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//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef TRANSFORM_H
#define TRANSFORM_H
#ifdef COMPILER_MSVC
#pragma once
#endif
#include "tier0/memalloc.h"
#include "mathlib/vector.h"
#include "mathlib/mathlib.h"
//-----------------------------------------------------------------------------
// Matrix 3x4_t
//-----------------------------------------------------------------------------
class CTransformUnaligned;
//-----------------------------------------------------------------------------
// Represents a position + orientation using quaternions
//-----------------------------------------------------------------------------
class ALIGN16 CTransform { public: CTransform() {} CTransform( const Vector &v, const Quaternion &q ) : m_vPosition(v), m_orientation(q) {} CTransform( const Vector &v, const QAngle &a ) : m_vPosition(v) { AngleQuaternion( a, m_orientation ); }
VectorAligned m_vPosition; QuaternionAligned m_orientation;
bool IsValid() const { return m_vPosition.IsValid() && m_orientation.IsValid(); }
bool operator==(const CTransform& v) const; ///< exact equality check
bool operator!=(const CTransform& v) const;
// for API compatibility with matrix3x4_t
inline void InitFromQAngles( const QAngle &angles, const Vector &vPosition = vec3_origin ); inline void InitFromMatrix( const matrix3x4_t &transform ); inline void InitFromQuaternion( const Quaternion &orientation, const Vector &vPosition = vec3_origin );
inline Quaternion ToQuaternion() const; inline QAngle ToQAngle() const; inline matrix3x4_t ToMatrix() const;
inline void SetToIdentity();
inline void SetOrigin( Vector const &vPos ) { m_vPosition = vPos; } inline void SetAngles( QAngle const &vAngles ); inline Vector GetOrigin( void ) const { return m_vPosition; }
inline void GetBasisVectorsFLU( Vector *pForward, Vector *pLeft, Vector *pUp ) const; inline Vector GetForward() const; inline Vector TransformVector( const Vector &v0 ) const; inline Vector RotateVector( const Vector &v0 ) const; inline Vector TransformVectorByInverse( const Vector &v0 ) const; inline Vector RotateVectorByInverse( const Vector &v0 ) const; inline Vector RotateExtents( const Vector &vBoxExtents ) const; // these are extents and must remain positive/symmetric after rotation
inline void TransformAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const; inline void TransformAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const; inline void RotateAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const; inline void RotateAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const; //inline void TransformPlane( const cplane_t &inPlane, cplane_t &outPlane ) const;
//inline void InverseTransformPlane( const cplane_t &inPlane, cplane_t &outPlane ) const;
/// Computes an inverse. Uses the 'TR' naming to be consistent with the same method in matrix3x4_t (which only works with orthonormal matrices)
inline void InverseTR( CTransform &out ) const;
public: CTransform &operator=( const CTransformUnaligned &i ); } ALIGN16_POST;
extern const CTransform g_TransformIdentity;
//-----------------------------------------------------------------------------
// Represents an unaligned position + orientation using quaternions,
// used only for copying data around
//-----------------------------------------------------------------------------
class CTransformUnaligned { public: CTransformUnaligned() {} CTransformUnaligned( const Vector &v, const Quaternion &q ) : m_vPosition(v), m_orientation(q) {} CTransformUnaligned( const CTransform &transform ) : m_vPosition(transform.m_vPosition), m_orientation(transform.m_orientation) {} CTransform AsTransform() const { return CTransform( m_vPosition, m_orientation ); }
Vector m_vPosition; Quaternion m_orientation;
bool IsValid() const { return m_vPosition.IsValid() && m_orientation.IsValid(); }
public: CTransformUnaligned &operator=( const CTransform &i ); };
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline CTransform &CTransform::operator=( const CTransformUnaligned &i ) { m_vPosition = i.m_vPosition; m_orientation = i.m_orientation; return *this; }
inline CTransformUnaligned &CTransformUnaligned::operator=( const CTransform &i ) { m_vPosition = i.m_vPosition; m_orientation = i.m_orientation; return *this; }
//-----------------------------------------------------------------------------
// Other methods
//-----------------------------------------------------------------------------
void ConcatTransforms( const CTransform &in1, const CTransform &in2, CTransform &out ); void TransformSlerp( const CTransform &p, const CTransform &q, float t, CTransform &qt ); void TransformLerp( const CTransform &p, const CTransform &q, float t, CTransform &qt ); void TransformMatrix( const CTransform &in, matrix3x4_t &out ); void TransformMatrix( const CTransform &in, const Vector &vScaleIn, matrix3x4_t &out );
inline void TransformMatrix( const CTransform &in, float flScale, matrix3x4_t &out ) { QuaternionMatrix( in.m_orientation, in.m_vPosition, Vector( flScale, flScale, flScale ), out ); }
inline float TransformNormalize( CTransform &in ) { return QuaternionNormalize( in.m_orientation ); }
void TransformMatrix( const CTransformUnaligned &in, matrix3x4_t &out ); void MatrixTransform( const matrix3x4_t &in, CTransform &out ); void MatrixTransform( const matrix3x4_t &in, CTransformUnaligned &out ); void MatrixTransform( const matrix3x4_t &in, CTransform &out, Vector &vScaleOut );
inline void MatrixTransform( const matrix3x4_t &in, CTransform &out, float &flScale ) { Vector vScale; MatrixTransform( in, out, vScale ); flScale = vScale.LargestComponentValue(); }
