quakeforge/libs/scene/hierarchy.c
Bill Currie 1dff24dbd0 [scene] Implement Hierarchy_Copy
It copies an entire hierarchy (minus actual entities, but I'm as yet
unsure how to proceed with them), even across scenes as the source scene
is irrelevant and the destination scene is used for creating the new
transforms.
2022-05-08 11:14:00 +09:00

564 lines
20 KiB
C

/*
hierarchy.c
General hierarchy 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/scene/hierarchy.h"
#include "QF/scene/transform.h"
#include "scn_internal.h"
static void
hierarchy_UpdateTransformIndices (hierarchy_t *hierarchy, uint32_t start,
int offset)
{
for (size_t i = start; i < hierarchy->transform.size; i++) {
if (hierarchy->transform.a[i]) {
hierarchy->transform.a[i]->index += offset;
}
}
}
static void
hierarchy_UpdateChildIndices (hierarchy_t *hierarchy, uint32_t start,
int offset)
{
for (size_t i = start; i < hierarchy->childIndex.size; i++) {
hierarchy->childIndex.a[i] += offset;
}
}
static void
hierarchy_UpdateParentIndices (hierarchy_t *hierarchy, uint32_t start,
int offset)
{
for (size_t i = start; i < hierarchy->parentIndex.size; i++) {
hierarchy->parentIndex.a[i] += offset;
}
}
static void
hierarchy_calcLocalInverse (hierarchy_t *h, uint32_t index)
{
// This takes advantage of the fact that localMatrix is a simple
// homogenous scale/rotate/translate matrix with no shear
vec4f_t x = h->localMatrix.a[index][0];
vec4f_t y = h->localMatrix.a[index][1];
vec4f_t z = h->localMatrix.a[index][2];
vec4f_t t = h->localMatrix.a[index][3];
// "one" is to ensure both the scalar and translation have 1 in their
// fourth components
vec4f_t one = { 0, 0, 0, 1 };
vec4f_t nx = { x[0], y[0], z[0], 0 };
vec4f_t ny = { x[1], y[1], z[1], 0 };
vec4f_t nz = { x[2], y[2], z[2], 0 };
vec4f_t nt = one - t[0] * nx - t[1] * ny - t[2] * nz;
// vertical dot product!!!
vec4f_t s = 1 / (nx * nx + ny * ny + nz * nz + one);
h->localInverse.a[index][0] = nx * s;
h->localInverse.a[index][1] = ny * s;
h->localInverse.a[index][2] = nz * s;
h->localInverse.a[index][3] = nt * s;
}
void
Hierarchy_UpdateMatrices (hierarchy_t *h)
{
for (size_t i = 0; i < h->localInverse.size; i++) {
if (h->modified.a[i]) {
hierarchy_calcLocalInverse (h, i);
}
}
if (h->modified.a[0]) {
memcpy (h->worldMatrix.a[0],
h->localMatrix.a[0], sizeof (mat4_t));
memcpy (h->worldInverse.a[0],
h->localInverse.a[0], sizeof (mat4_t));
h->worldRotation.a[0] = h->localRotation.a[0];
h->worldScale.a[0] = h->localScale.a[0];
}
for (size_t i = 1; i < h->worldMatrix.size; i++) {
uint32_t parent = h->parentIndex.a[i];
if (h->modified.a[i] || h->modified.a[parent]) {
mmulf (h->worldMatrix.a[i],
h->worldMatrix.a[parent], h->localMatrix.a[i]);
h->modified.a[i] = 1;
}
}
for (size_t i = 1; i < h->worldInverse.size; i++) {
uint32_t parent = h->parentIndex.a[i];
if (h->modified.a[i] || h->modified.a[parent]) {
mmulf (h->worldInverse.a[i],
h->localInverse.a[i], h->worldInverse.a[parent]);
}
}
for (size_t i = 1; i < h->worldRotation.size; i++) {
uint32_t parent = h->parentIndex.a[i];
if (h->modified.a[i] || h->modified.a[parent]) {
h->worldRotation.a[i] = qmulf (h->worldRotation.a[parent],
h->localRotation.a[i]);
}
}
for (size_t i = 1; i < h->worldScale.size; i++) {
uint32_t parent = h->parentIndex.a[i];
if (h->modified.a[i] || h->modified.a[parent]) {
