quakeforge/include/QF/scene/transform.h
Bill Currie 8464d71264 [scene] Move hierarchies to an ECS-based system
This is the beginning of adding ECS to QF. While the previous iteration
of hierarchies was a start in the direction towards ECS, this pulls most
of the 3d-specific transform stuff out of the hierarchy "objects",
making all the matrices and vectors/quaternions actual components (in
the ECS sense). There's more work to be done with respect to the
transform and entity members of hierarchy_t (entity should probably go
away entirely, and transform should become hierref_t (or whatever its
final name becomes), but I wanted to get things working sooner than
later.

The motivation for the effort was to allow views to use hierarchy_t,
which should be possible once I get entity and transform sorted out.

I am really glad I already had automated tests for hierarchies, as
things proved to be a little tricky to get working due to forgetting why
certain things were there.
2022-10-10 02:00:33 +09:00

309 lines
9.1 KiB
C

/*
transform.h
Transform management
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/02/26
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
*/
#ifndef __QF_scene_transform_h
#define __QF_scene_transform_h
#include "QF/darray.h"
#include "QF/qtypes.h"
#include "QF/scene/hierarchy.h"
#include "QF/simd/vec4f.h"
#include "QF/simd/mat4f.h"
/** \defgroup transform Transform management
\ingroup utils
*/
///@{
enum {
transform_type_name,
transform_type_tag,
transform_type_modified,
transform_type_localMatrix,
transform_type_localInverse,
transform_type_worldMatrix,
transform_type_worldInverse,
transform_type_localRotation,
transform_type_localScale,
transform_type_worldRotation,
transform_type_worldScale,
transform_type_count
};
typedef struct transform_s {
hierarchy_t *hierarchy;
struct scene_s *scene; ///< owning scene
uint32_t index; ///< index in hierarchy
int32_t id; ///< scene id
} transform_t;
#define XFORMINLINE GNU89INLINE inline __attribute__((pure))
transform_t *Transform_New (struct scene_s *scene, transform_t *parent);
/* Deletes all child transforms, and transform names */
void Transform_Delete (transform_t *transform);
transform_t *Transform_NewNamed (struct scene_s *scene, transform_t *parent,
const char *name);
XFORMINLINE uint32_t Transform_ChildCount (const transform_t *transform);
XFORMINLINE transform_t *Transform_GetChild (const transform_t *transform,
uint32_t childIndex);
void Transform_SetParent (transform_t *transform, transform_t *parent);
XFORMINLINE transform_t *Transform_GetParent (const transform_t *transform);
void Transform_SetName (transform_t *transform, const char *name);
XFORMINLINE const char *Transform_GetName (const transform_t *transform);
void Transform_SetTag (transform_t *transform, uint32_t tag);
XFORMINLINE uint32_t Transform_GetTag (const transform_t *transform);
GNU89INLINE inline void Transform_GetLocalMatrix (const transform_t *transform, mat4f_t mat);
GNU89INLINE inline void Transform_GetLocalInverse (const transform_t *transform, mat4f_t mat);
GNU89INLINE inline void Transform_GetWorldMatrix (const transform_t *transform, mat4f_t mat);
// XXX the pointer may be invalidated by hierarchy updates
XFORMINLINE const vec4f_t *Transform_GetWorldMatrixPtr (const transform_t *transform);
GNU89INLINE inline void Transform_GetWorldInverse (const transform_t *transform, mat4f_t mat);
XFORMINLINE vec4f_t Transform_GetLocalPosition (const transform_t *transform);
void Transform_SetLocalPosition (transform_t *transform, vec4f_t position);
XFORMINLINE vec4f_t Transform_GetLocalRotation (const transform_t *transform);
void Transform_SetLocalRotation (transform_t *transform, vec4f_t rotation);
XFORMINLINE vec4f_t Transform_GetLocalScale (const transform_t *transform);
void Transform_SetLocalScale (transform_t *transform, vec4f_t scale);
XFORMINLINE vec4f_t Transform_GetWorldPosition (const transform_t *transform);
void Transform_SetWorldPosition (transform_t *transform, vec4f_t position);
XFORMINLINE vec4f_t Transform_GetWorldRotation (const transform_t *transform);
void Transform_SetWorldRotation (transform_t *transform, vec4f_t rotation);
XFORMINLINE vec4f_t Transform_GetWorldScale (const transform_t *transform);
void Transform_SetLocalTransform (transform_t *transform, vec4f_t scale,
vec4f_t rotation, vec4f_t position);
// NOTE: these use X: forward, -Y: right, Z:up
// aslo, not guaranteed to be normalized or even orthogonal
XFORMINLINE vec4f_t Transform_Forward (const transform_t *transform);
XFORMINLINE vec4f_t Transform_Right (const transform_t *transform);
