mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +08:00
616 lines
18 KiB
C#
616 lines
18 KiB
C#
using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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namespace Godot
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct Basis : IEquatable<Basis>
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{
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private static readonly Basis identity = new Basis
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(
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1f, 0f, 0f,
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0f, 1f, 0f,
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0f, 0f, 1f
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);
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private static readonly Basis[] orthoBases = {
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new Basis(1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 1f),
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new Basis(0f, -1f, 0f, 1f, 0f, 0f, 0f, 0f, 1f),
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new Basis(-1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, 1f),
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new Basis(0f, 1f, 0f, -1f, 0f, 0f, 0f, 0f, 1f),
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new Basis(1f, 0f, 0f, 0f, 0f, -1f, 0f, 1f, 0f),
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new Basis(0f, 0f, 1f, 1f, 0f, 0f, 0f, 1f, 0f),
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new Basis(-1f, 0f, 0f, 0f, 0f, 1f, 0f, 1f, 0f),
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new Basis(0f, 0f, -1f, -1f, 0f, 0f, 0f, 1f, 0f),
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new Basis(1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, -1f),
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new Basis(0f, 1f, 0f, 1f, 0f, 0f, 0f, 0f, -1f),
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new Basis(-1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, -1f),
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new Basis(0f, -1f, 0f, -1f, 0f, 0f, 0f, 0f, -1f),
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new Basis(1f, 0f, 0f, 0f, 0f, 1f, 0f, -1f, 0f),
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new Basis(0f, 0f, -1f, 1f, 0f, 0f, 0f, -1f, 0f),
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new Basis(-1f, 0f, 0f, 0f, 0f, -1f, 0f, -1f, 0f),
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new Basis(0f, 0f, 1f, -1f, 0f, 0f, 0f, -1f, 0f),
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new Basis(0f, 0f, 1f, 0f, 1f, 0f, -1f, 0f, 0f),
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new Basis(0f, -1f, 0f, 0f, 0f, 1f, -1f, 0f, 0f),
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new Basis(0f, 0f, -1f, 0f, -1f, 0f, -1f, 0f, 0f),
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new Basis(0f, 1f, 0f, 0f, 0f, -1f, -1f, 0f, 0f),
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new Basis(0f, 0f, 1f, 0f, -1f, 0f, 1f, 0f, 0f),
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new Basis(0f, 1f, 0f, 0f, 0f, 1f, 1f, 0f, 0f),
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new Basis(0f, 0f, -1f, 0f, 1f, 0f, 1f, 0f, 0f),
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new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
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};
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public Vector3 x
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{
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get { return GetAxis(0); }
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set { SetAxis(0, value); }
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}
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public Vector3 y
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{
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get { return GetAxis(1); }
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set { SetAxis(1, value); }
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}
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public Vector3 z
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{
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get { return GetAxis(2); }
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set { SetAxis(2, value); }
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}
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private Vector3 _x;
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private Vector3 _y;
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private Vector3 _z;
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public static Basis Identity
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{
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get { return identity; }
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}
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public Vector3 Scale
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{
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get
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{
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return new Vector3
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(
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new Vector3(this[0, 0], this[1, 0], this[2, 0]).Length(),
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new Vector3(this[0, 1], this[1, 1], this[2, 1]).Length(),
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new Vector3(this[0, 2], this[1, 2], this[2, 2]).Length()
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);
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}
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}
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public Vector3 this[int index]
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{
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get
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{
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switch (index)
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{
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case 0:
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return _x;
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case 1:
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return _y;
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case 2:
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return _z;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (index)
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{
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case 0:
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_x = value;
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return;
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case 1:
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_y = value;
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return;
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case 2:
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_z = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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public real_t this[int index, int axis]
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{
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get
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{
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switch (index)
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{
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case 0:
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return _x[axis];
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case 1:
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return _y[axis];
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case 2:
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return _z[axis];
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (index)
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{
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case 0:
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_x[axis] = value;
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return;
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case 1:
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_y[axis] = value;
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return;
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case 2:
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_z[axis] = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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internal static Basis CreateFromAxes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
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{
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return new Basis
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(
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xAxis.x, yAxis.x, zAxis.x,
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xAxis.y, yAxis.y, zAxis.y,
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xAxis.z, yAxis.z, zAxis.z
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);
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}
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internal Quat RotationQuat()
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{
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Basis orthonormalizedBasis = Orthonormalized();
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real_t det = orthonormalizedBasis.Determinant();
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if (det < 0)
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{
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// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
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orthonormalizedBasis = orthonormalizedBasis.Scaled(Vector3.NegOne);
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}
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return orthonormalizedBasis.Quat();
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}
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internal void SetQuantScale(Quat quat, Vector3 scale)
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{
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SetDiagonal(scale);
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Rotate(quat);
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}
