virtualx-engine/modules/mono/glue/Managed/Files/Basis.cs

615 lines
18 KiB
C#

using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
public struct Basis : IEquatable<Basis>
{
private static readonly Basis identity = new Basis
(
1f, 0f, 0f,
0f, 1f, 0f,
0f, 0f, 1f
);
private static readonly Basis[] orthoBases = {
new Basis(1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 1f),
new Basis(0f, -1f, 0f, 1f, 0f, 0f, 0f, 0f, 1f),
new Basis(-1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, 1f),
new Basis(0f, 1f, 0f, -1f, 0f, 0f, 0f, 0f, 1f),
new Basis(1f, 0f, 0f, 0f, 0f, -1f, 0f, 1f, 0f),
new Basis(0f, 0f, 1f, 1f, 0f, 0f, 0f, 1f, 0f),
new Basis(-1f, 0f, 0f, 0f, 0f, 1f, 0f, 1f, 0f),
new Basis(0f, 0f, -1f, -1f, 0f, 0f, 0f, 1f, 0f),
new Basis(1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, -1f),
new Basis(0f, 1f, 0f, 1f, 0f, 0f, 0f, 0f, -1f),
new Basis(-1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, -1f),
new Basis(0f, -1f, 0f, -1f, 0f, 0f, 0f, 0f, -1f),
new Basis(1f, 0f, 0f, 0f, 0f, 1f, 0f, -1f, 0f),
new Basis(0f, 0f, -1f, 1f, 0f, 0f, 0f, -1f, 0f),
new Basis(-1f, 0f, 0f, 0f, 0f, -1f, 0f, -1f, 0f),
new Basis(0f, 0f, 1f, -1f, 0f, 0f, 0f, -1f, 0f),
new Basis(0f, 0f, 1f, 0f, 1f, 0f, -1f, 0f, 0f),
new Basis(0f, -1f, 0f, 0f, 0f, 1f, -1f, 0f, 0f),
new Basis(0f, 0f, -1f, 0f, -1f, 0f, -1f, 0f, 0f),
new Basis(0f, 1f, 0f, 0f, 0f, -1f, -1f, 0f, 0f),
new Basis(0f, 0f, 1f, 0f, -1f, 0f, 1f, 0f, 0f),
new Basis(0f, 1f, 0f, 0f, 0f, 1f, 1f, 0f, 0f),
new Basis(0f, 0f, -1f, 0f, 1f, 0f, 1f, 0f, 0f),
new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
};
public Vector3 x
{
get { return GetAxis(0); }
set { SetAxis(0, value); }
}
public Vector3 y
{
get { return GetAxis(1); }
set { SetAxis(1, value); }
}
public Vector3 z
{
get { return GetAxis(2); }
set { SetAxis(2, value); }
}
private Vector3 _x;
private Vector3 _y;
private Vector3 _z;
public static Basis Identity
{
get { return identity; }
}
public Vector3 Scale
{
get
{
return new Vector3
(
new Vector3(this[0, 0], this[1, 0], this[2, 0]).Length(),
new Vector3(this[0, 1], this[1, 1], this[2, 1]).Length(),
new Vector3(this[0, 2], this[1, 2], this[2, 2]).Length()
);
}
}
public Vector3 this[int index]
{
get
{
switch (index)
{
case 0:
return _x;
case 1:
return _y;
case 2:
return _z;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
_x = value;
return;
case 1:
_y = value;
return;
case 2:
_z = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
public real_t this[int index, int axis]
{
get
{
switch (index)
{
case 0:
return _x[axis];
case 1:
return _y[axis];
case 2:
return _z[axis];
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
_x[axis] = value;
return;
case 1:
_y[axis] = value;
return;
case 2:
_z[axis] = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
internal static Basis CreateFromAxes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{
return new Basis
(
xAxis.x, yAxis.x, zAxis.x,
xAxis.y, yAxis.y, zAxis.y,
xAxis.z, yAxis.z, zAxis.z
);
}
internal Quat RotationQuat()
{
Basis orthonormalizedBasis = Orthonormalized();
real_t det = orthonormalizedBasis.Determinant();
if (det < 0)
{
// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
orthonormalizedBasis = orthonormalizedBasis.Scaled(Vector3.NegOne);
}
return orthonormalizedBasis.Quat();
}
internal void SetQuantScale(Quat quat, Vector3 scale)
{
SetDiagonal(scale);
Rotate(quat);
}
private void Rotate(Quat quat)
{
this *= new Basis(quat);
}
private void SetDiagonal(Vector3 diagonal)
{