XFORMINLINE vec4f_t Transform_Up (const transform_t *transform);
// no SetWorldScale because after rotations, non uniform scale becomes shear
#undef XFORMINLINE
#ifndef IMPLEMENT_TRANSFORM_Funcs
#define XFORMINLINE GNU89INLINE inline
#else
#define XFORMINLINE VISIBLE
#endif
XFORMINLINE
uint32_t
Transform_ChildCount (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
return h->childCount[transform->index];
}
XFORMINLINE
transform_t *
Transform_GetChild (const transform_t *transform, uint32_t childIndex)
{
hierarchy_t *h = transform->hierarchy;
if (childIndex >= h->childCount[transform->index]) {
return 0;
}
return h->transform[h->childIndex[transform->index] + childIndex];
}
XFORMINLINE
transform_t *
Transform_GetParent (const transform_t *transform)
{
if (transform->index == 0) {
return 0;
}
hierarchy_t *h = transform->hierarchy;
return h->transform[h->parentIndex[transform->index]];
}
XFORMINLINE
const char *
Transform_GetName (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
char **name = h->components[transform_type_name];
return name[transform->index];
}
XFORMINLINE
uint32_t
Transform_GetTag (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
uint32_t *tag = h->components[transform_type_tag];
return tag[transform->index];
}
XFORMINLINE
void
Transform_GetLocalMatrix (const transform_t *transform, mat4f_t mat)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *localMatrix = h->components[transform_type_localMatrix];
vec4f_t *src = localMatrix[transform->index];
mat[0] = src[0];
mat[1] = src[1];
mat[2] = src[2];
mat[3] = src[3];
}
XFORMINLINE
void
Transform_GetLocalInverse (const transform_t *transform, mat4f_t mat)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *localInverse = h->components[transform_type_localInverse];
vec4f_t *src = localInverse[transform->index];
mat[0] = src[0];
mat[1] = src[1];
mat[2] = src[2];
mat[3] = src[3];
}
XFORMINLINE
void
Transform_GetWorldMatrix (const transform_t *transform, mat4f_t mat)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *worldMatrix = h->components[transform_type_worldMatrix];
vec4f_t *src = worldMatrix[transform->index];
mat[0] = src[0];
mat[1] = src[1];
mat[2] = src[2];
mat[3] = src[3];
}
XFORMINLINE
const vec4f_t *
Transform_GetWorldMatrixPtr (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *worldMatrix = h->components[transform_type_worldMatrix];
return worldMatrix[transform->index];
}
XFORMINLINE
void
Transform_GetWorldInverse (const transform_t *transform, mat4f_t mat)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *worldInverse = h->components[transform_type_worldInverse];
vec4f_t *src = worldInverse[transform->index];
mat[0] = src[0];
mat[1] = src[1];
mat[2] = src[2];
mat[3] = src[3];
}
XFORMINLINE
vec4f_t
Transform_GetLocalPosition (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *localMatrix = h->components[transform_type_localMatrix];
return localMatrix[transform->index][3];
}
XFORMINLINE
vec4f_t
Transform_GetLocalRotation (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
vec4f_t *localRotation = h->components[transform_type_localRotation];
return localRotation[transform->index];
}
XFORMINLINE
vec4f_t
Transform_GetLocalScale (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
vec4f_t *localScale = h->components[transform_type_localScale];
return localScale[transform->index];
}
XFORMINLINE
vec4f_t
Transform_GetWorldPosition (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *worldMatrix = h->components[transform_type_worldMatrix];
return worldMatrix[transform->index][3];
}
XFORMINLINE
vec4f_t
Transform_GetWorldRotation (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
vec4f_t *worldRotation = h->components[transform_type_worldRotation];
return worldRotation[transform->index];
}
XFORMINLINE
vec4f_t
Transform_GetWorldScale (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
vec4f_t *worldScale = h->components[transform_type_worldScale];
return worldScale[transform->index];
}
XFORMINLINE
vec4f_t
Transform_Forward (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *worldMatrix = h->components[transform_type_worldMatrix];
return worldMatrix[transform->index][0];
}
XFORMINLINE
vec4f_t
Transform_Right (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *worldMatrix = h->components[transform_type_worldMatrix];
return -worldMatrix[transform->index][1];
}
XFORMINLINE
vec4f_t
Transform_Up (const transform_t *transform)
{
hierarchy_t *h = transform->hierarchy;
mat4f_t *worldMatrix = h->components[transform_type_worldMatrix];
return worldMatrix[transform->index][2];
}
///@}
#endif//__QF_scene_transform_h