codot/core/math/basis.h
2022-03-14 16:48:25 +01:00

387 lines
14 KiB
C++

/*************************************************************************/
/* basis.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/*************************************************************************/
#ifndef BASIS_H
#define BASIS_H
#include "core/math/quat.h"
#include "core/math/vector3.h"
typedef struct _NO_DISCARD_CLASS_ Basis {
Vector3 elements[3];
} Basis;
extern _FORCE_INLINE_ Basis basis_create() {
Basis b;
vector3_set(&b.elements[0], 1, 0, 0);
vector3_set(&b.elements[1], 0, 1, 0);
vector3_set(&b.elements[2], 0, 0, 1);
return b;
}
extern _FORCE_INLINE_ Basis basis_createv(const Vector3 *row0, const Vector3 *row1, const Vector3 *row2) {
Basis b;
b.elements[0] = *row0;
b.elements[1] = *row1;
b.elements[2] = *row2;
return b;
}
/*
Basis(const Quat &p_quat) {
set_quat(p_quat);
}
Basis(const Quat &p_quat, const Vector3 &p_scale) {
set_quat_scale(p_quat, p_scale);
}
Basis(const Vector3 &p_euler) {
set_euler(p_euler);
}
Basis(const Vector3 &p_euler, const Vector3 &p_scale) {
set_euler_scale(p_euler, p_scale);
}
Basis(const Vector3 &p_axis, real_t p_phi) {
set_axis_angle(p_axis, p_phi);
}
Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
set_axis_angle_scale(p_axis, p_phi, p_scale);
}
*/
extern _FORCE_INLINE_ Basis basis_creater(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) {
Basis b;
b.elements[0].coord[0] = xx;
b.elements[0].coord[1] = xy;
b.elements[0].coord[2] = xz;
b.elements[1].coord[0] = yx;
b.elements[1].coord[1] = yy;
b.elements[1].coord[2] = yz;
b.elements[2].coord[0] = zx;
b.elements[2].coord[1] = zy;
b.elements[2].coord[2] = zz;
return b;
}
extern _FORCE_INLINE_ const Vector3 basis_get_axis(const Basis *b, int p_axis) {
// get actual basis axis (elements is transposed for performance)
return vector3_create(b->elements[0].coord[p_axis], b->elements[1].coord[p_axis], b->elements[2].coord[p_axis]);
}
extern _FORCE_INLINE_ void basis_set_axis(Basis *b, int p_axis, const Vector3 *p_value) {
// get actual basis axis (elements is transposed for performance)
b->elements[0].coord[p_axis] = p_value->x;
b->elements[1].coord[p_axis] = p_value->y;
b->elements[2].coord[p_axis] = p_value->z;
}
extern _FORCE_INLINE_ void basis_setr(Basis *b, 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) {
b->elements[0].coord[0] = xx;
b->elements[0].coord[1] = xy;
b->elements[0].coord[2] = xz;
b->elements[1].coord[0] = yx;
b->elements[1].coord[1] = yy;
b->elements[1].coord[2] = yz;
b->elements[2].coord[0] = zx;
b->elements[2].coord[1] = zy;
b->elements[2].coord[2] = zz;
}
extern _FORCE_INLINE_ void basis_setv(Basis *b, const Vector3 *p_x, const Vector3 *p_y, const Vector3 *p_z) {
basis_set_axis(b, 0, p_x);
basis_set_axis(b, 1, p_y);
basis_set_axis(b, 2, p_z);
}
extern _FORCE_INLINE_ Vector3 basis_get_column(const Basis *b, int i) {
return vector3_create(b->elements[0].coord[i], b->elements[1].coord[i], b->elements[2].coord[i]);
}
extern _FORCE_INLINE_ Vector3 basis_get_row(const Basis *b, int i) {
return vector3_create(b->elements[i].coord[0], b->elements[i].coord[1], b->elements[i].coord[2]);
}
extern _FORCE_INLINE_ Vector3 basis_get_main_diagonal(const Basis *b) {
return vector3_create(b->elements[0].coord[0], b->elements[1].coord[1], b->elements[2].coord[2]);
}
extern _FORCE_INLINE_ void basis_set_row(Basis *b, int i, const Vector3 *p_row) {
b->elements[i].coord[0] = p_row->x;
