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2 /*  transform.h                                                          */
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30 
31 #ifndef TRANSFORM_H
32 #define TRANSFORM_H
33 
34 #include "core/math/aabb.h"
35 #include "core/math/basis.h"
36 #include "core/math/plane.h"
37 #include "core/pool_vector.h"
38 
39 class Transform {
40 public:
41 	Basis basis;
42 	Vector3 origin;
43 
44 	void invert();
45 	Transform inverse() const;
46 
47 	void affine_invert();
48 	Transform affine_inverse() const;
49 
50 	Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
51 
52 	void rotate(const Vector3 &p_axis, real_t p_phi);
53 	void rotate_basis(const Vector3 &p_axis, real_t p_phi);
54 
55 	void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
56 	Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;
57 
58 	void scale(const Vector3 &p_scale);
59 	Transform scaled(const Vector3 &p_scale) const;
60 	void scale_basis(const Vector3 &p_scale);
61 	void translate(real_t p_tx, real_t p_ty, real_t p_tz);
62 	void translate(const Vector3 &p_translation);
63 	Transform translated(const Vector3 &p_translation) const;
64 
get_basis()65 	const Basis &get_basis() const { return basis; }
set_basis(const Basis & p_basis)66 	void set_basis(const Basis &p_basis) { basis = p_basis; }
67 
get_origin()68 	const Vector3 &get_origin() const { return origin; }
set_origin(const Vector3 & p_origin)69 	void set_origin(const Vector3 &p_origin) { origin = p_origin; }
70 
71 	void orthonormalize();
72 	Transform orthonormalized() const;
73 	bool is_equal_approx(const Transform &p_transform) const;
74 
75 	bool operator==(const Transform &p_transform) const;
76 	bool operator!=(const Transform &p_transform) const;
77 
78 	_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
79 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
80 
81 	_FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
82 	_FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
83 
84 	_FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
85 	_FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
86 
87 	_FORCE_INLINE_ PoolVector<Vector3> xform(const PoolVector<Vector3> &p_array) const;
88 	_FORCE_INLINE_ PoolVector<Vector3> xform_inv(const PoolVector<Vector3> &p_array) const;
89 
90 	void operator*=(const Transform &p_transform);
91 	Transform operator*(const Transform &p_transform) const;
92 
93 	Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
94 
inverse_xform(const Transform & t)95 	_FORCE_INLINE_ Transform inverse_xform(const Transform &t) const {
96 
97 		Vector3 v = t.origin - origin;
98 		return Transform(basis.transpose_xform(t.basis),
99 				basis.xform(v));
100 	}
101 
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)102 	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) {
103 
104 		basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
105 		origin.x = tx;
106 		origin.y = ty;
107 		origin.z = tz;
108 	}
109 
110 	operator String() const;
111 
112 	Transform(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);
113 	Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
Transform()114 	Transform() {}
115 };
116 
xform(const Vector3 & p_vector)117 _FORCE_INLINE_ Vector3 Transform::xform(const Vector3 &p_vector) const {
118 
119 	return Vector3(
120 			basis[0].dot(p_vector) + origin.x,
121 			basis[1].dot(p_vector) + origin.y,
122 			basis[2].dot(p_vector) + origin.z);
123 }
xform_inv(const Vector3 & p_vector)124 _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
125 
126 	Vector3 v = p_vector - origin;
127 
128 	return Vector3(
129 			(basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
130 			(basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
131 			(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
132 }
133 
xform(const Plane & p_plane)134 _FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
135 
136 	Vector3 point = p_plane.normal * p_plane.d;
137 	Vector3 point_dir = point + p_plane.normal;
138 	point = xform(point);
139 	point_dir = xform(point_dir);
140 
141 	Vector3 normal = point_dir - point;
142 	normal.normalize();
143 	real_t d = normal.dot(point);
144 
145 	return Plane(normal, d);
146 }
xform_inv(const Plane & p_plane)147 _FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
148 
149 	Vector3 point = p_plane.normal * p_plane.d;
150 	Vector3 point_dir = point + p_plane.normal;
151 	xform_inv(point);
152 	xform_inv(point_dir);
153 
154 	Vector3 normal = point_dir - point;
155 	normal.normalize();
156 	real_t d = normal.dot(point);
157 
158 	return Plane(normal, d);
159 }
160 
xform(const AABB & p_aabb)161 _FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const {
162 
163 	/* http://dev.theomader.com/transform-bounding-boxes/ */
164 	Vector3 min = p_aabb.position;
165 	Vector3 max = p_aabb.position + p_aabb.size;
166 	Vector3 tmin, tmax;
167 	for (int i = 0; i < 3; i++) {
168 		tmin[i] = tmax[i] = origin[i];
169 		for (int j = 0; j < 3; j++) {
170 			real_t e = basis[i][j] * min[j];
171 			real_t f = basis[i][j] * max[j];
172 			if (e < f) {
173 				tmin[i] += e;
174 				tmax[i] += f;
175 			} else {
176 				tmin[i] += f;
177 				tmax[i] += e;
178 			}
179 		}
180 	}
181 	AABB r_aabb;
182 	r_aabb.position = tmin;
183 	r_aabb.size = tmax - tmin;
184 	return r_aabb;
185 }
186 
xform_inv(const AABB & p_aabb)187 _FORCE_INLINE_ AABB Transform::xform_inv(const AABB &p_aabb) const {
188 
189 	/* define vertices */
190 	Vector3 vertices[8] = {
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),
192 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
193 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
194 		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
195 		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
196 		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
197 		Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
198 		Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
199 	};
200 
201 	AABB ret;
202 
203 	ret.position = xform_inv(vertices[0]);
204 
205 	for (int i = 1; i < 8; i++) {
206 
207 		ret.expand_to(xform_inv(vertices[i]));
208 	}
209 
210 	return ret;
211 }
212 
xform(const PoolVector<Vector3> & p_array)213 PoolVector<Vector3> Transform::xform(const PoolVector<Vector3> &p_array) const {
214 
215 	PoolVector<Vector3> array;
216 	array.resize(p_array.size());
217 
218 	PoolVector<Vector3>::Read r = p_array.read();
219 	PoolVector<Vector3>::Write w = array.write();
220 
221 	for (int i = 0; i < p_array.size(); ++i) {
222 		w[i] = xform(r[i]);
223 	}
224 	return array;
225 }
226 
xform_inv(const PoolVector<Vector3> & p_array)227 PoolVector<Vector3> Transform::xform_inv(const PoolVector<Vector3> &p_array) const {
228 
229 	PoolVector<Vector3> array;
230 	array.resize(p_array.size());
231 
232 	PoolVector<Vector3>::Read r = p_array.read();
233 	PoolVector<Vector3>::Write w = array.write();
234 
235 	for (int i = 0; i < p_array.size(); ++i) {
236 		w[i] = xform_inv(r[i]);
237 	}
238 	return array;
239 }
240 
241 #endif // TRANSFORM_H
242