#pragma once #include #include #include "zeus/CMatrix3f.hpp" #include "zeus/CMatrix4f.hpp" #include "zeus/CUnitVector.hpp" #include "zeus/CVector3f.hpp" #include "zeus/Global.hpp" namespace zeus { class CTransform { public: constexpr CTransform() : basis(false) {} constexpr CTransform(const CMatrix3f& basis, const CVector3f& offset = {}) : basis(basis), origin(offset) {} /* Column constructor */ constexpr CTransform(const CVector3f& c0, const CVector3f& c1, const CVector3f& c2, const CVector3f& c3) : basis(c0, c1, c2), origin(c3) {} [[nodiscard]] bool operator==(const CTransform& other) const { return origin == other.origin && basis == other.basis; } [[nodiscard]] bool operator!=(const CTransform& other) const { return !operator==(other); } [[nodiscard]] CTransform operator*(const CTransform& rhs) const { return CTransform(basis * rhs.basis, origin + (basis * rhs.origin)); } [[nodiscard]] CTransform inverse() const { CMatrix3f inv = basis.inverted(); return CTransform(inv, inv * -origin); } [[nodiscard]] static CTransform Translate(const CVector3f& position) { return {CMatrix3f(), position}; } [[nodiscard]] static CTransform Translate(float x, float y, float z) { return Translate({x, y, z}); } [[nodiscard]] CTransform operator+(const CVector3f& other) const { return CTransform(basis, origin + other); } CTransform& operator+=(const CVector3f& other) { origin += other; return *this; } CTransform operator-(const CVector3f& other) const { return CTransform(basis, origin - other); } CTransform& operator-=(const CVector3f& other) { origin -= other; return *this; } [[nodiscard]] CVector3f rotate(const CVector3f& vec) const { return basis * vec; } [[nodiscard]] static CTransform RotateX(float theta) { const float sinT = std::sin(theta); const float cosT = std::cos(theta); return CTransform(CMatrix3f(simd{1.f, 0.f, 0.f, 0.f}, simd{0.f, cosT, sinT, 0.f}, simd{0.f, -sinT, cosT, 0.f})); } [[nodiscard]] static CTransform RotateY(float theta) { const float sinT = std::sin(theta); const float cosT = std::cos(theta); return CTransform(CMatrix3f(simd{cosT, 0.f, -sinT, 0.f}, simd{0.f, 1.f, 0.f, 0.f}, simd{sinT, 0.f, cosT, 0.f})); } [[nodiscard]] static CTransform RotateZ(float theta) { const float sinT = std::sin(theta); const float cosT = std::cos(theta); return CTransform(CMatrix3f(simd{cosT, sinT, 0.f, 0.f}, simd{-sinT, cosT, 0.f, 0.f}, simd{0.f, 0.f, 1.f, 0.f})); } void rotateLocalX(float theta) { float sinT = std::sin(theta); float cosT = std::cos(theta); zeus::CVector3f b2 = basis[2] * sinT; zeus::CVector3f b1 = basis[1] * sinT; zeus::CVector3f cosV(cosT); basis[1] *= cosV; basis[2] *= cosV; basis[1] += b2; basis[2] -= b1; } void rotateLocalY(float theta) { float sinT = std::sin(theta); float cosT = std::cos(theta); zeus::CVector3f b0 = basis[0] * sinT; zeus::CVector3f b2 = basis[2] * sinT; zeus::CVector3f cosV(cosT); basis[0] *= cosV; basis[2] *= cosV; basis[2] += b0; basis[0] -= b2; } void rotateLocalZ(float theta) { float sinT = std::sin(theta); float cosT = std::cos(theta); zeus::CVector3f b0 = basis[0] * sinT; zeus::CVector3f b1 = basis[1] * sinT; zeus::CVector3f cosV(cosT); basis[0] *= cosV; basis[1] *= cosV; basis[0] += b1; basis[1] -= b0; } [[nodiscard]] CVector3f