mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
fbc1bd9f6e
This is the first step towards component-based entities. There's still some transform-related stuff in the struct that needs to be moved, but it's all entirely client related (rather than renderer) and will probably go into a "client" component. Also, the current components are directly included structs rather than references as I didn't want to deal with the object management at this stage. As part of the process (because transforms use simd) this also starts the process of moving QF to using simd for vectors and matrices. There's now a mess of simd and sisd code mixed together, but it works surprisingly well together.
334 lines
8.4 KiB
C
334 lines
8.4 KiB
C
/*
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transform.c
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General transform handling
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Copyright (C) 2021 Bill Currke
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/entity.h"
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#include "QF/render.h"
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transform_t *
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Transform_New (transform_t *parent)
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{
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transform_t *transform = malloc (sizeof (transform_t));
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if (parent) {
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transform->hierarchy = parent->hierarchy;
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transform->index = Hierarchy_InsertHierarchy (parent->hierarchy, 0,
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parent->index, 0);
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} else {
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transform->hierarchy = Hierarchy_New (16, 1);//FIXME should be config
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transform->index = 0;
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}
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transform->hierarchy->transform.a[transform->index] = transform;
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Hierarchy_UpdateMatrices (transform->hierarchy);
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return transform;
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}
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void
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Transform_Delete (transform_t *transform)
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{
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if (transform->index != 0) {
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// The transform is not the root, so pull it out of its current
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// hierarchy so deleting it is easier
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Transform_SetParent (transform, 0);
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}
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Hierarchy_Delete (transform->hierarchy);
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}
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transform_t *
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Transform_NewNamed (transform_t *parent, const char *name)
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{
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transform_t *transform = Transform_New (parent);
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Transform_SetName (transform, name);
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return transform;
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}
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uint32_t
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Transform_ChildCount (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->childCount.a[transform->index];
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}
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transform_t *
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Transform_GetChild (const transform_t *transform, uint32_t childIndex)
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{
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hierarchy_t *h = transform->hierarchy;
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if (childIndex >= h->childCount.a[transform->index]) {
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return 0;
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}
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return h->transform.a[h->childIndex.a[transform->index] + childIndex];
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}
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void
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Transform_SetParent (transform_t *transform, transform_t *parent)
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{
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if (parent) {
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hierarchy_t *hierarchy = transform->hierarchy;
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uint32_t index = transform->index;
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Hierarchy_InsertHierarchy (parent->hierarchy, hierarchy,
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parent->index, index);
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Hierarchy_RemoveHierarchy (hierarchy, index);
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if (!hierarchy->name.size) {
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Hierarchy_Delete (hierarchy);
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}
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} else {
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// null parent -> make transform root
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if (!transform->index) {
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// already root
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return;
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}
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hierarchy_t *hierarchy = transform->hierarchy;
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uint32_t index = transform->index;
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hierarchy_t *new_hierarchy = Hierarchy_New (16, 0);
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Hierarchy_InsertHierarchy (new_hierarchy, hierarchy, null_transform,
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index);
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Hierarchy_RemoveHierarchy (hierarchy, index);
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}
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}
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transform_t *
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Transform_GetParent (const transform_t *transform)
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{
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if (transform->index == 0) {
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return 0;
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}
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hierarchy_t *h = transform->hierarchy;
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return h->transform.a[h->parentIndex.a[transform->index]];
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}
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void
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Transform_SetName (transform_t *transform, const char *name)
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{
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hierarchy_t *h = transform->hierarchy;
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//FIXME create a string pool (similar to qfcc's, or even move that to util)
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if (h->name.a[transform->index]) {
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free (h->name.a[transform->index]);
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}
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h->name.a[transform->index] = strdup (name);
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}
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const char *
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Transform_GetName (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->name.a[transform->index];
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}
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void
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Transform_SetTag (transform_t *transform, uint32_t tag)
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{
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hierarchy_t *h = transform->hierarchy;
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h->tag.a[transform->index] = tag;
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}
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uint32_t
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Transform_GetTag (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->tag.a[transform->index];
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}
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void
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Transform_GetLocalMatrix (const transform_t *transform, mat4f_t mat)
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{
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hierarchy_t *h = transform->hierarchy;
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memcpy (mat, h->localMatrix.a[transform->index], sizeof (mat4f_t));
