virtualx-engine/modules/mono/glue/cs_files/Transform.cs
Aaron Franke ff97c97c93 Replace float with real_t, default Vectors, other misc C# improvements
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
2018-03-22 21:53:21 -05:00

181 lines
4.7 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 Transform : IEquatable<Transform>
{
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, real_t 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)
);
}
// Constructors
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)
});
}
}
}