transposeRotate(const CVector3f& in) const { return CVector3f(basis[0].dot(in), basis[1].dot(in), basis[2].dot(in)); } void scaleBy(float factor) { CTransform xfrm(CMatrix3f(CVector3f(factor, factor, factor))); *this = *this * xfrm; } [[nodiscard]] static CTransform Scale(const CVector3f& factor) { return CTransform(CMatrix3f(simd{factor.x(), 0.f, 0.f, 0.f}, simd{0.f, factor.y(), 0.f, 0.f}, simd{0.f, 0.f, factor.z(), 0.f})); } [[nodiscard]] static CTransform Scale(float x, float y, float z) { return CTransform( CMatrix3f(simd{x, 0.f, 0.f, 0.f}, simd{0.f, y, 0.f, 0.f}, simd{0.f, 0.f, z, 0.f})); } [[nodiscard]] static CTransform Scale(float factor) { return CTransform(CMatrix3f(simd{factor, 0.f, 0.f, 0.f}, simd{0.f, factor, 0.f, 0.f}, simd{0.f, 0.f, factor, 0.f})); } [[nodiscard]] CTransform multiplyIgnoreTranslation(const CTransform& rhs) const { return CTransform(basis * rhs.basis, origin + rhs.origin); } [[nodiscard]] CTransform getRotation() const { CTransform ret = *this; ret.origin.zeroOut(); return ret; } void setRotation(const CMatrix3f& mat) { basis = mat; } void setRotation(const CTransform& xfrm) { setRotation(xfrm.basis); } /** * @brief buildMatrix3f Returns the stored matrix * buildMatrix3f is here for compliance with Retro's Math API * @return The Matrix (Neo, you are the one) */ [[nodiscard]] const CMatrix3f& buildMatrix3f() const { return basis; } [[nodiscard]] CVector3f operator*(const CVector3f& other) const { return origin + basis * other; } [[nodiscard]] CMatrix4f toMatrix4f() const { CMatrix4f ret(basis[0], basis[1], basis[2], origin); ret[0][3] = 0.0f; ret[1][3] = 0.0f; ret[2][3] = 0.0f; ret[3][3] = 1.0f; return ret; } [[nodiscard]] CVector3f upVector() const { return basis.m[2]; } [[nodiscard]] CVector3f frontVector() const { return basis.m[1]; } [[nodiscard]] CVector3f rightVector() const { return basis.m[0]; } void orthonormalize() { basis[0].normalize(); basis[2] = basis[0].cross(basis[1]); basis[2].normalize(); basis[1] = basis[2].cross(basis[0]); } void printMatrix() const { printf( "%f %f %f %f\n" "%f %f %f %f\n" "%f %f %f %f\n" "%f %f %f %f\n", basis[0][0], basis[1][0], basis[2][0], origin[0], basis[0][1], basis[1][1], basis[2][1], origin[1], basis[0][2], basis[1][2], basis[2][2], origin[2], 0.f, 0.f, 0.f, 1.f); } [[nodiscard]] static CTransform MakeRotationsBasedOnY(const CUnitVector3f& uVec) { uint32_t i; if (uVec.y() < uVec.x() || uVec.z() < uVec.y() || uVec.z() < uVec.x()) i = 2; else i = 1; CVector3f v; v[i] = 1.f; CUnitVector3f newUVec(uVec.cross(v)); return {newUVec, uVec, uVec.cross(newUVec), CVector3f()}; } CMatrix3f basis; CVector3f origin; }; [[nodiscard]] inline CTransform CTransformFromScaleVector(const CVector3f& scale) { return CTransform(CMatrix3f(scale)); } [[nodiscard]] CTransform CTransformFromEditorEuler(const CVector3f& eulerVec); [[nodiscard]] CTransform CTransformFromEditorEulers(const CVector3f& eulerVec, const CVector3f& origin); [[nodiscard]] CTransform CTransformFromAxisAngle(const CVector3f& axis, float angle); [[nodiscard]] CTransform lookAt(const CVector3f& pos, const CVector3f& lookPos, const CVector3f& up = skUp); } // namespace zeus