transform_3d.h 11 KB

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  1. /**************************************************************************/
  2. /* transform_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
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  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
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  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef TRANSFORM_3D_H
  31. #define TRANSFORM_3D_H
  32. #include "core/math/aabb.h"
  33. #include "core/math/basis.h"
  34. #include "core/math/plane.h"
  35. #include "core/templates/vector.h"
  36. struct _NO_DISCARD_ Transform3D {
  37. Basis basis;
  38. Vector3 origin;
  39. void invert();
  40. Transform3D inverse() const;
  41. void affine_invert();
  42. Transform3D affine_inverse() const;
  43. Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
  44. Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const;
  45. void rotate(const Vector3 &p_axis, real_t p_angle);
  46. void rotate_basis(const Vector3 &p_axis, real_t p_angle);
  47. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
  48. Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false) const;
  49. void scale(const Vector3 &p_scale);
  50. Transform3D scaled(const Vector3 &p_scale) const;
  51. Transform3D scaled_local(const Vector3 &p_scale) const;
  52. void scale_basis(const Vector3 &p_scale);
  53. void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
  54. void translate_local(const Vector3 &p_translation);
  55. Transform3D translated(const Vector3 &p_translation) const;
  56. Transform3D translated_local(const Vector3 &p_translation) const;
  57. const Basis &get_basis() const { return basis; }
  58. void set_basis(const Basis &p_basis) { basis = p_basis; }
  59. const Vector3 &get_origin() const { return origin; }
  60. void set_origin(const Vector3 &p_origin) { origin = p_origin; }
  61. void orthonormalize();
  62. Transform3D orthonormalized() const;
  63. void orthogonalize();
  64. Transform3D orthogonalized() const;
  65. bool is_equal_approx(const Transform3D &p_transform) const;
  66. bool is_finite() const;
  67. bool operator==(const Transform3D &p_transform) const;
  68. bool operator!=(const Transform3D &p_transform) const;
  69. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  70. _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
  71. _FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const;
  72. // NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
  73. // They use the transpose.
  74. // For safe inverse transforms, xform by the affine_inverse.
  75. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  76. _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
  77. _FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const;
  78. // Safe with non-uniform scaling (uses affine_inverse).
  79. _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
  80. _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
  81. // These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
  82. // multiple planes are to be transformed.
  83. _FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
  84. static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose);
  85. void operator*=(const Transform3D &p_transform);
  86. Transform3D operator*(const Transform3D &p_transform) const;
  87. void operator*=(const real_t p_val);
  88. Transform3D operator*(const real_t p_val) const;
  89. Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
  90. _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
  91. Vector3 v = t.origin - origin;
  92. return Transform3D(basis.transpose_xform(t.basis),
  93. basis.xform(v));
  94. }
  95. 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) {
  96. basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  97. origin.x = tx;
  98. origin.y = ty;
  99. origin.z = tz;
  100. }
  101. operator String() const;
  102. Transform3D() {}
  103. Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  104. Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
  105. 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);
  106. };
  107. _FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
  108. return Vector3(
  109. basis[0].dot(p_vector) + origin.x,
  110. basis[1].dot(p_vector) + origin.y,
  111. basis[2].dot(p_vector) + origin.z);
  112. }
  113. _FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
  114. Vector3 v = p_vector - origin;
  115. return Vector3(
  116. (basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
  117. (basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
  118. (basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
  119. }
  120. // Neither the plane regular xform or xform_inv are particularly efficient,
  121. // as they do a basis inverse. For xforming a large number
  122. // of planes it is better to pre-calculate the inverse transpose basis once
  123. // and reuse it for each plane, by using the 'fast' version of the functions.
  124. _FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {
  125. Basis b = basis.inverse();
  126. b.transpose();
  127. return xform_fast(p_plane, b);
  128. }
  129. _FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {
  130. Transform3D inv = affine_inverse();
  131. Basis basis_transpose = basis.transposed();
  132. return xform_inv_fast(p_plane, inv, basis_transpose);
  133. }
  134. _FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {
  135. /* https://dev.theomader.com/transform-bounding-boxes/ */
  136. Vector3 min = p_aabb.position;
  137. Vector3 max = p_aabb.position + p_aabb.size;
  138. Vector3 tmin, tmax;
  139. for (int i = 0; i < 3; i++) {
  140. tmin[i] = tmax[i] = origin[i];
  141. for (int j = 0; j < 3; j++) {
  142. real_t e = basis[i][j] * min[j];
  143. real_t f = basis[i][j] * max[j];
  144. if (e < f) {
  145. tmin[i] += e;
  146. tmax[i] += f;
  147. } else {
  148. tmin[i] += f;
  149. tmax[i] += e;
  150. }
  151. }
  152. }
  153. AABB r_aabb;
  154. r_aabb.position = tmin;
  155. r_aabb.size = tmax - tmin;
  156. return r_aabb;
  157. }
  158. _FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {
  159. /* define vertices */
  160. Vector3 vertices[8] = {
  161. 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),
  162. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  163. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  164. Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
  165. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
  166. Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
  167. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
  168. Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
  169. };
  170. AABB ret;
  171. ret.position = xform_inv(vertices[0]);
  172. for (int i = 1; i < 8; i++) {
  173. ret.expand_to(xform_inv(vertices[i]));
  174. }
  175. return ret;
  176. }
  177. Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const {
  178. Vector<Vector3> array;
  179. array.resize(p_array.size());
  180. const Vector3 *r = p_array.ptr();
  181. Vector3 *w = array.ptrw();
  182. for (int i = 0; i < p_array.size(); ++i) {
  183. w[i] = xform(r[i]);
  184. }
  185. return array;
  186. }
  187. Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const {
  188. Vector<Vector3> array;
  189. array.resize(p_array.size());
  190. const Vector3 *r = p_array.ptr();
  191. Vector3 *w = array.ptrw();
  192. for (int i = 0; i < p_array.size(); ++i) {
  193. w[i] = xform_inv(r[i]);
  194. }
  195. return array;
  196. }
  197. _FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {
  198. // Transform a single point on the plane.
  199. Vector3 point = p_plane.normal * p_plane.d;
  200. point = xform(point);
  201. // Use inverse transpose for correct normals with non-uniform scaling.
  202. Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal);
  203. normal.normalize();
  204. real_t d = normal.dot(point);
  205. return Plane(normal, d);
  206. }
  207. _FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) {
  208. // Transform a single point on the plane.
  209. Vector3 point = p_plane.normal * p_plane.d;
  210. point = p_inverse.xform(point);
  211. // Note that instead of precalculating the transpose, an alternative
  212. // would be to use the transpose for the basis transform.
  213. // However that would be less SIMD friendly (requiring a swizzle).
  214. // So the cost is one extra precalced value in the calling code.
  215. // This is probably worth it, as this could be used in bottleneck areas. And
  216. // where it is not a bottleneck, the non-fast method is fine.
  217. // Use transpose for correct normals with non-uniform scaling.
  218. Vector3 normal = p_basis_transpose.xform(p_plane.normal);
  219. normal.normalize();
  220. real_t d = normal.dot(point);
  221. return Plane(normal, d);
  222. }
  223. #endif // TRANSFORM_3D_H