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private void Rotate(Quat quat)
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{
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this *= new Basis(quat);
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}
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private void SetDiagonal(Vector3 diagonal)
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{
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_x = new Vector3(diagonal.x, 0, 0);
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_y = new Vector3(0, diagonal.y, 0);
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_z = new Vector3(0, 0, diagonal.z);
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}
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public real_t Determinant()
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{
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return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
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this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
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this[2, 0] * (this[0, 1] * this[1, 2] - this[1, 1] * this[0, 2]);
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}
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public Vector3 GetAxis(int axis)
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{
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return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
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}
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public void SetAxis(int axis, Vector3 value)
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{
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this[0, axis] = value.x;
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this[1, axis] = value.y;
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this[2, axis] = value.z;
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}
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public Vector3 GetEuler()
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{
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Basis m = Orthonormalized();
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Vector3 euler;
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euler.z = 0.0f;
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real_t mxy = m[1, 2];
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if (mxy < 1.0f)
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{
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if (mxy > -1.0f)
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{
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euler.x = Mathf.Asin(-mxy);
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euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
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euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
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}
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else
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{
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euler.x = Mathf.Pi * 0.5f;
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euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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}
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}
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else
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{
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euler.x = -Mathf.Pi * 0.5f;
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euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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}
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return euler;
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}
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public int GetOrthogonalIndex()
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{
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var orth = this;
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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real_t v = orth[i, j];
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if (v > 0.5f)
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v = 1.0f;
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else if (v < -0.5f)
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v = -1.0f;
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else
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v = 0f;
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orth[i, j] = v;
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}
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}
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for (int i = 0; i < 24; i++)
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{
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if (orthoBases[i] == orth)
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return i;
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}
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return 0;
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}
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public Basis Inverse()
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{
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var inv = this;
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real_t[] co = {
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inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
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inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
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inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
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};
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real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
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if (det == 0)
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{
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return new Basis
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(
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real_t.NaN, real_t.NaN, real_t.NaN,
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real_t.NaN, real_t.NaN, real_t.NaN,
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real_t.NaN, real_t.NaN, real_t.NaN
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);
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}
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real_t s = 1.0f / det;
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inv = new Basis
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(
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co[0] * s,
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inv[0, 2] * inv[2, 1] - inv[0, 1] * inv[2, 2] * s,
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inv[0, 1] * inv[1, 2] - inv[0, 2] * inv[1, 1] * s,
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co[1] * s,
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inv[0, 0] * inv[2, 2] - inv[0, 2] * inv[2, 0] * s,
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inv[0, 2] * inv[1, 0] - inv[0, 0] * inv[1, 2] * s,
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co[2] * s,
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inv[0, 1] * inv[2, 0] - inv[0, 0] * inv[2, 1] * s,
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inv[0, 0] * inv[1, 1] - inv[0, 1] * inv[1, 0] * s
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);
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return inv;
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}
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public Basis Orthonormalized()
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{
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Vector3 xAxis = GetAxis(0);
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Vector3 yAxis = GetAxis(1);
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Vector3 zAxis = GetAxis(2);
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xAxis.Normalize();
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yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
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yAxis.Normalize();
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zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis);
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zAxis.Normalize();
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return CreateFromAxes(xAxis, yAxis, zAxis);
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}
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public Basis Rotated(Vector3 axis, real_t phi)
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{
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return new Basis(axis, phi) * this;
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}
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public Basis Scaled(Vector3 scale)
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{
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var m = this;
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m[0, 0] *= scale.x;
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m[0, 1] *= scale.x;
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m[0, 2] *= scale.x;
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m[1, 0] *= scale.y;
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m[1, 1] *= scale.y;
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m[1, 2] *= scale.y;
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m[2, 0] *= scale.z;
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m[2, 1] *= scale.z;
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m[2, 2] *= scale.z;
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return m;
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}
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public real_t Tdotx(Vector3 with)
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{
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return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
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}
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public real_t Tdoty(Vector3 with)
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{
