quakeforge/libs/scene/transform.c
Bill Currie 6ec8e29429 [scene] Track hierarchies instead of root transforms
The root transform of each hierarchy can be extracted from the first
transform of the list in the hierarchy, so no information is lost. The
main reason for the change is I discovered (obvious in hindsight) that
deleting root transforms was O(n) due to keeping them in an array, thus
the use of a linked list (I don't expect a hierarchy to be in more than
one such list), and I didn't want the transforms to be in a linked list.
2022-03-04 06:43:30 +09:00

215 lines
5.9 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
#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);
}