/*************************************************************************/ /* basis.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 GODOT_BASIS_HPP #define GODOT_BASIS_HPP #include #include #include namespace godot { class Basis { _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; } friend class Variant; public: Vector3 rows[3] = { Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1) }; inline const Vector3 &operator[](int axis) const { return rows[axis]; } inline Vector3 &operator[](int axis) { return rows[axis]; } void invert(); void transpose(); Basis inverse() const; Basis transposed() const; inline real_t determinant() const; void from_z(const Vector3 &p_z); inline Vector3 get_axis(int p_axis) const { // get actual basis axis (rows is transposed for performance) return Vector3(rows[0][p_axis], rows[1][p_axis], rows[2][p_axis]); } inline void set_axis(int p_axis, const Vector3 &p_value) { // get actual basis axis (rows is transposed for performance) rows[0][p_axis] = p_value.x; rows[1][p_axis] = p_value.y; rows[2][p_axis] = p_value.z; } void rotate(const Vector3 &p_axis, real_t p_phi); Basis rotated(const Vector3 &p_axis, real_t p_phi) const; void rotate_local(const Vector3 &p_axis, real_t p_phi); Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const; void rotate(const Vector3 &p_euler); Basis rotated(const Vector3 &p_euler) const; void rotate(const Quaternion &p_quat); Basis rotated(const Quaternion &p_quat) const; Vector3 get_rotation_euler() const; void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const; void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const; Quaternion get_rotation_quaternion() const; Vector3 get_rotation() const { return get_rotation_euler(); }; Vector3 rotref_posscale_decomposition(Basis &rotref) const; Vector3 get_euler_xyz() const; void set_euler_xyz(const Vector3 &p_euler); Vector3 get_euler_xzy() const; void set_euler_xzy(const Vector3 &p_euler); Vector3 get_euler_yzx() const; void set_euler_yzx(const Vector3 &p_euler); Vector3 get_euler_yxz() const; void set_euler_yxz(const Vector3 &p_euler); Vector3 get_euler_zxy() const; void set_euler_zxy(const Vector3 &p_euler); Vector3 get_euler_zyx() const; void set_euler_zyx(const Vector3 &p_euler); Quaternion get_quaternion() const; void set_quaternion(const Quaternion &p_quat); Vector3 get_euler() const { return get_euler_yxz(); } void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); } void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const; void set_axis_angle(const Vector3 &p_axis, real_t p_phi); void scale(const Vector3 &p_scale); Basis scaled(const Vector3 &p_scale) const; void scale_local(const Vector3 &p_scale); Basis scaled_local(const Vector3 &p_scale) const; void make_scale_uniform(); float get_uniform_scale() const; Vector3 get_scale() const; Vector3 get_scale_abs() const; Vector3 get_scale_local() const; void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale); void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale); void set_quaternion_scale(const Quaternion &p_quat, const Vector3 &p_scale); // transposed dot products inline real_t tdotx(const Vector3 &v) const { return rows[0][0] * v[0] + rows[1][0] * v[1] + rows[2][0] * v[2]; } inline real_t tdoty(const Vector3 &v) const { return rows[0][1] * v[0] + rows[1][1] * v[1] + rows[2][1] * v[2]; } inline real_t tdotz(const Vector3 &v) const { return rows[0][2] * v[0] + rows[1][2] * v[1] + rows[2][2] * v[2]; } bool is_equal_approx(const Basis &p_basis) const; bool operator==(const Basis &p_matrix) const; bool operator!=(const Basis &p_matrix) const; inline Vector3 xform(const Vector3 &p_vector) const; inline Vector3 xform_inv(const Vector3 &p_vector) const; inline void operator*=(const Basis &p_matrix); inline Basis operator*(const Basis &p_matrix) const; inline void operator+=(const Basis &p_matrix); inline Basis operator+(const Basis &p_matrix) const; inline void operator-=(const Basis &p_matrix); inline Basis operator-(const Basis &p_matrix) const; inline void operator*=(real_t p_val); inline Basis operator*(real_t p_val) const; int get_orthogonal_index() const; void set_orthogonal_index(int p_index); void set_diagonal(const Vector3 &p_diag); bool is_orthogonal() const; bool is_diagonal() const; bool is_rotation() const; Basis slerp(const Basis &p_to, const real_t &p_weight) const; void rotate_sh(real_t *p_values); operator String() const; /* create / set */ 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) { rows[0][0] = xx; rows[0][1] = xy; rows[0][2] = xz; rows[1][0] = yx; rows[1][1] = yy; rows[1][2] = yz; rows[2][0] = zx; rows[2][1] = zy; rows[2][2] = zz; } inline void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) { set_axis(0, p_x); set_axis(1, p_y); set_axis(2, p_z); } inline Vector3 get_column(int i) const { return Vector3(rows[0][i], rows[1][i], rows[2][i]); } inline Vector3 get_row(int i) const { return Vector3(rows[i][0], rows[i][1], rows[i][2]); } inline Vector3 get_main_diagonal() const { return Vector3(rows[0][0], rows[1][1], rows[2][2]); } inline void set_row(int i, const Vector3 &p_row) { rows[i][0] = p_row.x; rows[i][1] = p_row.y; rows[i][2] = p_row.z; } inline void set_zero() { rows[0].zero(); rows[1].zero(); rows[2].zero(); } inline Basis transpose_xform(const Basis &m) const { return Basis( rows[0].x * m[0].x + rows[1].x * m[1].x + rows[2].x * m[2].x, rows[0].x * m[0].y + rows[1].x * m[1].y + rows[2].x * m[2].y, rows[0].x * m[0].z + rows[1].x * m[1].z + rows[2].x * m[2].z, rows[0].y * m[0].x + rows[1].y * m[1].x + rows[2].y * m[2].x, rows[0].y * m[0].y + rows[1].y * m[1].y + rows[2].y * m[2].y, rows[0].y * m[0].z + rows[1].y * m[1].z + rows[2].y * m[2].z, rows[0].z * m[0].x + rows[1].z * m[1].x + rows[2].z * m[2].x, rows[0].z * m[0].y + rows[1].z * m[1].y + rows[2].z * m[2].y, rows[0].z * m[0].z + rows[1].z * m[1].z + rows[2].z * m[2].z); } 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) { set(xx, xy, xz, yx, yy, yz, zx, zy, zz); } void orthonormalize(); Basis orthonormalized() const; #ifdef MATH_CHECKS bool is_symmetric() const; #endif Basis diagonalize(); operator Quaternion() const { return get_quaternion(); } Basis(const Quaternion &p_quat) { set_quaternion(p_quat); }; Basis(const Quaternion &p_quat, const Vector3 &p_scale) { set_quaternion_scale(p_quat, p_scale); } Basis(const Vector3 &p_euler) { set_euler(p_euler); } Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, p_scale); } Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); } Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); } inline Basis(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) { set_axis(0, p_x); set_axis(1, p_y); set_axis(2, p_z); } inline Basis() {} }; inline void Basis::operator*=(const Basis &p_matrix) { set( p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]), p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]), p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2])); } inline Basis Basis::operator*(const Basis &p_matrix) const { return Basis( p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]), p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]), p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2])); } inline void Basis::operator+=(const Basis &p_matrix) { rows[0] += p_matrix.rows[0]; rows[1] += p_matrix.rows[1]; rows[2] += p_matrix.rows[2]; } inline Basis Basis::operator+(const Basis &p_matrix) const { Basis ret(*this); ret += p_matrix; return ret; } inline void Basis::operator-=(const Basis &p_matrix) { rows[0] -= p_matrix.rows[0]; rows[1] -= p_matrix.rows[1]; rows[2] -= p_matrix.rows[2]; } inline Basis Basis::operator-(const Basis &p_matrix) const { Basis ret(*this); ret -= p_matrix; return ret; } inline void Basis::operator*=(real_t p_val) { rows[0] *= p_val; rows[1] *= p_val; rows[2] *= p_val; } inline Basis Basis::operator*(real_t p_val) const { Basis ret(*this); ret *= p_val; return ret; } Vector3 Basis::xform(const Vector3 &p_vector) const { return Vector3( rows[0].dot(p_vector), rows[1].dot(p_vector), rows[2].dot(p_vector)); } Vector3 Basis::xform_inv(const Vector3 &p_vector) const { return Vector3( (rows[0][0] * p_vector.x) + (rows[1][0] * p_vector.y) + (rows[2][0] * p_vector.z), (rows[0][1] * p_vector.x) + (rows[1][1] * p_vector.y) + (rows[2][1] * p_vector.z), (rows[0][2] * p_vector.x) + (rows[1][2] * p_vector.y) + (rows[2][2] * p_vector.z)); } real_t Basis::determinant() const { return rows[0][0] * (rows[1][1] * rows[2][2] - rows[2][1] * rows[1][2]) - rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) + rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]); } } // namespace godot #endif // GODOT_BASIS_HPP