basis.h 12 KB

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  1. /*************************************************************************/
  2. /* basis.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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 */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  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. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  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, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef BASIS_H
  31. #define BASIS_H
  32. #include "core/math/quat.h"
  33. #include "core/math/vector3.h"
  34. class Basis {
  35. public:
  36. Vector3 elements[3] = {
  37. Vector3(1, 0, 0),
  38. Vector3(0, 1, 0),
  39. Vector3(0, 0, 1)
  40. };
  41. _FORCE_INLINE_ const Vector3 &operator[](int axis) const {
  42. return elements[axis];
  43. }
  44. _FORCE_INLINE_ Vector3 &operator[](int axis) {
  45. return elements[axis];
  46. }
  47. void invert();
  48. void transpose();
  49. Basis inverse() const;
  50. Basis transposed() const;
  51. _FORCE_INLINE_ real_t determinant() const;
  52. void from_z(const Vector3 &p_z);
  53. _FORCE_INLINE_ Vector3 get_axis(int p_axis) const {
  54. // get actual basis axis (elements is transposed for performance)
  55. return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
  56. }
  57. _FORCE_INLINE_ void set_axis(int p_axis, const Vector3 &p_value) {
  58. // get actual basis axis (elements is transposed for performance)
  59. elements[0][p_axis] = p_value.x;
  60. elements[1][p_axis] = p_value.y;
  61. elements[2][p_axis] = p_value.z;
  62. }
  63. void rotate(const Vector3 &p_axis, real_t p_phi);
  64. Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
  65. void rotate_local(const Vector3 &p_axis, real_t p_phi);
  66. Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
  67. void rotate(const Vector3 &p_euler);
  68. Basis rotated(const Vector3 &p_euler) const;
  69. void rotate(const Quat &p_quat);
  70. Basis rotated(const Quat &p_quat) const;
  71. Vector3 get_rotation_euler() const;
  72. void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
  73. void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
  74. Quat get_rotation_quat() const;
  75. Vector3 get_rotation() const { return get_rotation_euler(); };
  76. Vector3 rotref_posscale_decomposition(Basis &rotref) const;
  77. Vector3 get_euler_xyz() const;
  78. void set_euler_xyz(const Vector3 &p_euler);
  79. Vector3 get_euler_xzy() const;
  80. void set_euler_xzy(const Vector3 &p_euler);
  81. Vector3 get_euler_yzx() const;
  82. void set_euler_yzx(const Vector3 &p_euler);
  83. Vector3 get_euler_yxz() const;
  84. void set_euler_yxz(const Vector3 &p_euler);
  85. Vector3 get_euler_zxy() const;
  86. void set_euler_zxy(const Vector3 &p_euler);
  87. Vector3 get_euler_zyx() const;
  88. void set_euler_zyx(const Vector3 &p_euler);
  89. Quat get_quat() const;
  90. void set_quat(const Quat &p_quat);
  91. Vector3 get_euler() const { return get_euler_yxz(); }
  92. void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
  93. void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
  94. void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
  95. void scale(const Vector3 &p_scale);
  96. Basis scaled(const Vector3 &p_scale) const;
  97. void scale_local(const Vector3 &p_scale);
  98. Basis scaled_local(const Vector3 &p_scale) const;
  99. Vector3 get_scale() const;
  100. Vector3 get_scale_abs() const;
  101. Vector3 get_scale_local() const;
  102. void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
  103. void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
  104. void set_quat_scale(const Quat &p_quat, const Vector3 &p_scale);
  105. // transposed dot products
  106. _FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
  107. return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
  108. }
  109. _FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
  110. return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
  111. }
  112. _FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
  113. return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
  114. }
  115. bool is_equal_approx(const Basis &p_basis) const;
  116. // TODO: Break compatibility in 4.0 by getting rid of this so that it's only an instance method. See also TODO in variant_call.cpp
  117. bool is_equal_approx(const Basis &a, const Basis &b) const { return a.is_equal_approx(b); }
  118. bool is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon = UNIT_EPSILON) const;
  119. bool operator==(const Basis &p_matrix) const;
  120. bool operator!=(const Basis &p_matrix) const;
  121. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
  122. _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
  123. _FORCE_INLINE_ void operator*=(const Basis &p_matrix);
  124. _FORCE_INLINE_ Basis operator*(const Basis &p_matrix) const;
  125. _FORCE_INLINE_ void operator+=(const Basis &p_matrix);
  126. _FORCE_INLINE_ Basis operator+(const Basis &p_matrix) const;
  127. _FORCE_INLINE_ void operator-=(const Basis &p_matrix);
  128. _FORCE_INLINE_ Basis operator-(const Basis &p_matrix) const;
  129. _FORCE_INLINE_ void operator*=(real_t p_val);
  130. _FORCE_INLINE_ Basis operator*(real_t p_val) const;
  131. int get_orthogonal_index() const;
  132. void set_orthogonal_index(int p_index);
