#include "Transform.h" #define GLM_ENABLE_EXPERIMENTAL #include #include "Transform.h" using namespace Seele; using namespace Seele::Math; Transform::Transform() : position(Vector4(0, 0, 0, 0)), rotation(Quaternion(1, 0, 0, 0)), scale(Vector4(1, 1, 1, 0)) { } Transform::Transform(Transform &&other) : position(other.position), rotation(other.rotation), scale(other.scale) { other.position = Vector4(0, 0, 0, 0); other.rotation = Quaternion(1, 0, 0, 0); other.scale = Vector4(0, 0, 0, 0); } Transform::Transform(const Transform &other) : position(other.position), rotation(other.rotation), scale(other.scale) { } Transform::Transform(Vector position) : position(Vector4(position, 0)), rotation(Quaternion(1, 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() { } Matrix4 Transform::toMatrix() const { // TODO: actual calculations, SIMD Matrix4 result = Matrix4(1); result = glm::scale(result, Vector(scale)); result = glm::toMat4(rotation) * result; result[3][0] = position.x; result[3][1] = position.y; result[3][2] = position.z; return result; } Vector Transform::transformPosition(const Vector &v) const { return Vector(glm::toMat4(rotation) * Vector4(v, 1)); } Vector Transform::getPosition() const { return Vector(position); } Quaternion Transform::getRotation() const { return rotation; } Vector Transform::getScale() const { return Vector(scale); } void Transform::setPosition(Vector pos) { position = Vector4(pos, 0); } void Transform::setRotation(Quaternion quat) { rotation = quat; } void Transform::setScale(Vector s) { scale = Vector4(s, 0); } Vector Transform::getForward() const { return glm::normalize(Vector(0, 0, 1) * rotation); } Vector Transform::getRight() const { return glm::normalize(Vector(1, 0, 0) * rotation); } Vector Transform::getUp() const { return glm::normalize(Vector(0, 1, 0) * rotation); } bool Transform::equals(const Transform &other, float tolerance) { if (abs(position - other.position).length() > tolerance) { return false; } 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)) { return false; } if (abs(scale - other.scale).length() > tolerance) { return false; } return true; } void Transform::multiply(Transform *outTransform, const Transform *a, const Transform *b) { outTransform->rotation = b->rotation * a->rotation; outTransform->position = b->rotation * (b->scale * a->position) + b->position; outTransform->scale = b->scale * a->scale; } void Transform::add(Transform *outTransform, const Transform *a, const Transform *b) { outTransform->position = a->position + b->position; outTransform->rotation = a->rotation + b->rotation; outTransform->scale = a->scale + b->scale; } Transform &Transform::operator=(const Transform &other) { if(&other != this) { position = other.position; rotation = other.rotation; scale = other.scale; } return *this; } Transform &Transform::operator=(Transform &&other) { if(&other != this) { position = other.position; rotation = other.rotation; scale = other.scale; other.position = Vector4(0, 0, 0, 0); other.rotation = Quaternion(1, 0, 0, 0); other.scale = Vector4(0, 0, 0, 0); } return *this; } Transform Transform::operator+(const Transform & other) const { Transform outTransform; add(&outTransform, this, &other); return outTransform; } Transform Transform::operator*(const Transform &other) const { Transform outTransform; multiply(&outTransform, this, &other); return outTransform; }