| 1 | /**************************************************************************/ | 
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| 2 | /*  transform_3d.h                                                        */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #ifndef TRANSFORM_3D_H | 
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| 32 | #define TRANSFORM_3D_H | 
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| 33 |  | 
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| 34 | #include "core/math/aabb.h" | 
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| 35 | #include "core/math/basis.h" | 
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| 36 | #include "core/math/plane.h" | 
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| 37 | #include "core/templates/vector.h" | 
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| 38 |  | 
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| 39 | struct _NO_DISCARD_ Transform3D { | 
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| 40 | Basis basis; | 
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| 41 | Vector3 origin; | 
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| 42 |  | 
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| 43 | void invert(); | 
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| 44 | Transform3D inverse() const; | 
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| 45 |  | 
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| 46 | void affine_invert(); | 
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| 47 | Transform3D affine_inverse() const; | 
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| 48 |  | 
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| 49 | Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const; | 
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| 50 | Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const; | 
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| 51 |  | 
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| 52 | void rotate(const Vector3 &p_axis, real_t p_angle); | 
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| 53 | void rotate_basis(const Vector3 &p_axis, real_t p_angle); | 
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| 54 |  | 
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| 55 | void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false); | 
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| 56 | Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false) const; | 
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| 57 |  | 
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| 58 | void scale(const Vector3 &p_scale); | 
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| 59 | Transform3D scaled(const Vector3 &p_scale) const; | 
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| 60 | Transform3D scaled_local(const Vector3 &p_scale) const; | 
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| 61 | void scale_basis(const Vector3 &p_scale); | 
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| 62 | void translate_local(real_t p_tx, real_t p_ty, real_t p_tz); | 
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| 63 | void translate_local(const Vector3 &p_translation); | 
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| 64 | Transform3D translated(const Vector3 &p_translation) const; | 
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| 65 | Transform3D translated_local(const Vector3 &p_translation) const; | 
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| 66 |  | 
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| 67 | const Basis &get_basis() const { return basis; } | 
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| 68 | void set_basis(const Basis &p_basis) { basis = p_basis; } | 
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| 69 |  | 
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| 70 | const Vector3 &get_origin() const { return origin; } | 
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| 71 | void set_origin(const Vector3 &p_origin) { origin = p_origin; } | 
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| 72 |  | 
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| 73 | void orthonormalize(); | 
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| 74 | Transform3D orthonormalized() const; | 
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| 75 | void orthogonalize(); | 
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| 76 | Transform3D orthogonalized() const; | 
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| 77 | bool is_equal_approx(const Transform3D &p_transform) const; | 
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| 78 | bool is_finite() const; | 
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| 79 |  | 
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| 80 | bool operator==(const Transform3D &p_transform) const; | 
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| 81 | bool operator!=(const Transform3D &p_transform) const; | 
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| 82 |  | 
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| 83 | _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const; | 
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| 84 | _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const; | 
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| 85 | _FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const; | 
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| 86 |  | 
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| 87 | // NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results. | 
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| 88 | // They use the transpose. | 
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| 89 | // For safe inverse transforms, xform by the affine_inverse. | 
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| 90 | _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const; | 
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| 91 | _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const; | 
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| 92 | _FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const; | 
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| 93 |  | 
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| 94 | // Safe with non-uniform scaling (uses affine_inverse). | 
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| 95 | _FORCE_INLINE_ Plane xform(const Plane &p_plane) const; | 
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| 96 | _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const; | 
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| 97 |  | 
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| 98 | // These fast versions use precomputed affine inverse, and should be used in bottleneck areas where | 
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| 99 | // multiple planes are to be transformed. | 
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| 100 | _FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const; | 
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| 101 | static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose); | 
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| 102 |  | 
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| 103 | void operator*=(const Transform3D &p_transform); | 
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| 104 | Transform3D operator*(const Transform3D &p_transform) const; | 
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| 105 | void operator*=(const real_t p_val); | 
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| 106 | Transform3D operator*(const real_t p_val) const; | 
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| 107 |  | 
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| 108 | Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const; | 
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| 109 |  | 
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| 110 | _FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const { | 
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| 111 | Vector3 v = t.origin - origin; | 
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| 112 | return Transform3D(basis.transpose_xform(t.basis), | 
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| 113 | basis.xform(v)); | 
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| 114 | } | 
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| 115 |  | 
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| 116 | 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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| 117 | basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz); | 
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| 118 | origin.x = tx; | 
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| 119 | origin.y = ty; | 
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| 120 | origin.z = tz; | 
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| 121 | } | 
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| 122 |  | 
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| 123 | operator String() const; | 
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| 124 |  | 
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| 125 | Transform3D() {} | 
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| 126 | Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3()); | 
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| 127 | Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin); | 
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| 128 | Transform3D(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 ox, real_t oy, real_t oz); | 
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| 129 | }; | 
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| 130 |  | 
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| 131 | _FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const { | 
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| 132 | return Vector3( | 
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| 133 | basis[0].dot(p_vector) + origin.x, | 
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| 134 | basis[1].dot(p_vector) + origin.y, | 
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| 135 | basis[2].dot(p_vector) + origin.z); | 
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| 136 | } | 
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| 137 |  | 
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| 138 | _FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const { | 
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| 139 | Vector3 v = p_vector - origin; | 
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| 140 |  | 
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| 141 | return Vector3( | 
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| 142 | (basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z), | 
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| 143 | (basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z), | 
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| 144 | (basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z)); | 
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| 145 | } | 
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| 146 |  | 
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| 147 | // Neither the plane regular xform or xform_inv are particularly efficient, | 