  133. void set_diagonal(const Vector3 &p_diag);
  134. bool is_orthogonal() const;
  135. bool is_diagonal() const;
  136. bool is_rotation() const;
  137. Basis slerp(const Basis &target, const real_t &t) const;
  138. operator String() const;
  139. /* create / set */
  140. _FORCE_INLINE_ 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) {
  141. elements[0][0] = xx;
  142. elements[0][1] = xy;
  143. elements[0][2] = xz;
  144. elements[1][0] = yx;
  145. elements[1][1] = yy;
  146. elements[1][2] = yz;
  147. elements[2][0] = zx;
  148. elements[2][1] = zy;
  149. elements[2][2] = zz;
  150. }
  151. _FORCE_INLINE_ void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
  152. set_axis(0, p_x);
  153. set_axis(1, p_y);
  154. set_axis(2, p_z);
  155. }
  156. _FORCE_INLINE_ Vector3 get_column(int i) const {
  157. return Vector3(elements[0][i], elements[1][i], elements[2][i]);
  158. }
  159. _FORCE_INLINE_ Vector3 get_row(int i) const {
  160. return Vector3(elements[i][0], elements[i][1], elements[i][2]);
  161. }
  162. _FORCE_INLINE_ Vector3 get_main_diagonal() const {
  163. return Vector3(elements[0][0], elements[1][1], elements[2][2]);
  164. }
  165. _FORCE_INLINE_ void set_row(int i, const Vector3 &p_row) {
  166. elements[i][0] = p_row.x;
  167. elements[i][1] = p_row.y;
  168. elements[i][2] = p_row.z;
  169. }
  170. _FORCE_INLINE_ void set_zero() {
  171. elements[0].zero();
  172. elements[1].zero();
  173. elements[2].zero();
  174. }
  175. _FORCE_INLINE_ Basis transpose_xform(const Basis &m) const {
  176. return Basis(
  177. elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
  178. elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
  179. elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
  180. elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
  181. elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
  182. elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
  183. elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
  184. elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
  185. elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
  186. }
  187. 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) {
  188. set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  189. }
  190. void orthonormalize();
  191. Basis orthonormalized() const;
  192. bool is_symmetric() const;
  193. Basis diagonalize();
  194. operator Quat() const { return get_quat(); }
  195. Basis(const Quat &p_quat) { set_quat(p_quat); };
  196. Basis(const Quat &p_quat, const Vector3 &p_scale) { set_quat_scale(p_quat, p_scale); }
  197. Basis(const Vector3 &p_euler) { set_euler(p_euler); }
  198. Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, p_scale); }
  199. Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
  200. Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
  201. _FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
  202. elements[0] = row0;
  203. elements[1] = row1;
  204. elements[2] = row2;
  205. }
  206. _FORCE_INLINE_ Basis() {}
  207. };
  208. _FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {
  209. set(
  210. p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
  211. p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
  212. p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
  213. }
  214. _FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {
  215. return Basis(
  216. p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
  217. p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
  218. p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
  219. }
  220. _FORCE_INLINE_ void Basis::operator+=(const Basis &p_matrix) {
  221. elements[0] += p_matrix.elements[0];
  222. elements[1] += p_matrix.elements[1];
  223. elements[2] += p_matrix.elements[2];
  224. }
  225. _FORCE_INLINE_ Basis Basis::operator+(const Basis &p_matrix) const {
  226. Basis ret(*this);
  227. ret += p_matrix;
  228. return ret;
  229. }
  230. _FORCE_INLINE_ void Basis::operator-=(const Basis &p_matrix) {
  231. elements[0] -= p_matrix.elements[0];
  232. elements[1] -= p_matrix.elements[1];
  233. elements[2] -= p_matrix.elements[2];
  234. }
  235. _FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {
  236. Basis ret(*this);
  237. ret -= p_matrix;
  238. return ret;
  239. }
  240. _FORCE_INLINE_ void Basis::operator*=(real_t p_val) {
  241. elements[0] *= p_val;
  242. elements[1] *= p_val;
  243. elements[2] *= p_val;
  244. }
  245. _FORCE_INLINE_ Basis Basis::operator*(real_t p_val) const {
  246. Basis ret(*this);
  247. ret *= p_val;
  248. return ret;
  249. }
  250. Vector3 Basis::xform(const Vector3 &p_vector) const {
  251. return Vector3(
  252. elements[0].dot(p_vector),
  253. elements[1].dot(p_vector),
  254. elements[2].dot(p_vector));
  255. }
  256. Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
  257. return Vector3(
  258. (elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
  259. (elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
  260. (elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
  261. }
  262. real_t Basis::determinant() const {
  263. return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
  264. elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
  265. elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
  266. }
  267. #endif // BASIS_H