void AngleTransform( const QAngle &angles, const Vector &origin, CTransform &out ); void SetIdentityTransform( CTransform &out ); void TransformVectorsFLU( const CTransform &in, Vector* pForward, Vector *pLeft, Vector *pUp ); void TransformVectorsForward( const CTransform &in, Vector* pForward );
inline const CTransform GetIdentityTransform() { CTransform out; SetIdentityTransform( out ); return out; }
inline const CTransform MatrixTransform( const matrix3x4_t &in ) { CTransform out ; MatrixTransform( in, out ); return out; }
inline const matrix3x4_t TransformMatrix( const CTransform &in ) { matrix3x4_t out; TransformMatrix( in, out ); return out; } inline const matrix3x4_t TransformMatrix( const CTransformUnaligned &in ) { matrix3x4_t out; TransformMatrix( in, out ); return out; }
inline const CTransform ConcatTransforms( const CTransform &in1, const CTransform &in2 ) { CTransform result; ConcatTransforms( in1, in2, result ); return result; }
void TransformInvert( const CTransform &in, CTransform &out ); void AxisAngleTransform( const Vector &vecAxis, float flAngleDegrees, CTransform &out ); void VectorIRotate( const Vector &v, const CTransform &t, Vector &out ); void VectorITransform( const Vector &v, const CTransform &t, Vector &out );
inline Vector TransformPoint( const CTransformUnaligned & tm, const Vector & p ) { return Vector( tm.m_vPosition.x + ( 1.0f - 2.0f * tm.m_orientation.y * tm.m_orientation.y - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.x + ( 2.0f * tm.m_orientation.x * tm.m_orientation.y - 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.x * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.z, tm.m_vPosition.y + ( 2.0f * tm.m_orientation.x * tm.m_orientation.y + 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.x + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.z, tm.m_vPosition.z + ( 2.0f * tm.m_orientation.x * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.x + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.y + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.y * tm.m_orientation.y ) * p.z ); }
// TODO: implement in SIMD?
inline Vector TransformPoint( const CTransform & tm, const Vector & p ) { return Vector( tm.m_vPosition.x + ( 1.0f - 2.0f * tm.m_orientation.y * tm.m_orientation.y - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.x + ( 2.0f * tm.m_orientation.x * tm.m_orientation.y - 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.x * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.z, tm.m_vPosition.y + ( 2.0f * tm.m_orientation.x * tm.m_orientation.y + 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.x + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.z, tm.m_vPosition.z + ( 2.0f * tm.m_orientation.x * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.x + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.y + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.y * tm.m_orientation.y ) * p.z ); }
template < class T > inline void TransformPoint( const T & tm, const Vector & p, Vector & out ) { out.x = tm.m_vPosition.x + ( 1.0f - 2.0f * tm.m_orientation.y * tm.m_orientation.y - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.x + ( 2.0f * tm.m_orientation.x * tm.m_orientation.y - 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.x * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.z; out.y = tm.m_vPosition.y + ( 2.0f * tm.m_orientation.x * tm.m_orientation.y + 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.x + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.z; out.z = tm.m_vPosition.z + ( 2.0f * tm.m_orientation.x * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.x + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.y + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.y * tm.m_orientation.y ) * p.z; }
template < class T > inline void RotatePoint( const T & tm, const Vector & p, Vector & out ) { out.x = ( 1.0f - 2.0f * tm.m_orientation.y * tm.m_orientation.y - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.x + ( 2.0f * tm.m_orientation.x * tm.m_orientation.y - 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.x * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.z; out.y = ( 2.0f * tm.m_orientation.x * tm.m_orientation.y + 2.0f * tm.m_orientation.w * tm.m_orientation.z ) * p.x + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.z * tm.m_orientation.z ) * p.y + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.z; out.z = ( 2.0f * tm.m_orientation.x * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.y ) * p.x + ( 2.0f * tm.m_orientation.y * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.x ) * p.y + ( 1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.y * tm.m_orientation.y ) * p.z; }
inline const CTransform TransformInvert( const CTransform &in ) { CTransform out ; TransformInvert( in, out ); return out; }
// Transform equality test
bool TransformsAreEqual( const CTransform &src1, const CTransform &src2, float flPosTolerance = 1e-2, float flRotTolerance = 1e-1f );
// Computes world-space transforms given local-space transforms + parent info
// The start of the pTransforms array (nRootTransformCount # of transforms) must be filled with
// the root transforms which have no parent. The end of the pTransforms array (nTransformCount # of transforms)
// must be filled with local-space transforms which are relative to other transforms, including possibly the
// root transforms. Therefore, (nRootTransformCount + nTransformCount) # of transforms must be passed into pTransforms.