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return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
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}
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public real_t Tdotz(Vector3 with)
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{
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return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
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}
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public Basis Transposed()
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{
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var tr = this;
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real_t temp = tr[0, 1];
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tr[0, 1] = tr[1, 0];
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tr[1, 0] = temp;
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temp = tr[0, 2];
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tr[0, 2] = tr[2, 0];
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tr[2, 0] = temp;
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temp = tr[1, 2];
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tr[1, 2] = tr[2, 1];
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tr[2, 1] = temp;
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return tr;
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}
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public Vector3 Xform(Vector3 v)
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{
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return new Vector3
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(
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this[0].Dot(v),
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this[1].Dot(v),
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this[2].Dot(v)
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);
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}
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public Vector3 XformInv(Vector3 v)
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{
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return new Vector3
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(
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this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
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this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
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this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
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);
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}
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public Quat Quat()
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{
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real_t trace = _x[0] + _y[1] + _z[2];
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if (trace > 0.0f)
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{
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real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_z[1] - _y[2]) * inv_s,
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(_x[2] - _z[0]) * inv_s,
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(_y[0] - _x[1]) * inv_s,
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s * 0.25f
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);
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}
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if (_x[0] > _y[1] && _x[0] > _z[2])
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{
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real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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s * 0.25f,
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(_x[1] + _y[0]) * inv_s,
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(_x[2] + _z[0]) * inv_s,
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(_z[1] - _y[2]) * inv_s
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);
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}
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if (_y[1] > _z[2])
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{
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real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_x[1] + _y[0]) * inv_s,
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s * 0.25f,
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(_y[2] + _z[1]) * inv_s,
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(_x[2] - _z[0]) * inv_s
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);
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}
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else
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{
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real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_x[2] + _z[0]) * inv_s,
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(_y[2] + _z[1]) * inv_s,
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s * 0.25f,
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(_y[0] - _x[1]) * inv_s
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);
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}
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}
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public Basis(Quat quat)
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{
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real_t s = 2.0f / quat.LengthSquared;
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real_t xs = quat.x * s;
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real_t ys = quat.y * s;
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real_t zs = quat.z * s;
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real_t wx = quat.w * xs;
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real_t wy = quat.w * ys;
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real_t wz = quat.w * zs;
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real_t xx = quat.x * xs;
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real_t xy = quat.x * ys;
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real_t xz = quat.x * zs;
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real_t yy = quat.y * ys;
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real_t yz = quat.y * zs;
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real_t zz = quat.z * zs;
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_x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
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_y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
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_z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
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}
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public Basis(Vector3 euler)
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{
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real_t c;
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real_t s;
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c = Mathf.Cos(euler.x);
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s = Mathf.Sin(euler.x);
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var xmat = new Basis(1, 0, 0, 0, c, -s, 0, s, c);
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c = Mathf.Cos(euler.y);
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s = Mathf.Sin(euler.y);
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var ymat = new Basis(c, 0, s, 0, 1, 0, -s, 0, c);
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c = Mathf.Cos(euler.z);
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s = Mathf.Sin(euler.z);
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var zmat = new Basis(c, -s, 0, s, c, 0, 0, 0, 1);
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this = ymat * xmat * zmat;
|
|
}
|
|
|
|
public Basis(Vector3 axis, real_t phi)
|
|
{
|
|
var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
|
|
|
|
real_t cosine = Mathf.Cos(phi);
|
|
real_t sine = Mathf.Sin(phi);
|
|
|
|
_x = new Vector3
|
|
(
|
|
axis_sq.x + cosine * (1.0f - axis_sq.x),
|
|
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
|
|
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
|
|
);
|
|
|
|
_y = new Vector3
|
|
(
|
|
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
|
|
axis_sq.y + cosine * (1.0f - axis_sq.y),
|
|
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
|
|
);
|
|
|
|
_z = new Vector3
|
|
(
|
|
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
|
|
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
|
|
axis_sq.z + cosine * (1.0f - axis_sq.z)
|
|
);
|
|
}
|
|
|
|
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
|
|
{
|
|
_x = new Vector3(xAxis.x, yAxis.x, zAxis.x);
|
|
_y = new Vector3(xAxis.y, yAxis.y, zAxis.y);
|
|
_z = new Vector3(xAxis.z, yAxis.z, zAxis.z);
|
|
// Same as:
|
|
// SetAxis(0, xAxis);
|
|
// SetAxis(1, yAxis);
|
|
// SetAxis(2, zAxis);
|
|
// We need to assign the struct fields so we can't do that...
|
|
}
|
|
|
|
internal Basis(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)
|
|
{
|
|
_x = new Vector3(xx, xy, xz);
|
|
_y = new Vector3(yx, yy, yz);
|
|
_z = new Vector3(zx, zy, zz);
|
|
}
|
|
|
|
public static Basis operator *(Basis left, Basis right)
|
|
{
|
|
return new Basis
|
|
(
|
|
right.Tdotx(left[0]), right.Tdoty(left[0]), right.Tdotz(left[0]),
|
|
right.Tdotx(left[1]), right.Tdoty(left[1]), right.Tdotz(left[1]),
|
|
right.Tdotx(left[2]), right.Tdoty(left[2]), right.Tdotz(left[2])
|
|
);
|
|
}
|
|
|
|
public static bool operator ==(Basis left, Basis right)
|
|
{
|
|
return left.Equals(right);
|
|
}
|
|
|
|
public static bool operator !=(Basis left, Basis right)
|
|
{
|
|
return !left.Equals(right);
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (obj is Basis)
|
|
{
|
|
return Equals((Basis)obj);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool Equals(Basis other)
|
|
{
|
|
return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return String.Format("({0}, {1}, {2})", new object[]
|
|
{
|
|
_x.ToString(),
|
|
_y.ToString(),
|
|
_z.ToString()
|
|
});
|
|
}
|
|
|
|
public string ToString(string format)
|
|
{
|
|
return String.Format("({0}, {1}, {2})", new object[]
|
|
{
|
|
_x.ToString(format),
|
|
_y.ToString(format),
|
|
_z.ToString(format)
|
|
});
|
|
}
|
|
}
|
|
}
|