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| 148 | // as they do a basis inverse. For xforming a large number | 
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| 149 | // of planes it is better to pre-calculate the inverse transpose basis once | 
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| 150 | // and reuse it for each plane, by using the 'fast' version of the functions. | 
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| 151 | _FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const { | 
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| 152 | Basis b = basis.inverse(); | 
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| 153 | b.transpose(); | 
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| 154 | return xform_fast(p_plane, b); | 
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| 155 | } | 
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| 156 |  | 
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| 157 | _FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const { | 
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| 158 | Transform3D inv = affine_inverse(); | 
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| 159 | Basis basis_transpose = basis.transposed(); | 
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| 160 | return xform_inv_fast(p_plane, inv, basis_transpose); | 
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| 161 | } | 
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| 162 |  | 
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| 163 | _FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const { | 
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| 164 | /* https://dev.theomader.com/transform-bounding-boxes/ */ | 
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| 165 | Vector3 min = p_aabb.position; | 
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| 166 | Vector3 max = p_aabb.position + p_aabb.size; | 
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| 167 | Vector3 tmin, tmax; | 
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| 168 | for (int i = 0; i < 3; i++) { | 
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| 169 | tmin[i] = tmax[i] = origin[i]; | 
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| 170 | for (int j = 0; j < 3; j++) { | 
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| 171 | real_t e = basis[i][j] * min[j]; | 
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| 172 | real_t f = basis[i][j] * max[j]; | 
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| 173 | if (e < f) { | 
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| 174 | tmin[i] += e; | 
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| 175 | tmax[i] += f; | 
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| 176 | } else { | 
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| 177 | tmin[i] += f; | 
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| 178 | tmax[i] += e; | 
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| 179 | } | 
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| 180 | } | 
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| 181 | } | 
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| 182 | AABB r_aabb; | 
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| 183 | r_aabb.position = tmin; | 
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| 184 | r_aabb.size = tmax - tmin; | 
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| 185 | return r_aabb; | 
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| 186 | } | 
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| 187 |  | 
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| 188 | _FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const { | 
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| 189 | /* define vertices */ | 
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| 190 | Vector3 vertices[8] = { | 
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| 191 | Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z), | 
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| 192 | Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), | 
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| 193 | Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), | 
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| 194 | Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z), | 
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| 195 | Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z), | 
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| 196 | Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), | 
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| 197 | Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), | 
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| 198 | Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z) | 
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| 199 | }; | 
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| 200 |  | 
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| 201 | AABB ret; | 
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| 202 |  | 
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| 203 | ret.position = xform_inv(vertices[0]); | 
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| 204 |  | 
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| 205 | for (int i = 1; i < 8; i++) { | 
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| 206 | ret.expand_to(xform_inv(vertices[i])); | 
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| 207 | } | 
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| 208 |  | 
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| 209 | return ret; | 
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| 210 | } | 
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| 211 |  | 
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| 212 | Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const { | 
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| 213 | Vector<Vector3> array; | 
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| 214 | array.resize(p_array.size()); | 
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| 215 |  | 
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| 216 | const Vector3 *r = p_array.ptr(); | 
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| 217 | Vector3 *w = array.ptrw(); | 
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| 218 |  | 
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| 219 | for (int i = 0; i < p_array.size(); ++i) { | 
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| 220 | w[i] = xform(r[i]); | 
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| 221 | } | 
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| 222 | return array; | 
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| 223 | } | 
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| 224 |  | 
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| 225 | Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const { | 
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| 226 | Vector<Vector3> array; | 
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| 227 | array.resize(p_array.size()); | 
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| 228 |  | 
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| 229 | const Vector3 *r = p_array.ptr(); | 
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| 230 | Vector3 *w = array.ptrw(); | 
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| 231 |  | 
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| 232 | for (int i = 0; i < p_array.size(); ++i) { | 
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| 233 | w[i] = xform_inv(r[i]); | 
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| 234 | } | 
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| 235 | return array; | 
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| 236 | } | 
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| 237 |  | 
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| 238 | _FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const { | 
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| 239 | // Transform a single point on the plane. | 
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| 240 | Vector3 point = p_plane.normal * p_plane.d; | 
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| 241 | point = xform(point); | 
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| 242 |  | 
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| 243 | // Use inverse transpose for correct normals with non-uniform scaling. | 
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| 244 | Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal); | 
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| 245 | normal.normalize(); | 
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| 246 |  | 
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| 247 | real_t d = normal.dot(point); | 
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| 248 | return Plane(normal, d); | 
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| 249 | } | 
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| 250 |  | 
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| 251 | _FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) { | 
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| 252 | // Transform a single point on the plane. | 
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| 253 | Vector3 point = p_plane.normal * p_plane.d; | 
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| 254 | point = p_inverse.xform(point); | 
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| 255 |  | 
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| 256 | // Note that instead of precalculating the transpose, an alternative | 
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| 257 | // would be to use the transpose for the basis transform. | 
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| 258 | // However that would be less SIMD friendly (requiring a swizzle). | 
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| 259 | // So the cost is one extra precalced value in the calling code. | 
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| 260 | // This is probably worth it, as this could be used in bottleneck areas. And | 
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| 261 | // where it is not a bottleneck, the non-fast method is fine. | 
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| 262 |  | 
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| 263 | // Use transpose for correct normals with non-uniform scaling. | 
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| 264 | Vector3 normal = p_basis_transpose.xform(p_plane.normal); | 
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| 265 | normal.normalize(); | 
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| 266 |  | 
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| 267 | real_t d = normal.dot(point); | 
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| 268 | return Plane(normal, d); | 
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| 269 | } | 
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| 270 |  | 
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| 271 | #endif // TRANSFORM_3D_H | 
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| 272 |  | 
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