quakeforge/libs/entity/transform.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
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.
2021-03-10 00:01:41 +09:00

334 lines
8.4 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/entity.h"
#include "QF/render.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->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->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->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];
}