zeus/include/zeus/CTransform.hpp
2018-05-24 20:38:51 -10:00

283 lines
8.3 KiB
C++

#ifndef CTRANSFORM_HPP
#define CTRANSFORM_HPP
#include "Global.hpp"
#include "zeus/CMatrix3f.hpp"
#include "zeus/CMatrix4f.hpp"
#include "zeus/CVector3f.hpp"
#include "zeus/CUnitVector.hpp"
#include <cstdint>
#include <cstdio>
namespace zeus
{
class alignas(16) CTransform
{
public:
ZE_DECLARE_ALIGNED_ALLOCATOR();
CTransform() : basis(false) {}
CTransform(const CMatrix3f& basis, const CVector3f& offset = CVector3f::skZero) : basis(basis), origin(offset) {}
#if ZE_ATHENA_TYPES
CTransform(const atVec4f* mtx) : basis(mtx[0], mtx[1], mtx[2]), origin(mtx[0].vec[3], mtx[1].vec[3], mtx[2].vec[3]) {}
void read34RowMajor(athena::io::IStreamReader& r)
{
atVec4f r0 = r.readVec4fBig();
atVec4f r1 = r.readVec4fBig();
atVec4f r2 = r.readVec4fBig();
basis = CMatrix3f(r0, r1, r2);
basis.transpose();
origin = CVector3f(r0.vec[3], r1.vec[3], r2.vec[3]);
}
#endif
/* Column constructor */
CTransform(const CVector3f& c0, const CVector3f& c1, const CVector3f& c2, const CVector3f& c3)
: basis(c0, c1, c2), origin(c3) {}
static inline CTransform Identity() { return CTransform(CMatrix3f::skIdentityMatrix3f); }
inline bool operator ==(const CTransform& other) const
{
return origin == other.origin && basis == other.basis;
}
inline CTransform operator*(const CTransform& rhs) const
{
return CTransform(basis * rhs.basis, origin + (basis * rhs.origin));
}
inline CTransform inverse() const
{
CMatrix3f inv = basis.inverted();
return CTransform(inv, inv * -origin);
}
static inline CTransform Translate(const CVector3f& position) { return {CMatrix3f::skIdentityMatrix3f, position}; }
static inline CTransform Translate(float x, float y, float z) { return Translate({x, y, z}); }
inline CTransform operator+(const CVector3f& other) { return CTransform(basis, origin + other); }
inline CTransform& operator+=(const CVector3f& other)
{
origin += other;
return *this;
}
inline CTransform operator-(const CVector3f& other) { return CTransform(basis, origin - other); }
inline CTransform& operator-=(const CVector3f& other)
{
origin -= other;
return *this;
}
inline zeus::CVector3f rotate(const CVector3f& vec) const { return basis * vec; }
static inline CTransform RotateX(float theta)
{
float sinT = std::sin(theta);
float cosT = std::cos(theta);
return CTransform(CMatrix3f(TVectorUnion{{1.f, 0.f, 0.f, 0.f}},
TVectorUnion{{0.f, cosT, sinT, 0.f}},
TVectorUnion{{0.f, -sinT, cosT, 0.f}}));
}
static inline CTransform RotateY(float theta)
{
float sinT = std::sin(theta);
float cosT = std::cos(theta);
return CTransform(CMatrix3f(TVectorUnion{{cosT, 0.f, -sinT, 0.f}},
TVectorUnion{{0.f, 1.f, 0.f, 0.f}},
TVectorUnion{{sinT, 0.f, cosT, 0.f}}));
}
static inline CTransform RotateZ(float theta)
{
float sinT = std::sin(theta);
float cosT = std::cos(theta);
return CTransform(CMatrix3f(TVectorUnion{{cosT, sinT, 0.f, 0.f}},
TVectorUnion{{-sinT, cosT, 0.f, 0.f}},
TVectorUnion{{0.f, 0.f, 1.f, 0.f}}));
}
inline 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;
}
inline 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;
}
inline 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;
}
inline CVector3f transposeRotate(const CVector3f& in) const
{
return CVector3f(basis[0].dot(in), basis[1].dot(in), basis[2].dot(in));
}
inline void scaleBy(float factor)
{
CTransform xfrm(CMatrix3f(CVector3f(factor, factor, factor)));
*this = *this * xfrm;
}
static inline CTransform Scale(const CVector3f& factor)
{
return CTransform(CMatrix3f(TVectorUnion{{factor.x, 0.f, 0.f, 0.f}},
TVectorUnion{{0.f, factor.y, 0.f, 0.f}},
TVectorUnion{{0.f, 0.f, factor.z, 0.f}}));
}
static inline CTransform Scale(float x, float y, float z)
{
return CTransform(
CMatrix3f(TVectorUnion{{x, 0.f, 0.f, 0.f}},
TVectorUnion{{0.f, y, 0.f, 0.f}},
TVectorUnion{{0.f, 0.f, z, 0.f}}));
}
static inline CTransform Scale(float factor)
{
return CTransform(CMatrix3f(TVectorUnion{{factor, 0.f, 0.f, 0.f}},
TVectorUnion{{0.f, factor, 0.f, 0.f}},
TVectorUnion{{0.f, 0.f, factor, 0.f}}));
}
inline CTransform multiplyIgnoreTranslation(const CTransform& xfrm)
{
CTransform ret;
ret.basis = basis * xfrm.basis;
return ret;
}
inline 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)
*/
inline const CMatrix3f& buildMatrix3f() const { return basis; }
inline CVector3f operator*(const CVector3f& other) const { return origin + basis * other; }
inline 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;
}
inline CVector3f upVector() const
{
return basis.vec[2];
}
inline CVector3f frontVector() const
{
return basis.vec[1];
}
inline CVector3f rightVector() const
{
return basis.vec[0];
}
inline 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);
}
static zeus::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 = CVector3f::skZero;
v[i] = 1.f;
CUnitVector3f newUVec(uVec.cross(v));
return {newUVec, uVec, uVec.cross(newUVec), CVector3f::skZero};
}
CMatrix3f basis;
CVector3f origin;
};
static inline CTransform CTransformFromScaleVector(const CVector3f& scale) { return CTransform(CMatrix3f(scale)); }
CTransform CTransformFromEditorEuler(const CVector3f& eulerVec);
CTransform CTransformFromEditorEulers(const CVector3f& eulerVec, const CVector3f& origin);
CTransform CTransformFromAxisAngle(const CVector3f& axis, float angle);
CTransform lookAt(const CVector3f& pos, const CVector3f& lookPos, const CVector3f& up = CVector3f::skUp);
}
#endif // CTRANSFORM_HPP