// Only nTransformCount parent indices should be passed in.
// Parent indices are relative to the entire array, so a parent index of 0 indicates the first element
// of the array, which is always a root transform. -1 parent index is *illegal*
// Parent indices must always be sorted so that the index transforms earlier in the array.
// The transforms are modified in-place.
void TransformToWorldSpace( int nRootTransformCount, int nTransformCount, const int *pParentIndices, CTransform *pTransforms ); void TransformToParentSpace( int nRootTransformCount, int nTransformCount, const int *pParentIndices, CTransform *pTransforms );
inline void CTransform::InitFromQAngles( const QAngle &angles, const Vector &vPosition ) { AngleQuaternion( angles, m_orientation ); m_vPosition = vPosition; }
inline void CTransform::InitFromMatrix( const matrix3x4_t &transform ) { m_orientation = MatrixQuaternion( transform ); m_vPosition = transform.GetOrigin(); }
inline void CTransform::InitFromQuaternion( const Quaternion &orientation, const Vector &vPosition ) { m_orientation = orientation; m_vPosition = vPosition; }
inline void CTransform::SetAngles( QAngle const &vAngles ) { AngleQuaternion( vAngles, m_orientation ); }
inline Quaternion CTransform::ToQuaternion() const { return m_orientation; } inline QAngle CTransform::ToQAngle() const { QAngle angles; QuaternionAngles( m_orientation, angles ); return angles; }
inline matrix3x4_t CTransform::ToMatrix() const { return TransformMatrix( *this ); }
inline void CTransform::SetToIdentity() { m_vPosition = vec3_origin; m_orientation = quat_identity; }
inline void CTransform::GetBasisVectorsFLU( Vector *pForward, Vector *pLeft, Vector *pUp ) const { TransformVectorsFLU( *this, pForward, pLeft, pUp ); }
inline Vector CTransform::GetForward() const { Vector vForward; TransformVectorsForward( *this, &vForward ); return vForward; }
inline Vector CTransform::TransformVector( const Vector &v0 ) const { return TransformPoint( *this, v0 ); }
inline Vector CTransform::RotateVector( const Vector &v0 ) const { Vector vOut; RotatePoint( *this, v0, vOut ); return vOut; }
inline Vector CTransform::TransformVectorByInverse( const Vector &v0 ) const { Vector vOut; VectorITransform( v0, *this, vOut ); return vOut; }
inline Vector CTransform::RotateVectorByInverse( const Vector &v0 ) const { Vector vOut; VectorIRotate( v0, *this, vOut ); return vOut; }
inline bool CTransform::operator==(const CTransform& t) const { return t.m_vPosition == m_vPosition && t.m_orientation == m_orientation; }
inline bool CTransform::operator!=(const CTransform& t) const { return t.m_vPosition != m_vPosition || t.m_orientation != m_orientation; }
// PERFORMANCE: No native versions of these but implement them on matrix for convenient access
inline void CTransform::TransformAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const { ToMatrix().TransformAABB( vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut ); }
inline void CTransform::TransformAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const { ToMatrix().TransformAABBByInverse( vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut ); }
inline void CTransform::RotateAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const { ToMatrix().RotateAABB( vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut ); } inline void CTransform::RotateAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const { ToMatrix().RotateAABBByInverse( vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut ); }
inline void CTransform::InverseTR( CTransform &out ) const { matrix3x4_t xForm = ToMatrix(); out = xForm.InverseTR().ToCTransform(); }
// transform conversion operators on matrix3x4_t
inline void matrix3x4_t::InitFromCTransform( const CTransform &transform ) { TransformMatrix( transform, *this ); } inline CTransform matrix3x4_t::ToCTransform() const { return MatrixTransform( *this ); }
#endif // TRANSFORM
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