h->worldScale.a[i] = m3vmulf (h->worldMatrix.a[parent],
h->localScale.a[i]);
}
}
memset (h->modified.a, 0, h->modified.size);
}
static void
hierarchy_open (hierarchy_t *hierarchy, uint32_t index, uint32_t count)
{
DARRAY_OPEN_AT (&hierarchy->transform, index, count);
DARRAY_OPEN_AT (&hierarchy->entity, index, count);
DARRAY_OPEN_AT (&hierarchy->childCount, index, count);
DARRAY_OPEN_AT (&hierarchy->childIndex, index, count);
DARRAY_OPEN_AT (&hierarchy->parentIndex, index, count);
DARRAY_OPEN_AT (&hierarchy->name, index, count);
DARRAY_OPEN_AT (&hierarchy->tag, index, count);
DARRAY_OPEN_AT (&hierarchy->modified, index, count);
DARRAY_OPEN_AT (&hierarchy->localMatrix, index, count);
DARRAY_OPEN_AT (&hierarchy->localInverse, index, count);
DARRAY_OPEN_AT (&hierarchy->worldMatrix, index, count);
DARRAY_OPEN_AT (&hierarchy->worldInverse, index, count);
DARRAY_OPEN_AT (&hierarchy->localRotation, index, count);
DARRAY_OPEN_AT (&hierarchy->localScale, index, count);
DARRAY_OPEN_AT (&hierarchy->worldRotation, index, count);
DARRAY_OPEN_AT (&hierarchy->worldScale, index, count);
}
static void
hierarchy_close (hierarchy_t *hierarchy, uint32_t index, uint32_t count)
{
if (count) {
DARRAY_CLOSE_AT (&hierarchy->transform, index, count);
DARRAY_CLOSE_AT (&hierarchy->entity, index, count);
DARRAY_CLOSE_AT (&hierarchy->childCount, index, count);
DARRAY_CLOSE_AT (&hierarchy->childIndex, index, count);
DARRAY_CLOSE_AT (&hierarchy->parentIndex, index, count);
DARRAY_CLOSE_AT (&hierarchy->name, index, count);
DARRAY_CLOSE_AT (&hierarchy->tag, index, count);
DARRAY_CLOSE_AT (&hierarchy->modified, index, count);
DARRAY_CLOSE_AT (&hierarchy->localMatrix, index, count);
DARRAY_CLOSE_AT (&hierarchy->localInverse, index, count);
DARRAY_CLOSE_AT (&hierarchy->worldMatrix, index, count);
DARRAY_CLOSE_AT (&hierarchy->worldInverse, index, count);
DARRAY_CLOSE_AT (&hierarchy->localRotation, index, count);
DARRAY_CLOSE_AT (&hierarchy->localScale, index, count);
DARRAY_CLOSE_AT (&hierarchy->worldRotation, index, count);
DARRAY_CLOSE_AT (&hierarchy->worldScale, index, count);
}
}
static void
hierarchy_move (hierarchy_t *dst, const hierarchy_t *src,
uint32_t dstIndex, uint32_t srcIndex, uint32_t count)
{
memcpy (&dst->transform.a[dstIndex], &src->transform.a[srcIndex],
count * sizeof(dst->transform.a[0]));
memset (&src->transform.a[srcIndex], 0,
count * sizeof(dst->transform.a[0]));
memcpy (&dst->entity.a[dstIndex], &src->entity.a[srcIndex],
count * sizeof(dst->entity.a[0]));
memcpy (&dst->name.a[dstIndex], &src->name.a[srcIndex],
count * sizeof(dst->name.a[0]));
memcpy (&dst->tag.a[dstIndex], &src->tag.a[srcIndex],
count * sizeof(dst->tag.a[0]));
memset (&dst->modified.a[dstIndex], 1, count * sizeof(dst->modified.a[0]));
memcpy (&dst->localMatrix.a[dstIndex], &src->localMatrix.a[srcIndex],
count * sizeof(dst->localMatrix.a[0]));
memcpy (&dst->localInverse.a[dstIndex], &src->localInverse.a[srcIndex],
count * sizeof(dst->localInverse.a[0]));
memcpy (&dst->localRotation.a[dstIndex], &src->localRotation.a[srcIndex],
count * sizeof(dst->localRotation.a[0]));
memcpy (&dst->localScale.a[dstIndex], &src->localScale.a[srcIndex],
count * sizeof(dst->localScale.a[0]));
for (uint32_t i = 0; i < count; i++) {
dst->transform.a[dstIndex + i]->hierarchy = dst;
dst->transform.a[dstIndex + i]->index = dstIndex + i;
}
}