_x = new Vector3(diagonal.x, 0, 0);
_y = new Vector3(0, diagonal.y, 0);
_z = new Vector3(0, 0, diagonal.z);
}
public real_t Determinant()
{
return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
this[2, 0] * (this[0, 1] * this[1, 2] - this[1, 1] * this[0, 2]);
}
public Vector3 GetAxis(int axis)
{
return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
}
public void SetAxis(int axis, Vector3 value)
{
this[0, axis] = value.x;
this[1, axis] = value.y;
this[2, axis] = value.z;
}
public Vector3 GetEuler()
{
Basis m = Orthonormalized();
Vector3 euler;
euler.z = 0.0f;
real_t mxy = m[1, 2];
if (mxy < 1.0f)
{
if (mxy > -1.0f)
{
euler.x = Mathf.Asin(-mxy);
euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
}
else
{
euler.x = Mathf.Pi * 0.5f;
euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
}
else
{
euler.x = -Mathf.Pi * 0.5f;
euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
return euler;
}
public int GetOrthogonalIndex()
{
var orth = this;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
real_t v = orth[i, j];
if (v > 0.5f)
v = 1.0f;
else if (v < -0.5f)
v = -1.0f;
else
v = 0f;
orth[i, j] = v;
}
}
for (int i = 0; i < 24; i++)
{
if (orthoBases[i] == orth)
return i;
}
return 0;
}
public Basis Inverse()
{
var inv = this;
real_t[] co = {
inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
};
real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
if (det == 0)
{
return new Basis
(
real_t.NaN, real_t.NaN, real_t.NaN,
real_t.NaN, real_t.NaN, real_t.NaN,
real_t.NaN, real_t.NaN, real_t.NaN
);
}
real_t s = 1.0f / det;
inv = new Basis
(
co[0] * s,
inv[0, 2] * inv[2, 1] - inv[0, 1] * inv[2, 2] * s,
inv[0, 1] * inv[1, 2] - inv[0, 2] * inv[1, 1] * s,
co[1] * s,
inv[0, 0] * inv[2, 2] - inv[0, 2] * inv[2, 0] * s,
inv[0, 2] * inv[1, 0] - inv[0, 0] * inv[1, 2] * s,
co[2] * s,
inv[0, 1] * inv[2, 0] - inv[0, 0] * inv[2, 1] * s,
inv[0, 0] * inv[1, 1] - inv[0, 1] * inv[1, 0] * s
);
return inv;
}
public Basis Orthonormalized()
{
Vector3 xAxis = GetAxis(0);
Vector3 yAxis = GetAxis(1);
Vector3 zAxis = GetAxis(2);
xAxis.Normalize();
yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
yAxis.Normalize();
zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis);
zAxis.Normalize();
return CreateFromAxes(xAxis, yAxis, zAxis);
}
public Basis Rotated(Vector3 axis, real_t phi)
{
return new Basis(axis, phi) * this;
}
public Basis Scaled(Vector3 scale)
{
var m = this;
m[0, 0] *= scale.x;
m[0, 1] *= scale.x;
m[0, 2] *= scale.x;
m[1, 0] *= scale.y;
m[1, 1] *= scale.y;
m[1, 2] *= scale.y;
m[2, 0] *= scale.z;
m[2, 1] *= scale.z;
m[2, 2] *= scale.z;
return m;
}
public real_t Tdotx(Vector3 with)
{
return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
}
public real_t Tdoty(Vector3 with)
{
return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
}
public real_t Tdotz(Vector3 with)
{
return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
}
public Basis Transposed()
{
var tr = this;
real_t temp = tr[0, 1];
tr[0, 1] = tr[1, 0];
tr[1, 0] = temp;
temp = tr[0, 2];
tr[0, 2] = tr[2, 0];
tr[2, 0] = temp;
temp = tr[1, 2];
tr[1, 2] = tr[2, 1];
tr[2, 1] = temp;
return tr;
}
public Vector3 Xform(Vector3 v)
{
return new Vector3
(
this[0].Dot(v),
this[1].Dot(v),
this[2].Dot(v)
);
}
public Vector3 XformInv(Vector3 v)
{
return new Vector3
(
this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
);
}
public Quat Quat()
{
real_t trace = _x[0] + _y[1] + _z[2];
if (trace > 0.0f)
{
real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_z[1] - _y[2]) * inv_s,