b->elements[i].coord[1] = p_row->y;
b->elements[i].coord[2] = p_row->z;
}
extern _FORCE_INLINE_ void basis_set_zero(Basis *b) {
vector3_zero(&b->elements[0]);
vector3_zero(&b->elements[1]);
vector3_zero(&b->elements[2]);
}
extern _FORCE_INLINE_ Basis basis_transpose_xform(const Basis *b, const Basis *m) {
return basis_creater(
b->elements[0].x * m->elements[0].x + b->elements[1].x * m->elements[1].x + b->elements[2].x * m->elements[2].x,
b->elements[0].x * m->elements[0].y + b->elements[1].x * m->elements[1].y + b->elements[2].x * m->elements[2].y,
b->elements[0].x * m->elements[0].z + b->elements[1].x * m->elements[1].z + b->elements[2].x * m->elements[2].z,
b->elements[0].y * m->elements[0].x + b->elements[1].y * m->elements[1].x + b->elements[2].y * m->elements[2].x,
b->elements[0].y * m->elements[0].y + b->elements[1].y * m->elements[1].y + b->elements[2].y * m->elements[2].y,
b->elements[0].y * m->elements[0].z + b->elements[1].y * m->elements[1].z + b->elements[2].y * m->elements[2].z,
b->elements[0].z * m->elements[0].x + b->elements[1].z * m->elements[1].x + b->elements[2].z * m->elements[2].x,
b->elements[0].z * m->elements[0].y + b->elements[1].z * m->elements[1].y + b->elements[2].z * m->elements[2].y,
b->elements[0].z * m->elements[0].z + b->elements[1].z * m->elements[1].z + b->elements[2].z * m->elements[2].z);
}
/*
void invert();
void transpose();
Basis inverse() const;
Basis transposed() const;
_FORCE_INLINE_ real_t determinant() const;
void from_z(const Vector3 &p_z);
void rotate(const Vector3 &p_axis, real_t p_phi);
Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
void rotate_local(const Vector3 &p_axis, real_t p_phi);
Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
void rotate(const Vector3 &p_euler);
Basis rotated(const Vector3 &p_euler) const;
void rotate(const Quat &p_quat);
Basis rotated(const Quat &p_quat) const;
Vector3 get_rotation_euler() const;
void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
Quat get_rotation_quat() const;
Vector3 get_rotation() const { return get_rotation_euler(); };
Vector3 rotref_posscale_decomposition(Basis &rotref) const;
Vector3 get_euler_xyz() const;
void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_xzy() const;
void set_euler_xzy(const Vector3 &p_euler);
Vector3 get_euler_yzx() const;
void set_euler_yzx(const Vector3 &p_euler);
Vector3 get_euler_yxz() const;
void set_euler_yxz(const Vector3 &p_euler);
Vector3 get_euler_zxy() const;
void set_euler_zxy(const Vector3 &p_euler);
Vector3 get_euler_zyx() const;
void set_euler_zyx(const Vector3 &p_euler);
Quat get_quat() const;
void set_quat(const Quat &p_quat);
Vector3 get_euler() const { return get_euler_yxz(); }
void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
void scale(const Vector3 &p_scale);
Basis scaled(const Vector3 &p_scale) const;
void scale_local(const Vector3 &p_scale);
Basis scaled_local(const Vector3 &p_scale) const;
Vector3 get_scale() const;
Vector3 get_scale_abs() const;
Vector3 get_scale_local() const;
void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
void set_quat_scale(const Quat &p_quat, const Vector3 &p_scale);
// transposed dot products
_FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
}
_FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
}
_FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
}
bool is_equal_approx(const Basis &p_basis) const;
// For complicated reasons, the second argument is always discarded. See #45062.
