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- /*************************************************************************/
- /* transform.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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. */
- /*************************************************************************/
- #include "transform.h"
- #include "core/math/math_funcs.h"
- #include "core/os/copymem.h"
- #include "core/print_string.h"
- void Transform::affine_invert() {
- basis.invert();
- origin = basis.xform(-origin);
- }
- Transform Transform::affine_inverse() const {
- Transform ret = *this;
- ret.affine_invert();
- return ret;
- }
- void Transform::invert() {
- basis.transpose();
- origin = basis.xform(-origin);
- }
- Transform Transform::inverse() const {
- // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
- // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
- Transform ret = *this;
- ret.invert();
- return ret;
- }
- void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
- *this = rotated(p_axis, p_phi);
- }
- Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
- return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
- }
- void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
- basis.rotate(p_axis, p_phi);
- }
- Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
- Transform t = *this;
- t.set_look_at(origin, p_target, p_up);
- return t;
- }
- void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
- #ifdef MATH_CHECKS
- ERR_FAIL_COND(p_eye == p_target);
- ERR_FAIL_COND(p_up.length() == 0);
- #endif
- // Reference: MESA source code
- Vector3 v_x, v_y, v_z;
- /* Make rotation matrix */
- /* Z vector */
- v_z = p_eye - p_target;
- v_z.normalize();
- v_y = p_up;
- v_x = v_y.cross(v_z);
- #ifdef MATH_CHECKS
- ERR_FAIL_COND(v_x.length() == 0);
- #endif
- /* Recompute Y = Z cross X */
- v_y = v_z.cross(v_x);
- v_x.normalize();
- v_y.normalize();
- basis.set(v_x, v_y, v_z);
- origin = p_eye;
- }
- Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
- /* not sure if very "efficient" but good enough? */
- Vector3 src_scale = basis.get_scale();
- Quat src_rot = basis.get_rotation_quat();
- Vector3 src_loc = origin;
- Vector3 dst_scale = p_transform.basis.get_scale();
- Quat dst_rot = p_transform.basis.get_rotation_quat();
- Vector3 dst_loc = p_transform.origin;
- Transform interp;
- interp.basis.set_quat_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.linear_interpolate(dst_scale, p_c));
- interp.origin = src_loc.linear_interpolate(dst_loc, p_c);
- return interp;
- }
- void Transform::scale(const Vector3 &p_scale) {
- basis.scale(p_scale);
- origin *= p_scale;
- }
- Transform Transform::scaled(const Vector3 &p_scale) const {
- Transform t = *this;
- t.scale(p_scale);
- return t;
- }
- void Transform::scale_basis(const Vector3 &p_scale) {
- basis.scale(p_scale);
- }
- void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
- translate(Vector3(p_tx, p_ty, p_tz));
- }
- void Transform::translate(const Vector3 &p_translation) {
- for (int i = 0; i < 3; i++) {
- origin[i] += basis[i].dot(p_translation);
- }
- }
- Transform Transform::translated(const Vector3 &p_translation) const {
- Transform t = *this;
- t.translate(p_translation);
- return t;
- }
- void Transform::orthonormalize() {
- basis.orthonormalize();
- }
- Transform Transform::orthonormalized() const {
- Transform _copy = *this;
- _copy.orthonormalize();
- return _copy;
- }
- bool Transform::is_equal_approx(const Transform &p_transform) const {
- return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
- }
- bool Transform::operator==(const Transform &p_transform) const {
- return (basis == p_transform.basis && origin == p_transform.origin);
- }
- bool Transform::operator!=(const Transform &p_transform) const {
- return (basis != p_transform.basis || origin != p_transform.origin);
- }
- void Transform::operator*=(const Transform &p_transform) {
- origin = xform(p_transform.origin);
- basis *= p_transform.basis;
- }
- Transform Transform::operator*(const Transform &p_transform) const {
- Transform t = *this;
- t *= p_transform;
- return t;
- }
- Transform::operator String() const {
- return basis.operator String() + " - " + origin.operator String();
- }
- Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) :
- basis(p_basis),
- origin(p_origin) {
- }
- Transform::Transform(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) {
- basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
- origin = Vector3(ox, oy, oz);
- }
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