using System; using System.Runtime.InteropServices; namespace Godot { [StructLayout(LayoutKind.Sequential)] public struct Transform : IEquatable { public Basis basis; public Vector3 origin; public Transform AffineInverse() { Basis basisInv = basis.Inverse(); return new Transform(basisInv, basisInv.Xform(-origin)); } public Transform Inverse() { Basis basisTr = basis.Transposed(); return new Transform(basisTr, basisTr.Xform(-origin)); } public Transform LookingAt(Vector3 target, Vector3 up) { Transform t = this; t.set_look_at(origin, target, up); return t; } public Transform Orthonormalized() { return new Transform(basis.Orthonormalized(), origin); } public Transform Rotated(Vector3 axis, float phi) { return new Transform(new Basis(axis, phi), new Vector3()) * this; } public Transform Scaled(Vector3 scale) { return new Transform(basis.Scaled(scale), origin * scale); } public void set_look_at(Vector3 eye, Vector3 target, Vector3 up) { // Make rotation matrix // Z vector Vector3 zAxis = eye - target; zAxis.Normalize(); Vector3 yAxis = up; Vector3 xAxis = yAxis.Cross(zAxis); // Recompute Y = Z cross X yAxis = zAxis.Cross(xAxis); xAxis.Normalize(); yAxis.Normalize(); basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis); origin = eye; } public Transform Translated(Vector3 ofs) { return new Transform(basis, new Vector3 ( origin[0] += basis[0].Dot(ofs), origin[1] += basis[1].Dot(ofs), origin[2] += basis[2].Dot(ofs) )); } public Vector3 Xform(Vector3 v) { return new Vector3 ( basis[0].Dot(v) + origin.x, basis[1].Dot(v) + origin.y, basis[2].Dot(v) + origin.z ); } public Vector3 XformInv(Vector3 v) { Vector3 vInv = v - origin; return new Vector3 ( (basis[0, 0] * vInv.x) + (basis[1, 0] * vInv.y) + (basis[2, 0] * vInv.z), (basis[0, 1] * vInv.x) + (basis[1, 1] * vInv.y) + (basis[2, 1] * vInv.z), (basis[0, 2] * vInv.x) + (basis[1, 2] * vInv.y) + (basis[2, 2] * vInv.z) ); } public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin) { this.basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis); this.origin = origin; } public Transform(Quat quat, Vector3 origin) { this.basis = new Basis(quat); this.origin = origin; } public Transform(Basis basis, Vector3 origin) { this.basis = basis; this.origin = origin; } public static Transform operator *(Transform left, Transform right) { left.origin = left.Xform(right.origin); left.basis *= right.basis; return left; } public static bool operator ==(Transform left, Transform right) { return left.Equals(right); } public static bool operator !=(Transform left, Transform right) { return !left.Equals(right); } public override bool Equals(object obj) { if (obj is Transform) { return Equals((Transform)obj); } return false; } public bool Equals(Transform other) { return basis.Equals(other.basis) && origin.Equals(other.origin); } public override int GetHashCode() { return basis.GetHashCode() ^ origin.GetHashCode(); } public override string ToString() { return String.Format("{0} - {1}", new object[] { this.basis.ToString(), this.origin.ToString() }); } public string ToString(string format) { return String.Format("{0} - {1}", new object[] { this.basis.ToString(format), this.origin.ToString(format) }); } } }