333 lines
12 KiB
C++
333 lines
12 KiB
C++
/*************************************************************************/
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/* basis.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_BASIS_HPP
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#define GODOT_BASIS_HPP
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/variant/quaternion.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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namespace godot {
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class Basis {
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_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
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friend class Variant;
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public:
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Vector3 rows[3] = {
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Vector3(1, 0, 0),
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Vector3(0, 1, 0),
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Vector3(0, 0, 1)
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};
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_FORCE_INLINE_ const Vector3 &operator[](int axis) const {
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return rows[axis];
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}
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_FORCE_INLINE_ Vector3 &operator[](int axis) {
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return rows[axis];
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}
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void invert();
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void transpose();
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Basis inverse() const;
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Basis transposed() const;
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_FORCE_INLINE_ real_t determinant() const;
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enum EulerOrder {
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EULER_ORDER_XYZ,
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EULER_ORDER_XZY,
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EULER_ORDER_YXZ,
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EULER_ORDER_YZX,
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EULER_ORDER_ZXY,
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EULER_ORDER_ZYX
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};
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void from_z(const Vector3 &p_z);
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void rotate(const Vector3 &p_axis, real_t p_angle);
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Basis rotated(const Vector3 &p_axis, real_t p_angle) const;
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void rotate_local(const Vector3 &p_axis, real_t p_angle);
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Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
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void rotate(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
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Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) const;
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void rotate(const Quaternion &p_quaternion);
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Basis rotated(const Quaternion &p_quaternion) const;
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Vector3 get_euler_normalized(EulerOrder p_order = EULER_ORDER_YXZ) const;
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void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
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void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
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Quaternion get_rotation_quaternion() const;
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void rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction);
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Vector3 rotref_posscale_decomposition(Basis &rotref) const;
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Vector3 get_euler(EulerOrder p_order = EULER_ORDER_YXZ) const;
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void set_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
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static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) {
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Basis b;
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b.set_euler(p_euler, p_order);
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return b;
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}
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Quaternion get_quaternion() const;
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void set_quaternion(const Quaternion &p_quaternion);
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void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
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void set_axis_angle(const Vector3 &p_axis, real_t p_angle);
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void scale(const Vector3 &p_scale);
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Basis scaled(const Vector3 &p_scale) const;
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void scale_local(const Vector3 &p_scale);
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Basis scaled_local(const Vector3 &p_scale) const;
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void scale_orthogonal(const Vector3 &p_scale);
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Basis scaled_orthogonal(const Vector3 &p_scale) const;
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void make_scale_uniform();
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float get_uniform_scale() const;
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Vector3 get_scale() const;
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Vector3 get_scale_abs() const;
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Vector3 get_scale_local() const;
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void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
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void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EULER_ORDER_YXZ);
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void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
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// transposed dot products
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_FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
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return rows[0][0] * v[0] + rows[1][0] * v[1] + rows[2][0] * v[2];
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}
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_FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
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return rows[0][1] * v[0] + rows[1][1] * v[1] + rows[2][1] * v[2];
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}
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_FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
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return rows[0][2] * v[0] + rows[1][2] * v[1] + rows[2][2] * v[2];
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}
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bool is_equal_approx(const Basis &p_basis) const;
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bool operator==(const Basis &p_matrix) const;
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bool operator!=(const Basis &p_matrix) const;
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_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
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_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
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_FORCE_INLINE_ void operator*=(const Basis &p_matrix);
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_FORCE_INLINE_ Basis operator*(const Basis &p_matrix) const;
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_FORCE_INLINE_ void operator+=(const Basis &p_matrix);
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_FORCE_INLINE_ Basis operator+(const Basis &p_matrix) const;
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_FORCE_INLINE_ void operator-=(const Basis &p_matrix);
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_FORCE_INLINE_ Basis operator-(const Basis &p_matrix) const;
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_FORCE_INLINE_ void operator*=(const real_t p_val);
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_FORCE_INLINE_ Basis operator*(const real_t p_val) const;
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bool is_orthogonal() const;
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bool is_diagonal() const;
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bool is_rotation() const;
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Basis lerp(const Basis &p_to, const real_t &p_weight) const;
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Basis slerp(const Basis &p_to, const real_t &p_weight) const;
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void rotate_sh(real_t *p_values);
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operator String() const;
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/* create / set */
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_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) {
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rows[0][0] = xx;
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rows[0][1] = xy;
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rows[0][2] = xz;
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rows[1][0] = yx;
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rows[1][1] = yy;
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rows[1][2] = yz;
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rows[2][0] = zx;
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rows[2][1] = zy;
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rows[2][2] = zz;
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}
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_FORCE_INLINE_ void set_columns(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
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set_column(0, p_x);
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set_column(1, p_y);
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set_column(2, p_z);
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}
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_FORCE_INLINE_ Vector3 get_column(int p_index) const {
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// Get actual basis axis column (we store transposed as rows for performance).