bool is_equal_approx(const Basis &a, const Basis &b) const { return is_equal_approx(a); }
bool is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon = UNIT_EPSILON) const;
bool operator==(const Basis &p_matrix) const;
bool operator!=(const Basis &p_matrix) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
_FORCE_INLINE_ void operator*=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator*(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator+=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator+(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator-=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator-(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator*=(real_t p_val);
_FORCE_INLINE_ Basis operator*(real_t p_val) const;
int get_orthogonal_index() const;
void set_orthogonal_index(int p_index);
void set_diagonal(const Vector3 &p_diag);
bool is_orthogonal() const;
bool is_diagonal() const;
bool is_rotation() const;
Basis slerp(const Basis &p_to, const real_t &p_weight) const;
_FORCE_INLINE_ Basis lerp(const Basis &p_to, const real_t &p_weight) const;
operator String() const;
// create / set
void orthonormalize();
Basis orthonormalized() const;
bool is_symmetric() const;
Basis diagonalize();
// The following normal xform functions are correct for non-uniform scales.
// Use these two functions in combination to xform a series of normals.
// First use get_normal_xform_basis() to precalculate the inverse transpose.
// Then apply xform_normal_fast() multiple times using the inverse transpose basis.
Basis get_normal_xform_basis() const { return inverse().transposed(); }
// N.B. This only does a normal transform if the basis used is the inverse transpose!
// Otherwise use xform_normal().
Vector3 xform_normal_fast(const Vector3 &p_vector) const { return xform(p_vector).normalized(); }
// This function does the above but for a single normal vector. It is considerably slower, so should usually
// only be used in cases of single normals, or when the basis changes each time.
Vector3 xform_normal(const Vector3 &p_vector) const { return get_normal_xform_basis().xform_normal_fast(p_vector); }
operator Quat() const { return get_quat(); }
//--------
_FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {
set(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
}
_FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {
return Basis(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
}
_FORCE_INLINE_ void Basis::operator+=(const Basis &p_matrix) {
elements[0] += p_matrix.elements[0];
elements[1] += p_matrix.elements[1];
elements[2] += p_matrix.elements[2];
}
_FORCE_INLINE_ Basis Basis::operator+(const Basis &p_matrix) const {
Basis ret(*this);
ret += p_matrix;
return ret;
}
_FORCE_INLINE_ void Basis::operator-=(const Basis &p_matrix) {
elements[0] -= p_matrix.elements[0];
elements[1] -= p_matrix.elements[1];
elements[2] -= p_matrix.elements[2];
}
_FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {
Basis ret(*this);
ret -= p_matrix;
return ret;
}
_FORCE_INLINE_ void Basis::operator*=(real_t p_val) {
elements[0] *= p_val;
elements[1] *= p_val;
elements[2] *= p_val;
}
_FORCE_INLINE_ Basis Basis::operator*(real_t p_val) const {
Basis ret(*this);
ret *= p_val;
return ret;
}
Vector3 Basis::xform(const Vector3 &p_vector) const {
return Vector3(
elements[0].dot(p_vector),
elements[1].dot(p_vector),
elements[2].dot(p_vector));
}
Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
return Vector3(
(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
(elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
}
real_t Basis::determinant() const {
return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
}
Basis Basis::lerp(const Basis &p_to, const real_t &p_weight) const {
Basis b;
b.elements[0] = elements[0].linear_interpolate(p_to.elements[0], p_weight);
b.elements[1] = elements[1].linear_interpolate(p_to.elements[1], p_weight);
b.elements[2] = elements[2].linear_interpolate(p_to.elements[2], p_weight);
return b;
}
*/
#endif // BASIS_H