CMCore/inc/hgl/math/Transform.h
2024-08-04 00:56:35 +08:00

335 lines
7.9 KiB
C++

#pragma once
#include<hgl/math/Matrix.h>
namespace hgl
{
/**
* 变换矩阵<Br>
* 便于分散管理平移、旋转、缩放等数值
*/
class Transform
{
protected:
uint32 version;
bool is_identity;
bool is_zero_rotate;
bool matrix_dirty;
Matrix4f matrix;
Matrix4f inverse_matrix;
Matrix4f transpose_inverse_matrix;
Vector3f translation_vector;
Quatf rotation_quat;
Vector3f rotation_axis;
float rotate_angle;
Vector3f scale_vector;
protected:
void UpdateQuat()
{
if(IsNearlyZero(rotate_angle))
{
if(is_zero_rotate)
return;
is_zero_rotate=true;
rotation_quat=IdentityQuatf;
return;
}
else
{
is_zero_rotate=false;
rotation_quat=RotationQuat(rotate_angle,rotation_axis);
}
matrix_dirty=true;
}
public:
void UpdateMatrix()
{
if(!matrix_dirty)
return;
if(translation_vector==ZeroVector3f
&&rotation_quat==IdentityQuatf
&&scale_vector==OneVector3f)
{
if(is_identity) //如果之前就是空的,那不更新版本号
{
matrix_dirty=false;
return;
}
SetToIdentity();
}
else
{
matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
inverse_matrix=inverse(matrix);
transpose_inverse_matrix=transpose(inverse_matrix);
is_identity=false;
}
matrix_dirty=false;
if(version>0xF0000000)
version=0;
else
++version;
}
const uint32 GetVersion()
{
UpdateMatrix();
return version;
}
const bool IsIdentity()
{
UpdateMatrix();
return is_identity;
}
const Matrix4f &GetMatrix()
{
UpdateMatrix();
return matrix;
}
const Matrix4f GetMatrix()const //不能执行UpdateMatrix时的获取
{
if(matrix_dirty)
return translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
else
return matrix;
}
operator const Matrix4f &(){return GetMatrix();}
const Matrix4f &GetInverseMatrix()
{
UpdateMatrix();
return inverse_matrix;
}
const Vector3f &GetTranslation ()const{return translation_vector;}
const Vector3f &GetScale ()const{return scale_vector;}
const Quatf & GetRotationQuat ()const{return rotation_quat;}
const Vector3f &GetRotationAxis ()const{return rotation_axis;}
const float GetRotateAngle ()const{return rotate_angle;}
void SetTranslation(const float x,const float y,const float z)
{
translation_vector.x=x;
translation_vector.y=y;
translation_vector.z=z;
matrix_dirty=true;
}
void SetTranslation(const Vector3f &v)
{
translation_vector=v;
matrix_dirty=true;
}
void ClearRotation()
{
rotation_quat=IdentityQuatf;
rotation_axis=ZeroVector3f;
rotate_angle=0;
matrix_dirty=true;
}
void SetRotation(const Quatf &q)
{
rotation_quat=q;
ExtractedQuat(q,rotation_axis,rotate_angle);
matrix_dirty=true;
}
void SetRotation(const Vector3f &axis,const float angle)
{
rotation_axis=axis;
rotate_angle=angle;
UpdateQuat();
}
void SetRotation(const AXIS &axis,const float angle)
{
rotation_axis=GetAxisVector(axis);
rotate_angle=angle;
UpdateQuat();
}
void SetRotateAngle(float angle)
{
rotate_angle=angle;
UpdateQuat();
}
void SetScale(const float &v)
{
scale_vector=Vector3f(v,v,v);
matrix_dirty=true;
}
void SetScale(const float x,const float y,const float z)
{
scale_vector.x=x;
scale_vector.y=y;
scale_vector.z=z;
matrix_dirty=true;
}
void SetScale(const Vector3f &v)
{
scale_vector=v;
matrix_dirty=true;
}
public:
Transform()
{
SetToIdentity();
}
Transform(const Matrix4f &m)
{
SetFromMatrix4f(m);
}
Transform(const Transform &t)
{
hgl_cpy(*this,t);
}
void SetToIdentity()
{
is_identity=true;
is_zero_rotate=true;
matrix=Identity4f;
inverse_matrix=Identity4f;
matrix_dirty=false;
translation_vector=ZeroVector3f;
rotation_quat=IdentityQuatf;
rotation_axis=ZeroVector3f;
rotate_angle=0;
scale_vector=OneVector3f;
}
const bool operator == (const Transform &t)
{
UpdateMatrix();
if(is_identity)
{
if(t.is_identity)
return(true);
else
return(false);
}
else
{
if(t.is_identity)
return(false);
}
const Matrix4f tm=t.GetMatrix();
return matrix==tm;
}
void operator = (const Transform &t)
{
hgl_cpy(*this,t);
UpdateMatrix();
}
void SetFromMatrix4f(const Matrix4f &m)
{
is_identity=IsIdentityMatrix(m);
if(is_identity)
{
SetToIdentity();
return;
}
matrix=m;
inverse_matrix=inverse(m);
matrix_dirty=false;
DecomposeTransform(m,translation_vector,rotation_quat,scale_vector);
ExtractedQuat(rotation_quat,rotation_axis,rotate_angle);
}
inline Vector3f TransformPosition(const Vector3f &v)
{
UpdateMatrix();
return Vector3f(matrix*Vector4f(v,1.0f));
}
inline Vector3f TransformDirection(const Vector3f &v)
{
UpdateMatrix();
return Vector3f(matrix*Vector4f(v,0.0f));
}
inline Vector3f TransformNormal(const Vector3f &v)
{
UpdateMatrix();
return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));
}
inline Matrix3f TransformMatrix(const Matrix3f &child)
{
UpdateMatrix();
return Matrix3f(matrix*Matrix4f(child));
}
inline Matrix4f TransformMatrix(const Matrix4f &child)
{
UpdateMatrix();
return matrix*child;
}
inline Transform TransformTransform(const Transform &child)
{
UpdateMatrix();
const Matrix4f &child_matrix=child.GetMatrix();
return Transform(matrix*child_matrix);
}
inline Transform TransformTransform(const Transform &child)const
{
const Matrix4f &cur_matrix=GetMatrix();
const Matrix4f &child_matrix=child.GetMatrix();
return Transform(cur_matrix*child_matrix);
}
};//Transform
constexpr const size_t TransformMatrix4fLength=sizeof(Transform);
Transform Lerp(const Transform &from,const Transform &to,const float t);
}//namespace hgl