Files
FlaxEngine/Source/Engine/Core/Math/Transform.cpp
2020-12-07 23:40:54 +01:00

209 lines
6.1 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "Transform.h"
#include "Matrix.h"
#include "../Types/String.h"
Transform Transform::Identity(Vector3(0, 0, 0));
String Transform::ToString() const
{
return String::Format(TEXT("{}"), *this);
}
Matrix Transform::GetRotation() const
{
Matrix result;
Matrix::RotationQuaternion(Orientation, result);
return result;
}
void Transform::GetRotation(Matrix& result) const
{
Matrix::RotationQuaternion(Orientation, result);
}
void Transform::SetRotation(const Matrix& value)
{
Quaternion::RotationMatrix(value, Orientation);
}
Matrix Transform::GetWorld() const
{
Matrix result;
Matrix::Transformation(Scale, Orientation, Translation, result);
return result;
}
void Transform::GetWorld(Matrix& result) const
{
Matrix::Transformation(Scale, Orientation, Translation, result);
}
Transform Transform::Add(const Vector3& translation) const
{
Transform result;
result.Orientation = Orientation;
result.Scale = Scale;
Vector3::Add(Translation, translation, result.Translation);
return result;
}
Transform Transform::Add(const Transform& other) const
{
Transform result;
Quaternion::Multiply(Orientation, other.Orientation, result.Orientation);
result.Orientation.Normalize();
Vector3::Multiply(Scale, other.Scale, result.Scale);
Vector3::Add(Translation, other.Translation, result.Translation);
return result;
}
Transform Transform::LocalToWorld(const Transform& other) const
{
Transform result;
Quaternion::Multiply(Orientation, other.Orientation, result.Orientation);
result.Orientation.Normalize();
Vector3::Multiply(Scale, other.Scale, result.Scale);
Vector3 tmp = other.Translation * Scale;
Vector3::Transform(tmp, Orientation, tmp);
Vector3::Add(tmp, Translation, result.Translation);
return result;
}
void Transform::LocalToWorld(const Transform& other, Transform& result) const
{
Quaternion::Multiply(Orientation, other.Orientation, result.Orientation);
result.Orientation.Normalize();
Vector3::Multiply(Scale, other.Scale, result.Scale);
Vector3 tmp = other.Translation * Scale;
Vector3::Transform(tmp, Orientation, tmp);
Vector3::Add(tmp, Translation, result.Translation);
}
Vector3 Transform::LocalToWorld(const Vector3& point) const
{
Vector3 result = point * Scale;
Vector3::Transform(result, Orientation, result);
return result + Translation;
}
void Transform::LocalToWorld(const Vector3& point, Vector3& result) const
{
Vector3 tmp = point * Scale;
Vector3::Transform(tmp, Orientation, tmp);
Vector3::Add(tmp, Translation, result);
}
void Transform::LocalToWorld(const Vector3* points, int32 pointsCount, Vector3* result) const
{
for (int32 i = 0; i < pointsCount; i++)
{
result[i] = Vector3::Transform(points[i] * Scale, Orientation) + Translation;
}
}
Transform Transform::WorldToLocal(const Transform& other) const
{
Transform result;
Vector3 invScale = Scale;
if (invScale.X != 0.0f)
invScale.X = 1.0f / invScale.X;
if (invScale.Y != 0.0f)
invScale.Y = 1.0f / invScale.Y;
if (invScale.Z != 0.0f)
invScale.Z = 1.0f / invScale.Z;
const Quaternion invRotation = Orientation.Conjugated();
Quaternion::Multiply(invRotation, other.Orientation, result.Orientation);
result.Orientation.Normalize();
Vector3::Multiply(other.Scale, invScale, result.Scale);
const Vector3 tmp = other.Translation - Translation;
Vector3::Transform(tmp, invRotation, result.Translation);
Vector3::Multiply(result.Translation, invScale, result.Translation);
return result;
}
void Transform::WorldToLocal(const Transform& other, Transform& result) const
{
Vector3 invScale = Scale;
if (invScale.X != 0.0f)
invScale.X = 1.0f / invScale.X;
if (invScale.Y != 0.0f)
invScale.Y = 1.0f / invScale.Y;
if (invScale.Z != 0.0f)
invScale.Z = 1.0f / invScale.Z;
const Quaternion invRotation = Orientation.Conjugated();
Quaternion::Multiply(invRotation, other.Orientation, result.Orientation);
result.Orientation.Normalize();
Vector3::Multiply(other.Scale, invScale, result.Scale);
const Vector3 tmp = other.Translation - Translation;
Vector3::Transform(tmp, invRotation, result.Translation);
Vector3::Multiply(result.Translation, invScale, result.Translation);
}
Vector3 Transform::WorldToLocal(const Vector3& point) const
{
Vector3 invScale = Scale;
if (invScale.X != 0.0f)
invScale.X = 1.0f / invScale.X;
if (invScale.Y != 0.0f)
invScale.Y = 1.0f / invScale.Y;
if (invScale.Z != 0.0f)
invScale.Z = 1.0f / invScale.Z;
const Quaternion invRotation = Orientation.Conjugated();
Vector3 result = point - Translation;
Vector3::Transform(result, invRotation, result);
return result * invScale;
}
void Transform::WorldToLocal(const Vector3* points, int32 pointsCount, Vector3* result) const
{
Vector3 invScale = Scale;
if (invScale.X != 0.0f)
invScale.X = 1.0f / invScale.X;
if (invScale.Y != 0.0f)
invScale.Y = 1.0f / invScale.Y;
if (invScale.Z != 0.0f)
invScale.Z = 1.0f / invScale.Z;
const Quaternion invRotation = Orientation.Conjugated();
for (int32 i = 0; i < pointsCount; i++)
{
result[i] = points[i] - Translation;
Vector3::Transform(result[i], invRotation, result[i]);
result[i] *= invScale;
}
}
Transform Transform::Lerp(const Transform& t1, const Transform& t2, float amount)
{
Transform result;
Vector3::Lerp(t1.Translation, t2.Translation, amount, result.Translation);
Quaternion::Slerp(t1.Orientation, t2.Orientation, amount, result.Orientation);
Vector3::Lerp(t1.Scale, t2.Scale, amount, result.Scale);
return result;
}
void Transform::Lerp(const Transform& t1, const Transform& t2, float amount, Transform& result)
{
Vector3::Lerp(t1.Translation, t2.Translation, amount, result.Translation);
Quaternion::Slerp(t1.Orientation, t2.Orientation, amount, result.Orientation);
Vector3::Lerp(t1.Scale, t2.Scale, amount, result.Scale);
}