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Seele/src/Engine/Math/Transform.cpp
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#include "Transform.h"
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#include <glm/gtx/quaternion.hpp>
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using namespace Seele;
Transform::Transform()
: position(Vector4(0, 0, 0, 0)), rotation(Quaternion(0, 0, 0, 0)), scale(Vector4(1, 1, 1, 0))
{
}
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Transform::Transform(Transform &&other)
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: position(other.position), rotation(other.rotation), scale(other.scale)
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{
other.position = Vector4(0, 0, 0, 0);
other.rotation = Quaternion(0, 0, 0, 0);
other.scale = Vector4(0, 0, 0, 0);
}
Transform::Transform(const Transform &other)
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: position(other.position), rotation(other.rotation), scale(other.scale)
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{
}
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Transform::Transform(Vector position)
: position(Vector4(position, 0)), rotation(Quaternion(0, 0, 0, 0)), scale(Vector4(1, 1, 1, 0))
{
}
Transform::Transform(Vector position, Quaternion rotation)
: position(Vector4(position, 0)), rotation(rotation), scale(Vector4(1, 1, 1, 0))
{
}
Transform::Transform(Vector position, Quaternion rotation, Vector scale)
: position(Vector4(position, 0)), rotation(rotation), scale(Vector4(scale, 0))
{
}
Transform::Transform(Quaternion rotation, Vector scale)
: position(Vector4(0, 0, 0, 0)), rotation(rotation), scale(Vector4(scale, 0))
{
}
Transform::~Transform()
{
}
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Vector Transform::inverseTransformPosition(const Vector &v) const
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{
return (unrotateVector(rotation, v - Vector(position))) * getSafeScaleReciprocal(scale);
}
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Matrix4 Transform::toMatrix()
{
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Matrix4 mat;
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mat[3][0] = position.x;
mat[3][1] = position.y;
mat[3][2] = position.z;
const float x2 = rotation.x + rotation.x;
const float y2 = rotation.y + rotation.y;
const float z2 = rotation.z + rotation.z;
{
const float xx2 = rotation.x * x2;
const float yy2 = rotation.y * y2;
const float zz2 = rotation.z * z2;
mat[0][0] = (1.0f - (yy2 + zz2)) * scale.x;
mat[1][1] = (1.0f - (xx2 + zz2)) * scale.y;
mat[2][2] = (1.0f - (xx2 + yy2)) * scale.z;
}
{
const float yz2 = rotation.y * z2;
const float wx2 = rotation.w * x2;
mat[2][1] = (yz2 - wx2) * scale.z;
mat[1][2] = (yz2 + wx2) * scale.y;
}
{
const float xy2 = rotation.x * y2;
const float wz2 = rotation.w * z2;
mat[1][0] = (xy2 - wz2) * scale.y;
mat[0][1] = (xy2 + wz2) * scale.x;
}
{
const float xz2 = rotation.x * z2;
const float wy2 = rotation.w * y2;
mat[2][0] = (xz2 + wy2) * scale.z;
mat[0][2] = (xz2 - wy2) * scale.x;
}
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
return mat;
}
Vector Transform::getSafeScaleReciprocal(const Vector4 &inScale, float tolerance)
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{
Vector safeReciprocalScale;
if (abs(inScale.x) <= tolerance)
{
safeReciprocalScale.x = 0.f;
}
else
{
safeReciprocalScale.x = 1 / inScale.x;
}
if (abs(inScale.y) <= tolerance)
{
safeReciprocalScale.y = 0.f;
}
else
{
safeReciprocalScale.y = 1 / inScale.y;
}
if (abs(inScale.z) <= tolerance)
{
safeReciprocalScale.z = 0.f;
}
else
{
safeReciprocalScale.z = 1 / inScale.z;
}
return safeReciprocalScale;
}
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Vector Transform::transformPosition(const Vector &v) const
{
return Vector(glm::toMat4(rotation) * Vector4(v, 1));
}
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Vector Transform::getPosition() const
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{
return Vector(position);
}
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Quaternion Transform::getRotation() const
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{
return rotation;
}
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Vector Transform::getScale() const
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{
return Vector(scale);
}
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bool Transform::equals(const Transform &other, float tolerance)
{
if (abs(position - other.position).length() > tolerance)
{
return false;
}
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if ((abs(rotation.x - other.rotation.x) <= tolerance
&& abs(rotation.y - other.rotation.y) <= tolerance
&& abs(rotation.z - other.rotation.z) <= tolerance
&& abs(rotation.w - other.rotation.w) <= tolerance)
|| (abs(rotation.x + other.rotation.x) <= tolerance
&& abs(rotation.y + other.rotation.y) <= tolerance
&& abs(rotation.z + other.rotation.z) <= tolerance
&& abs(rotation.w + other.rotation.w) <= tolerance))
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{
return false;
}
if (abs(scale - other.scale).length() > tolerance)
{
return false;
}
return true;
}
void Transform::multiply(Transform *outTransform, const Transform *a, const Transform *b)
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{
outTransform->rotation = b->rotation * a->rotation;
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outTransform->position = b->rotation * (b->scale * a->position) + b->position;
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outTransform->scale = b->scale * a->scale;
}
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Transform &Transform::operator=(const Transform &other)
{
position = other.position;
rotation = other.rotation;
scale = other.scale;
return *this;
}
Transform &Transform::operator=(Transform &&other)
{
position = other.position;
rotation = other.rotation;
scale = other.scale;
other.position = Vector4(0, 0, 0, 0);
other.rotation = Quaternion(0, 0, 0, 0);
other.scale = Vector4(0, 0, 0, 0);
return *this;
}
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Transform Transform::operator*(const Transform &other) const
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{
Transform outTransform;
multiply(&outTransform, this, &other);
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return outTransform;
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}