/* transform.c General transform handling Copyright (C) 2021 Bill Currke This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #define IMPLEMENT_TRANSFORM_Funcs #include "QF/scene/hierarchy.h" #include "QF/scene/scene.h" #include "QF/scene/transform.h" #include "scn_internal.h" transform_t * Transform_New (scene_t *scene, transform_t *parent) { scene_resources_t *res = scene->resources; transform_t *transform = PR_RESNEW_NC (res->transforms); transform->scene = scene; transform->id = PR_RESINDEX (res->transforms, transform); if (parent) { transform->hierarchy = parent->hierarchy; transform->index = Hierarchy_InsertHierarchy (parent->hierarchy, 0, parent->index, 0); } else { transform->hierarchy = Hierarchy_New (scene, 1); transform->index = 0; } transform->hierarchy->transform.a[transform->index] = transform; Hierarchy_UpdateMatrices (transform->hierarchy); return transform; } void Transform_Delete (transform_t *transform) { if (transform->index != 0) { // The transform is not the root, so pull it out of its current // hierarchy so deleting it is easier Transform_SetParent (transform, 0); } // Takes care of freeing the transforms Hierarchy_Delete (transform->hierarchy); } transform_t * Transform_NewNamed (scene_t *scene, transform_t *parent, const char *name) { transform_t *transform = Transform_New (scene, parent); Transform_SetName (transform, name); return transform; } void Transform_SetParent (transform_t *transform, transform_t *parent) { if (parent) { hierarchy_t *hierarchy = transform->hierarchy; uint32_t index = transform->index; Hierarchy_InsertHierarchy (parent->hierarchy, hierarchy, parent->index, index); Hierarchy_RemoveHierarchy (hierarchy, index); if (!hierarchy->name.size) { Hierarchy_Delete (hierarchy); } } else { // null parent -> make transform root if (!transform->index) { // already root return; } hierarchy_t *hierarchy = transform->hierarchy; uint32_t index = transform->index; hierarchy_t *new_hierarchy = Hierarchy_New (transform->scene, 0); Hierarchy_InsertHierarchy (new_hierarchy, hierarchy, null_transform, index); Hierarchy_RemoveHierarchy (hierarchy, index); } } void Transform_SetName (transform_t *transform, const char *name) { hierarchy_t *h = transform->hierarchy; //FIXME create a string pool (similar to qfcc's, or even move that to util) if (h->name.a[transform->index]) { free (h->name.a[transform->index]); } h->name.a[transform->index] = strdup (name); } void Transform_SetTag (transform_t *transform, uint32_t tag) { hierarchy_t *h = transform->hierarchy; h->tag.a[transform->index] = tag; } void Transform_SetLocalPosition (transform_t *transform, vec4f_t position) { hierarchy_t *h = transform->hierarchy; h->localMatrix.a[transform->index][3] = position; h->modified.a[transform->index] = 1; Hierarchy_UpdateMatrices (h); } void Transform_SetLocalRotation (transform_t *transform, vec4f_t rotation) { hierarchy_t *h = transform->hierarchy; vec4f_t scale = h->localScale.a[transform->index]; mat4f_t mat; mat4fquat (mat, rotation); h->localRotation.a[transform->index] = rotation; h->localMatrix.a[transform->index][0] = mat[0] * scale[0]; h->localMatrix.a[transform->index][1] = mat[1] * scale[1]; h->localMatrix.a[transform->index][2] = mat[2] * scale[2]; h->modified.a[transform->index] = 1; Hierarchy_UpdateMatrices (h); } void Transform_SetLocalScale (transform_t *transform, vec4f_t scale) { hierarchy_t *h = transform->hierarchy; vec4f_t rotation = h->localRotation.a[transform->index]; mat4f_t mat; mat4fquat (mat, rotation); h->localScale.a[transform->index] = scale; h->localMatrix.a[transform->index][0] = mat[0] * scale[0]; h->localMatrix.a[transform->index][1] = mat[1] * scale[1]; h->localMatrix.a[transform->index][2] = mat[2] * scale[2]; h->modified.a[transform->index] = 1; Hierarchy_UpdateMatrices (h); } void Transform_SetWorldPosition (transform_t *transform, vec4f_t position) { if (transform->index) { hierarchy_t *h = transform->hierarchy; uint32_t parent = h->parentIndex.a[transform->index]; position = mvmulf (h->worldInverse.a[parent], position); } Transform_SetLocalPosition (transform, position); } void Transform_SetWorldRotation (transform_t *transform, vec4f_t rotation) { if (transform->index) { hierarchy_t *h = transform->hierarchy; uint32_t parent = h->parentIndex.a[transform->index]; rotation = qmulf (qconjf (h->worldRotation.a[parent]), rotation); } Transform_SetLocalRotation (transform, rotation); } void Transform_SetLocalTransform (transform_t *transform, vec4f_t scale, vec4f_t rotation, vec4f_t position) { hierarchy_t *h = transform->hierarchy; mat4f_t mat; mat4fquat (mat, rotation); position[3] = 1; h->localRotation.a[transform->index] = rotation; h->localScale.a[transform->index] = scale; h->localMatrix.a[transform->index][0] = mat[0] * scale[0]; h->localMatrix.a[transform->index][1] = mat[1] * scale[1]; h->localMatrix.a[transform->index][2] = mat[2] * scale[2]; h->localMatrix.a[transform->index][3] = position; h->modified.a[transform->index] = 1; Hierarchy_UpdateMatrices (h); }