zz) { Row0 = new Vector3(xx, yx, zx); Row1 = new Vector3(xy, yy, zy); Row2 = new Vector3(xz, yz, zz); } public static Basis operator *(Basis left, Basis right) { return new Basis ( right.Tdotx(left.Row0), right.Tdoty(left.Row0), right.Tdotz(left.Row0), right.Tdotx(left.Row1), right.Tdoty(left.Row1), right.Tdotz(left.Row1), right.Tdotx(left.Row2), right.Tdoty(left.Row2), right.Tdotz(left.Row2) ); } 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 Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2); } public override int GetHashCode() { return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode(); } public override string ToString() { return String.Format("({0}, {1}, {2})", new object[] { Row0.ToString(), Row1.ToString(), Row2.ToString() }); } public string ToString(string format) { return String.Format("({0}, {1}, {2})", new object[] { Row0.ToString(format), Row1.ToString(format), Row2.ToString(format) }); } } }