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return Vector3(rows[0][p_index], rows[1][p_index], rows[2][p_index]);
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}
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_FORCE_INLINE_ void set_column(int p_index, const Vector3 &p_value) {
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// Set actual basis axis column (we store transposed as rows for performance).
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rows[0][p_index] = p_value.x;
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rows[1][p_index] = p_value.y;
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rows[2][p_index] = p_value.z;
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}
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_FORCE_INLINE_ Vector3 get_main_diagonal() const {
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return Vector3(rows[0][0], rows[1][1], rows[2][2]);
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}
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_FORCE_INLINE_ void set_zero() {
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rows[0].zero();
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rows[1].zero();
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rows[2].zero();
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}
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_FORCE_INLINE_ Basis transpose_xform(const Basis &m) const {
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return Basis(
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rows[0].x * m[0].x + rows[1].x * m[1].x + rows[2].x * m[2].x,
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rows[0].x * m[0].y + rows[1].x * m[1].y + rows[2].x * m[2].y,
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rows[0].x * m[0].z + rows[1].x * m[1].z + rows[2].x * m[2].z,
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rows[0].y * m[0].x + rows[1].y * m[1].x + rows[2].y * m[2].x,
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rows[0].y * m[0].y + rows[1].y * m[1].y + rows[2].y * m[2].y,
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rows[0].y * m[0].z + rows[1].y * m[1].z + rows[2].y * m[2].z,
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rows[0].z * m[0].x + rows[1].z * m[1].x + rows[2].z * m[2].x,
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rows[0].z * m[0].y + rows[1].z * m[1].y + rows[2].z * m[2].y,
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rows[0].z * m[0].z + rows[1].z * m[1].z + rows[2].z * m[2].z);
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}
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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) {
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set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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}
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void orthonormalize();
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Basis orthonormalized() const;
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void orthogonalize();
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Basis orthogonalized() const;
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#ifdef MATH_CHECKS
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bool is_symmetric() const;
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#endif
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Basis diagonalize();
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operator Quaternion() const { return get_quaternion(); }
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static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
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Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
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Basis(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); }
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Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
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static Basis from_scale(const Vector3 &p_scale);
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_FORCE_INLINE_ Basis(const Vector3 &p_x_axis, const Vector3 &p_y_axis, const Vector3 &p_z_axis) {
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set_columns(p_x_axis, p_y_axis, p_z_axis);
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}
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_FORCE_INLINE_ Basis() {}
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private:
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// Helper method.
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void _set_diagonal(const Vector3 &p_diag);
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};
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_FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {
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set(
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p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
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p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
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p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
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}
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_FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {
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return Basis(
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p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
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p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
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p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
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}
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_FORCE_INLINE_ void Basis::operator+=(const Basis &p_matrix) {
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rows[0] += p_matrix.rows[0];
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rows[1] += p_matrix.rows[1];
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rows[2] += p_matrix.rows[2];
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}
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_FORCE_INLINE_ Basis Basis::operator+(const Basis &p_matrix) const {
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Basis ret(*this);
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ret += p_matrix;
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return ret;
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}
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_FORCE_INLINE_ void Basis::operator-=(const Basis &p_matrix) {
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rows[0] -= p_matrix.rows[0];
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rows[1] -= p_matrix.rows[1];
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rows[2] -= p_matrix.rows[2];
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}
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_FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {
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Basis ret(*this);
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ret -= p_matrix;
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return ret;
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}
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_FORCE_INLINE_ void Basis::operator*=(const real_t p_val) {
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rows[0] *= p_val;
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rows[1] *= p_val;
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rows[2] *= p_val;
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}
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_FORCE_INLINE_ Basis Basis::operator*(const real_t p_val) const {
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Basis ret(*this);
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ret *= p_val;
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return ret;
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}
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Vector3 Basis::xform(const Vector3 &p_vector) const {
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return Vector3(
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rows[0].dot(p_vector),
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rows[1].dot(p_vector),
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rows[2].dot(p_vector));
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}
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Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
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return Vector3(
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(rows[0][0] * p_vector.x) + (rows[1][0] * p_vector.y) + (rows[2][0] * p_vector.z),
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(rows[0][1] * p_vector.x) + (rows[1][1] * p_vector.y) + (rows[2][1] * p_vector.z),
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(rows[0][2] * p_vector.x) + (rows[1][2] * p_vector.y) + (rows[2][2] * p_vector.z));
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}
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real_t Basis::determinant() const {
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return rows[0][0] * (rows[1][1] * rows[2][2] - rows[2][1] * rows[1][2]) -
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rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) +
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rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]);
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}
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} // namespace godot
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#endif // GODOT_BASIS_HPP
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