/* 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 #include "QF/scene/hierarchy.h" #include "QF/scene/transform.h" transform_t * Transform_New (transform_t *parent) { transform_t *transform = malloc (sizeof (transform_t)); if (parent) { transform->hierarchy = parent->hierarchy; transform->index = Hierarchy_InsertHierarchy (parent->hierarchy, 0, parent->index, 0); } else { transform->hierarchy = Hierarchy_New (16, 1);//FIXME should be config 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); } Hierarchy_Delete (transform->hierarchy); } transform_t * Transform_NewNamed (transform_t *parent, const char *name) { transform_t *transform = Transform_New (parent); Transform_SetName (transform, name); return transform; } uint32_t Transform_ChildCount (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->childCount.a[transform->index]; } transform_t * Transform_GetChild (const transform_t *transform, uint32_t childIndex) { hierarchy_t *h = transform->hierarchy; if (childIndex >= h->childCount.a[transform->index]) { return 0; } return h->transform.a[h->childIndex.a[transform->index] + childIndex]; } 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 (16, 0); Hierarchy_InsertHierarchy (new_hierarchy, hierarchy, null_transform, index); Hierarchy_RemoveHierarchy (hierarchy, index); } } transform_t * Transform_GetParent (const transform_t *transform) { if (transform->index == 0) { return 0; } hierarchy_t *h = transform->hierarchy; return h->transform.a[h->parentIndex.a[transform->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); } const char * Transform_GetName (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->name.a[transform->index]; } void Transform_SetTag (transform_t *transform, uint32_t tag) { hierarchy_t *h = transform->hierarchy; h->tag.a[transform->index] = tag; } uint32_t Transform_GetTag (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->tag.a[transform->index]; } void Transform_GetLocalMatrix (const transform_t *transform, mat4f_t mat) { hierarchy_t *h = transform->hierarchy; memcpy (mat, h->localMatrix.a[transform->index], sizeof (mat4f_t)); } void Transform_GetLocalInverse (const transform_t *transform, mat4f_t mat) { hierarchy_t *h = transform->hierarchy; memcpy (mat, h->localInverse.a[transform->index], sizeof (mat4f_t)); } void Transform_GetWorldMatrix (const transform_t *transform, mat4f_t mat) { hierarchy_t *h = transform->hierarchy; memcpy (mat, h->worldMatrix.a[transform->index], sizeof (mat4f_t)); } void Transform_GetWorldInverse (const transform_t *transform, mat4f_t mat) { hierarchy_t *h = transform->hierarchy; memcpy (mat, h->worldInverse.a[transform->index], sizeof (mat4f_t)); } vec4f_t Transform_GetLocalPosition (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->localMatrix.a[transform->index][3]; } 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); } vec4f_t Transform_GetLocalRotation (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->localRotation.a[transform->index]; } 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); } vec4f_t Transform_GetLocalScale (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->localScale.a[transform->index]; } 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); } vec4f_t Transform_GetWorldPosition (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->worldMatrix.a[transform->index][3]; } 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); } vec4f_t Transform_GetWorldRotation (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->worldRotation.a[transform->index]; } 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); } vec4f_t Transform_GetWorldScale (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->worldScale.a[transform->index]; } 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); } vec4f_t Transform_Forward (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->worldMatrix.a[transform->index][0]; } vec4f_t Transform_Right (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return -h->worldMatrix.a[transform->index][1]; } vec4f_t Transform_Up (const transform_t *transform) { hierarchy_t *h = transform->hierarchy; return h->worldMatrix.a[transform->index][2]; }