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- #ifndef TRANSFORM_H
- #define TRANSFORM_H
- #include "aabb.h"
- #include "matrix3.h"
- #include "plane.h"
- class Transform {
- public:
- Basis basis;
- Vector3 origin;
- void invert();
- Transform inverse() const;
- void affine_invert();
- Transform affine_inverse() const;
- Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
- void rotate(const Vector3 &p_axis, real_t p_phi);
- void rotate_basis(const Vector3 &p_axis, real_t p_phi);
- void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
- Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;
- void scale(const Vector3 &p_scale);
- Transform scaled(const Vector3 &p_scale) const;
- void scale_basis(const Vector3 &p_scale);
- void translate(real_t p_tx, real_t p_ty, real_t p_tz);
- void translate(const Vector3 &p_translation);
- Transform translated(const Vector3 &p_translation) const;
- const Basis &get_basis() const { return basis; }
- void set_basis(const Basis &p_basis) { basis = p_basis; }
- const Vector3 &get_origin() const { return origin; }
- void set_origin(const Vector3 &p_origin) { origin = p_origin; }
- void orthonormalize();
- Transform orthonormalized() const;
- bool operator==(const Transform &p_transform) const;
- bool operator!=(const Transform &p_transform) const;
- _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
- _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
- _FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
- _FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
- _FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
- _FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
- void operator*=(const Transform &p_transform);
- Transform operator*(const Transform &p_transform) const;
- Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
- _FORCE_INLINE_ Transform inverse_xform(const Transform &t) const {
- Vector3 v = t.origin - origin;
- return Transform(basis.transpose_xform(t.basis),
- basis.xform(v));
- }
- 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) {
- basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
- origin.x = tx;
- origin.y = ty;
- origin.z = tz;
- }
- operator String() const;
- Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
- Transform() {}
- };
- _FORCE_INLINE_ Vector3 Transform::xform(const Vector3 &p_vector) const {
- return Vector3(
- basis[0].dot(p_vector) + origin.x,
- basis[1].dot(p_vector) + origin.y,
- basis[2].dot(p_vector) + origin.z);
- }
- _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
- Vector3 v = p_vector - origin;
- return Vector3(
- (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
- (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
- (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
- }
- _FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
- Vector3 point = p_plane.normal * p_plane.d;
- Vector3 point_dir = point + p_plane.normal;
- point = xform(point);
- point_dir = xform(point_dir);
- Vector3 normal = point_dir - point;
- normal.normalize();
- real_t d = normal.dot(point);
- return Plane(normal, d);
- }
- _FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
- Vector3 point = p_plane.normal * p_plane.d;
- Vector3 point_dir = point + p_plane.normal;
- xform_inv(point);
- xform_inv(point_dir);
- Vector3 normal = point_dir - point;
- normal.normalize();
- real_t d = normal.dot(point);
- return Plane(normal, d);
- }
- _FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const {
-
- Vector3 x = basis.get_axis(0) * p_aabb.size.x;
- Vector3 y = basis.get_axis(1) * p_aabb.size.y;
- Vector3 z = basis.get_axis(2) * p_aabb.size.z;
- Vector3 pos = xform(p_aabb.position);
-
- AABB new_aabb;
- new_aabb.position = pos;
- new_aabb.expand_to(pos + x);
- new_aabb.expand_to(pos + y);
- new_aabb.expand_to(pos + z);
- new_aabb.expand_to(pos + x + y);
- new_aabb.expand_to(pos + x + z);
- new_aabb.expand_to(pos + y + z);
- new_aabb.expand_to(pos + x + y + z);
- return new_aabb;
- }
- _FORCE_INLINE_ AABB Transform::xform_inv(const AABB &p_aabb) const {
-
- Vector3 vertices[8] = {
- 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),
- Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
- Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
- Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
- Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
- Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
- Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
- Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
- };
- AABB ret;
- ret.position = xform_inv(vertices[0]);
- for (int i = 1; i < 8; i++) {
- ret.expand_to(xform_inv(vertices[i]));
- }
- return ret;
- }
- #endif
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