(_x[2] - _z[0]) * inv_s,
(_y[0] - _x[1]) * inv_s,
s * 0.25f
);
}
if (_x[0] > _y[1] && _x[0] > _z[2])
{
real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
s * 0.25f,
(_x[1] + _y[0]) * inv_s,
(_x[2] + _z[0]) * inv_s,
(_z[1] - _y[2]) * inv_s
);
}
if (_y[1] > _z[2])
{
real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_x[1] + _y[0]) * inv_s,
s * 0.25f,
(_y[2] + _z[1]) * inv_s,
(_x[2] - _z[0]) * inv_s
);
}
else
{
real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_x[2] + _z[0]) * inv_s,
(_y[2] + _z[1]) * inv_s,
s * 0.25f,
(_y[0] - _x[1]) * inv_s
);
}
}
public Basis(Quat quat)
{
real_t s = 2.0f / quat.LengthSquared;
real_t xs = quat.x * s;
real_t ys = quat.y * s;
real_t zs = quat.z * s;
real_t wx = quat.w * xs;
real_t wy = quat.w * ys;
real_t wz = quat.w * zs;
real_t xx = quat.x * xs;
real_t xy = quat.x * ys;
real_t xz = quat.x * zs;
real_t yy = quat.y * ys;
real_t yz = quat.y * zs;
real_t zz = quat.z * zs;
_x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
_y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
_z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
}
public Basis(Vector3 euler)
{
real_t c;
real_t s;
c = Mathf.Cos(euler.x);
s = Mathf.Sin(euler.x);
var xmat = new Basis(1, 0, 0, 0, c, -s, 0, s, c);
c = Mathf.Cos(euler.y);
s = Mathf.Sin(euler.y);
var ymat = new Basis(c, 0, s, 0, 1, 0, -s, 0, c);
c = Mathf.Cos(euler.z);
s = Mathf.Sin(euler.z);
var zmat = new Basis(c, -s, 0, s, c, 0, 0, 0, 1);
this = ymat * xmat * zmat;
}
public Basis(Vector3 axis, real_t phi)
{
var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
real_t cosine = Mathf.Cos(phi);
real_t sine = Mathf.Sin(phi);
_x = new Vector3
(
axis_sq.x + cosine * (1.0f - axis_sq.x),
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
);
_y = new Vector3
(
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
axis_sq.y + cosine * (1.0f - axis_sq.y),
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
);
_z = new Vector3
(
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
axis_sq.z + cosine * (1.0f - axis_sq.z)
);
}
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{
_x = new Vector3(xAxis.x, yAxis.x, zAxis.x);
_y = new Vector3(xAxis.y, yAxis.y, zAxis.y);
_z = new Vector3(xAxis.z, yAxis.z, zAxis.z);
// Same as:
// SetAxis(0, xAxis);
// SetAxis(1, yAxis);
// SetAxis(2, zAxis);
// We need to assign the struct fields so we can't do that...
}
internal 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)
{
_x = new Vector3(xx, xy, xz);
_y = new Vector3(yx, yy, yz);
_z = new Vector3(zx, zy, zz);
}
public static Basis operator *(Basis left, Basis right)
{
return new Basis
(
right.Tdotx(left[0]), right.Tdoty(left[0]), right.Tdotz(left[0]),
right.Tdotx(left[1]), right.Tdoty(left[1]), right.Tdotz(left[1]),
right.Tdotx(left[2]), right.Tdoty(left[2]), right.Tdotz(left[2])
);
}
public static bool operator ==(Basis left, Basis right)
{
return left.Equals(right);
}
public static bool operator !=(Basis left, Basis right)
{
return !left.Equals(right);
}
public override bool Equals(object obj)
{
if (obj is Basis)
{
return Equals((Basis)obj);
}
return false;
}
public bool Equals(Basis other)
{
return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
}
public override int GetHashCode()
{
return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
_x.ToString(),
_y.ToString(),
_z.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1}, {2})", new object[]
{
_x.ToString(format),
_y.ToString(format),
_z.ToString(format)
});
}
}
}