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