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}
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void
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Transform_GetLocalInverse (const transform_t *transform, mat4f_t mat)
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{
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hierarchy_t *h = transform->hierarchy;
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memcpy (mat, h->localInverse.a[transform->index], sizeof (mat4f_t));
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}
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void
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Transform_GetWorldMatrix (const transform_t *transform, mat4f_t mat)
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{
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hierarchy_t *h = transform->hierarchy;
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memcpy (mat, h->worldMatrix.a[transform->index], sizeof (mat4f_t));
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}
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void
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Transform_GetWorldInverse (const transform_t *transform, mat4f_t mat)
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{
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hierarchy_t *h = transform->hierarchy;
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memcpy (mat, h->worldInverse.a[transform->index], sizeof (mat4f_t));
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}
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vec4f_t
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Transform_GetLocalPosition (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->localMatrix.a[transform->index][3];
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}
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void
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Transform_SetLocalPosition (transform_t *transform, vec4f_t position)
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{
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hierarchy_t *h = transform->hierarchy;
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h->localMatrix.a[transform->index][3] = position;
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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vec4f_t
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Transform_GetLocalRotation (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->localRotation.a[transform->index];
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}
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void
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Transform_SetLocalRotation (transform_t *transform, vec4f_t rotation)
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{
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hierarchy_t *h = transform->hierarchy;
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vec4f_t scale = h->localScale.a[transform->index];
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mat4f_t mat;
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mat4fquat (mat, rotation);
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h->localMatrix.a[transform->index][0] = mat[0] * scale[0];
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h->localMatrix.a[transform->index][1] = mat[1] * scale[1];
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h->localMatrix.a[transform->index][2] = mat[2] * scale[2];
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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vec4f_t
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Transform_GetLocalScale (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->localScale.a[transform->index];
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}
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void
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Transform_SetLocalScale (transform_t *transform, vec4f_t scale)
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{
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hierarchy_t *h = transform->hierarchy;
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vec4f_t rotation = h->localRotation.a[transform->index];
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mat4f_t mat;
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mat4fquat (mat, rotation);
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h->localMatrix.a[transform->index][0] = mat[0] * scale[0];
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h->localMatrix.a[transform->index][1] = mat[1] * scale[1];
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h->localMatrix.a[transform->index][2] = mat[2] * scale[2];
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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vec4f_t
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Transform_GetWorldPosition (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->worldMatrix.a[transform->index][3];
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}
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void
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Transform_SetWorldPosition (transform_t *transform, vec4f_t position)
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{
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if (transform->index) {
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hierarchy_t *h = transform->hierarchy;
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uint32_t parent = h->parentIndex.a[transform->index];
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position = mvmulf (h->worldInverse.a[parent], position);
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}
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Transform_SetLocalPosition (transform, position);
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}
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vec4f_t
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Transform_GetWorldRotation (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->worldRotation.a[transform->index];
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}
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void
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Transform_SetWorldRotation (transform_t *transform, vec4f_t rotation)
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{
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if (transform->index) {
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hierarchy_t *h = transform->hierarchy;
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uint32_t parent = h->parentIndex.a[transform->index];
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rotation = qmulf (qconjf (h->worldRotation.a[parent]), rotation);
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}
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Transform_SetLocalRotation (transform, rotation);
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}
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vec4f_t
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Transform_GetWorldScale (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->worldScale.a[transform->index];
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}
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void
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Transform_SetLocalTransform (transform_t *transform, vec4f_t scale,
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vec4f_t rotation, vec4f_t position)
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{
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hierarchy_t *h = transform->hierarchy;
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mat4f_t mat;
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mat4fquat (mat, rotation);
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position[3] = 1;
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h->localMatrix.a[transform->index][0] = mat[0] * scale[0];
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h->localMatrix.a[transform->index][1] = mat[1] * scale[1];
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h->localMatrix.a[transform->index][2] = mat[2] * scale[2];
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h->localMatrix.a[transform->index][3] = position;
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h->modified.a[transform->index] = 1;
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Hierarchy_UpdateMatrices (h);
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}
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vec4f_t
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Transform_Forward (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->worldMatrix.a[transform->index][0];
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}
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vec4f_t
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Transform_Right (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return -h->worldMatrix.a[transform->index][1];
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}
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vec4f_t
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Transform_Up (const transform_t *transform)
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{
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hierarchy_t *h = transform->hierarchy;
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return h->worldMatrix.a[transform->index][2];
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}
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