2024-04-30 20:18:49 +03:00
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class_name TransformTools
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2024-05-23 01:36:49 +03:00
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static func plane_2d_coords(transform: Transform3D) -> Vector2:
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var point = transform.origin
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transform.origin = Vector3.ZERO
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point = transform.inverse() * point
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return Vector2( - point.x, point.y)
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2024-04-30 20:18:49 +03:00
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## Calculate the transform that would transform the source position, direction and up vector to the target position, direction and up vector
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## Basically a bit more fancy Inputs for a Transform3D
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static func calc_delta_transform(source_pos: Vector3, source_dir: Vector3, source_up: Vector3, target_pos: Vector3, target_dir: Vector3, target_up: Vector3) -> Transform3D:
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var source_transform = Transform3D()
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source_transform.basis = Basis(source_dir, source_up, source_dir.cross(source_up)).orthonormalized() * (1.0 / source_dir.length())
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source_transform.origin = source_pos
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var target_transform = Transform3D()
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target_transform.basis = Basis(target_dir, target_up, target_dir.cross(target_up)).orthonormalized() * (target_dir.length())
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target_transform.origin = target_pos
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return target_transform * source_transform.inverse()
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## Rotate a transform around a point by an angle around an axis
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static func rotate_around_point_axis(transform: Transform3D, point: Vector3, axis: Vector3, angle: float) -> Transform3D:
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return transform.translated( - point).rotated(axis, angle).translated(point)
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static func rotate_around_point(transform: Transform3D, point: Vector3, rotation: Vector3, rotation_order: EulerOrder=EULER_ORDER_YXZ) -> Transform3D:
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transform = transform.translated( - point)
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var axis1 = Vector3()
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var axis2 = Vector3()
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var axis3 = Vector3()
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match rotation_order:
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EULER_ORDER_XYZ:
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axis1 = Vector3(1, 0, 0)
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axis2 = Vector3(0, 1, 0)
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axis3 = Vector3(0, 0, 1)
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EULER_ORDER_XZY:
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axis1 = Vector3(1, 0, 0)
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axis2 = Vector3(0, 0, 1)
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axis3 = Vector3(0, 1, 0)
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rotation = Vector3(rotation.x, rotation.z, rotation.y)
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EULER_ORDER_YXZ:
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axis1 = Vector3(0, 1, 0)
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axis2 = Vector3(1, 0, 0)
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axis3 = Vector3(0, 0, 1)
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rotation = Vector3(rotation.y, rotation.x, rotation.z)
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EULER_ORDER_YZX:
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axis1 = Vector3(0, 1, 0)
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axis2 = Vector3(0, 0, 1)
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axis3 = Vector3(1, 0, 0)
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rotation = Vector3(rotation.y, rotation.z, rotation.x)
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EULER_ORDER_ZXY:
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axis1 = Vector3(0, 0, 1)
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axis2 = Vector3(1, 0, 0)
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axis3 = Vector3(0, 1, 0)
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rotation = Vector3(rotation.z, rotation.x, rotation.y)
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EULER_ORDER_ZYX:
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axis1 = Vector3(0, 0, 1)
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axis2 = Vector3(0, 1, 0)
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axis3 = Vector3(1, 0, 0)
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rotation = Vector3(rotation.z, rotation.y, rotation.x)
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transform = transform.rotated(axis1, rotation.x).rotated(axis2, rotation.y).rotated(axis3, rotation.z)
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return transform.translated(point)
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