godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
Ignacio Etcheverry 86274b9fc9 Mono/C#: Re-structure API solution and GodotTools post-build target
Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.

Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
2019-12-28 20:48:55 +01:00

217 lines
6.4 KiB
C#

using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Transform : IEquatable<Transform>
{
public Basis basis;
public Vector3 origin;
public Transform AffineInverse()
{
Basis basisInv = basis.Inverse();
return new Transform(basisInv, basisInv.Xform(-origin));
}
public Transform InterpolateWith(Transform transform, real_t c)
{
/* not sure if very "efficient" but good enough? */
Vector3 sourceScale = basis.Scale;
Quat sourceRotation = basis.RotationQuat();
Vector3 sourceLocation = origin;
Vector3 destinationScale = transform.basis.Scale;
Quat destinationRotation = transform.basis.RotationQuat();
Vector3 destinationLocation = transform.origin;
var interpolated = new Transform();
interpolated.basis.SetQuatScale(sourceRotation.Slerp(destinationRotation, c).Normalized(), sourceScale.LinearInterpolate(destinationScale, c));
interpolated.origin = sourceLocation.LinearInterpolate(destinationLocation, c);
return interpolated;
}
public Transform Inverse()
{
Basis basisTr = basis.Transposed();
return new Transform(basisTr, basisTr.Xform(-origin));
}
public Transform LookingAt(Vector3 target, Vector3 up)
{
var t = this;
t.SetLookAt(origin, target, up);
return t;
}
public Transform Orthonormalized()
{
return new Transform(basis.Orthonormalized(), origin);
}
public Transform Rotated(Vector3 axis, real_t phi)
{
return new Transform(new Basis(axis, phi), new Vector3()) * this;
}
public Transform Scaled(Vector3 scale)
{
return new Transform(basis.Scaled(scale), origin * scale);
}
public void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
// Make rotation matrix
// Z vector
Vector3 column2 = eye - target;
column2.Normalize();
Vector3 column1 = up;
Vector3 column0 = column1.Cross(column2);
// Recompute Y = Z cross X
column1 = column2.Cross(column0);
column0.Normalize();
column1.Normalize();
basis = new Basis(column0, column1, column2);
origin = eye;
}
public Transform Translated(Vector3 ofs)
{
return new Transform(basis, new Vector3
(
origin[0] += basis.Row0.Dot(ofs),
origin[1] += basis.Row1.Dot(ofs),
origin[2] += basis.Row2.Dot(ofs)
));
}
public Vector3 Xform(Vector3 v)
{
return new Vector3
(
basis.Row0.Dot(v) + origin.x,
basis.Row1.Dot(v) + origin.y,
basis.Row2.Dot(v) + origin.z
);
}
public Vector3 XformInv(Vector3 v)
{
Vector3 vInv = v - origin;
return new Vector3
(
basis.Row0[0] * vInv.x + basis.Row1[0] * vInv.y + basis.Row2[0] * vInv.z,
basis.Row0[1] * vInv.x + basis.Row1[1] * vInv.y + basis.Row2[1] * vInv.z,
basis.Row0[2] * vInv.x + basis.Row1[2] * vInv.y + basis.Row2[2] * vInv.z
);
}
// Constants
private static readonly Transform _identity = new Transform(Basis.Identity, Vector3.Zero);
private static readonly Transform _flipX = new Transform(new Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1), Vector3.Zero);
private static readonly Transform _flipY = new Transform(new Basis(1, 0, 0, 0, -1, 0, 0, 0, 1), Vector3.Zero);
private static readonly Transform _flipZ = new Transform(new Basis(1, 0, 0, 0, 1, 0, 0, 0, -1), Vector3.Zero);
public static Transform Identity { get { return _identity; } }
public static Transform FlipX { get { return _flipX; } }
public static Transform FlipY { get { return _flipY; } }
public static Transform FlipZ { get { return _flipZ; } }
// Constructors
public Transform(Vector3 column0, Vector3 column1, Vector3 column2, Vector3 origin)
{
basis = new Basis(column0, column1, column2);
this.origin = origin;
}
public Transform(Quat quat, Vector3 origin)
{
basis = new Basis(quat);
this.origin = origin;
}
public Transform(Basis basis, Vector3 origin)
{
this.basis = basis;
this.origin = origin;
}
public static Transform operator *(Transform left, Transform right)
{
left.origin = left.Xform(right.origin);
left.basis *= right.basis;
return left;
}
public static bool operator ==(Transform left, Transform right)
{
return left.Equals(right);
}
public static bool operator !=(Transform left, Transform right)
{
return !left.Equals(right);
}
public override bool Equals(object obj)
{
if (obj is Transform)
{
return Equals((Transform)obj);
}
return false;
}
public bool Equals(Transform other)
{
return basis.Equals(other.basis) && origin.Equals(other.origin);
}
public bool IsEqualApprox(Transform other)
{
return basis.IsEqualApprox(other.basis) && origin.IsEqualApprox(other.origin);
}
public override int GetHashCode()
{
return basis.GetHashCode() ^ origin.GetHashCode();
}
public override string ToString()
{
return String.Format("{0} - {1}", new object[]
{
basis.ToString(),
origin.ToString()
});
}
public string ToString(string format)
{
return String.Format("{0} - {1}", new object[]
{
basis.ToString(format),
origin.ToString(format)
});
}
}
}