d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
268 lines
8.8 KiB
C++
268 lines
8.8 KiB
C++
/*************************************************************************/
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/* transform.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 TRANSFORM_H
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#define TRANSFORM_H
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#include "matrix3.h"
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#include "plane.h"
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#include "aabb.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Transform {
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public:
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Matrix3 basis;
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Vector3 origin;
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void invert();
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Transform inverse() const;
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void affine_invert();
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Transform affine_inverse() const;
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Transform rotated(const Vector3& p_axis,real_t p_phi) const;
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void rotate(const Vector3& p_axis,real_t p_phi);
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void rotate_basis(const Vector3& p_axis,real_t p_phi);
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void set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up );
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Transform looking_at( const Vector3& p_target, const Vector3& p_up ) const;
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void scale(const Vector3& p_scale);
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Transform scaled(const Vector3& p_scale) const;
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void scale_basis(const Vector3& p_scale);
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void translate( real_t p_tx, real_t p_ty, real_t p_tz );
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void translate( const Vector3& p_translation );
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Transform translated( const Vector3& p_translation ) const;
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const Matrix3& get_basis() const { return basis; }
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void set_basis(const Matrix3& p_basis) { basis=p_basis; }
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const Vector3& get_origin() const { return origin; }
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void set_origin(const Vector3& p_origin) { origin=p_origin; }
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void orthonormalize();
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Transform orthonormalized() const;
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bool operator==(const Transform& p_transform) const;
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bool operator!=(const Transform& p_transform) 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_ Plane xform(const Plane& p_plane) const;
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_FORCE_INLINE_ Plane xform_inv(const Plane& p_plane) const;
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_FORCE_INLINE_ AABB xform(const AABB& p_aabb) const;
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_FORCE_INLINE_ AABB xform_inv(const AABB& p_aabb) const;
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void operator*=(const Transform& p_transform);
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Transform operator*(const Transform& p_transform) const;
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Transform interpolate_with(const Transform& p_transform, float p_c) const;
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_FORCE_INLINE_ Transform inverse_xform(const Transform& t) const {
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Vector3 v = t.origin - origin;
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return Transform(basis.transpose_xform(t.basis),
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basis.xform(v));
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}
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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,real_t tx, real_t ty, real_t tz) {
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basis.elements[0][0]=xx;
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basis.elements[0][1]=xy;
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basis.elements[0][2]=xz;
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basis.elements[1][0]=yx;
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basis.elements[1][1]=yy;
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basis.elements[1][2]=yz;
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basis.elements[2][0]=zx;
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basis.elements[2][1]=zy;
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basis.elements[2][2]=zz;
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origin.x=tx;
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origin.y=ty;
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origin.z=tz;
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}
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operator String() const;
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Transform(const Matrix3& p_basis, const Vector3& p_origin=Vector3());
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Transform() {}
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};
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_FORCE_INLINE_ Vector3 Transform::xform(const Vector3& p_vector) const {
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return Vector3(
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basis[0].dot(p_vector)+origin.x,
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basis[1].dot(p_vector)+origin.y,
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basis[2].dot(p_vector)+origin.z
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);
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}
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_FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3& p_vector) const {
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Vector3 v = p_vector - origin;
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return Vector3(
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(basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ),
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(basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ),
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(basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z )
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);
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}
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_FORCE_INLINE_ Plane Transform::xform(const Plane& p_plane) const {
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Vector3 point=p_plane.normal*p_plane.d;
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Vector3 point_dir=point+p_plane.normal;
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point=xform(point);
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point_dir=xform(point_dir);
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Vector3 normal=point_dir-point;
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normal.normalize();
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real_t d=normal.dot(point);
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return Plane(normal,d);
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}
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_FORCE_INLINE_ Plane Transform::xform_inv(const Plane& p_plane) const {
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Vector3 point=p_plane.normal*p_plane.d;
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Vector3 point_dir=point+p_plane.normal;
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xform_inv(point);
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xform_inv(point_dir);
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Vector3 normal=point_dir-point;
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normal.normalize();
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real_t d=normal.dot(point);
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return Plane(normal,d);
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}
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_FORCE_INLINE_ AABB Transform::xform(const AABB& p_aabb) const {
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/* define vertices */
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#if 1
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Vector3 x=basis.get_axis(0)*p_aabb.size.x;
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Vector3 y=basis.get_axis(1)*p_aabb.size.y;
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Vector3 z=basis.get_axis(2)*p_aabb.size.z;
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Vector3 pos = xform( p_aabb.pos );
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//could be even further optimized
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AABB new_aabb;
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new_aabb.pos=pos;
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new_aabb.expand_to( pos+x );
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new_aabb.expand_to( pos+y );
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new_aabb.expand_to( pos+z );
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new_aabb.expand_to( pos+x+y );
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new_aabb.expand_to( pos+x+z );
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new_aabb.expand_to( pos+y+z );
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new_aabb.expand_to( pos+x+y+z );
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return new_aabb;
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#else
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Vector3 vertices[8]={
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
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};
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AABB ret;
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ret.pos=xform(vertices[0]);
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for (int i=1;i<8;i++) {
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ret.expand_to( xform(vertices[i]) );
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}
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return ret;
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#endif
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}
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_FORCE_INLINE_ AABB Transform::xform_inv(const AABB& p_aabb) const {
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/* define vertices */
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Vector3 vertices[8]={
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z),
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Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z)
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};
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AABB ret;
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ret.pos=xform_inv(vertices[0]);
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for (int i=1;i<8;i++) {
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ret.expand_to( xform_inv(vertices[i]) );
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}
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return ret;
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}
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#ifdef OPTIMIZED_TRANSFORM_IMPL_OVERRIDE
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#else
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struct OptimizedTransform {
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Transform transform;
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_FORCE_INLINE_ void invert() {transform.invert(); }
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_FORCE_INLINE_ void affine_invert() {transform.affine_invert(); }
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_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec) const { return transform.xform(p_vec); };
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_FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vec) const { return transform.xform_inv(p_vec); };
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_FORCE_INLINE_ OptimizedTransform operator*(const OptimizedTransform& p_ot ) const { return OptimizedTransform( transform * p_ot.transform ) ; }
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_FORCE_INLINE_ Transform get_transform() const { return transform; }
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_FORCE_INLINE_ void set_transform(const Transform& p_transform) { transform=p_transform; }
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OptimizedTransform(const Transform& p_transform) {
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transform=p_transform;
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}
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};
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#endif
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#endif
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