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https://git.code.sf.net/p/quake/quakeforge
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6ec8e29429
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.
215 lines
5.9 KiB
C
215 lines
5.9 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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#define IMPLEMENT_TRANSFORM_Funcs
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#include "QF/scene/hierarchy.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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#include "scn_internal.h"
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transform_t *
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Transform_New (scene_t *scene, transform_t *parent)
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{
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scene_resources_t *res = scene->resources;
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transform_t *transform = PR_RESNEW_NC (res->transforms);
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transform->scene = scene;
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transform->id = PR_RESINDEX (res->transforms, transform);
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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 (scene, 1);
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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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// Takes care of freeing the transforms
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Hierarchy_Delete (transform->hierarchy);
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}
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transform_t *
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Transform_NewNamed (scene_t *scene, transform_t *parent, const char *name)
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{
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transform_t *transform = Transform_New (scene, parent);
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Transform_SetName (transform, name);
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return transform;
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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 (transform->scene, 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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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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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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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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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->localRotation.a[transform->index] = 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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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->localScale.a[transform->index] = scale;
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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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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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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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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->localRotation.a[transform->index] = rotation;
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h->localScale.a[transform->index] = scale;
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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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