static void
hierarchy_init (hierarchy_t *dst, uint32_t index,
uint32_t parentIndex, uint32_t childIndex, uint32_t count)
{
memset (&dst->transform.a[index], 0,
count * sizeof(dst->transform.a[0]));
memset (&dst->entity.a[index], 0, count * sizeof(dst->entity.a[0]));
memset (&dst->name.a[index], 0, count * sizeof(dst->name.a[0]));
memset (&dst->tag.a[index], 0, count * sizeof(dst->tag.a[0]));
memset (&dst->modified.a[index], 1, count * sizeof(dst->modified.a[0]));
for (uint32_t i = 0; i < count; i++) {
mat4fidentity (dst->localMatrix.a[index]);
mat4fidentity (dst->localInverse.a[index]);
dst->localRotation.a[index] = (vec4f_t) { 0, 0, 0, 1 };
dst->localScale.a[index] = (vec4f_t) { 1, 1, 1, 1 };
dst->parentIndex.a[index + i] = parentIndex;
dst->childCount.a[index + i] = 0;
dst->childIndex.a[index + i] = childIndex;
}
}
static uint32_t
hierarchy_insert (hierarchy_t *dst, const hierarchy_t *src,
uint32_t dstParent, uint32_t srcRoot, uint32_t count)
{
uint32_t insertIndex; // where the transforms will be inserted
uint32_t childIndex; // where the transforms' children will inserted
// The newly added transforms are always last children of the parent
// transform
insertIndex = dst->childIndex.a[dstParent] + dst->childCount.a[dstParent];
// By design, all of a transform's children are in one contiguous block,
// and the blocks of children for each transform are ordered by their
// parents. Thus the child index of each transform increases monotonically
// for each child index in the array, regardless of the level of the owning
// transform (higher levels always come before lower levels).
uint32_t neighbor = insertIndex - 1; // insertIndex never zero
childIndex = dst->childIndex.a[neighbor] + dst->childCount.a[neighbor];
// Any transforms that come after the inserted transforms need to have
// thier indices adjusted.
hierarchy_UpdateTransformIndices (dst, insertIndex, count);
// The parent transform's child index is not affected, but the child
// indices of all transforms immediately after the parent transform are.
hierarchy_UpdateChildIndices (dst, dstParent + 1, count);
hierarchy_UpdateParentIndices (dst, childIndex, count);
// The beginning of the block of children for the new transforms was
// computed from the pre-insert indices of the related transforms, thus
// the index must be updated by the number of transforms being inserted
// (it would have been updated thusly if the insert was done before
// updating the indices of the other transforms).
childIndex += count;
hierarchy_open (dst, insertIndex, count);
if (src) {
hierarchy_move (dst, src, insertIndex, srcRoot, count);
} else {
hierarchy_init (dst, insertIndex, dstParent, childIndex, count);
}
for (uint32_t i = 0; i < count; i++) {
dst->parentIndex.a[insertIndex + i] = dstParent;
dst->childIndex.a[insertIndex + i] = childIndex;
dst->childCount.a[insertIndex + i] = 0;
}
dst->childCount.a[dstParent] += count;
return insertIndex;
}
static void
hierarchy_insert_children (hierarchy_t *dst, const hierarchy_t *src,
uint32_t dstParent, uint32_t srcRoot)
{
uint32_t insertIndex;
uint32_t childIndex = src->childIndex.a[srcRoot];
uint32_t childCount = src->childCount.a[srcRoot];
if (childCount) {
insertIndex = hierarchy_insert (dst, src, dstParent,
childIndex, childCount);
for (uint32_t i = 0; i < childCount; i++) {
hierarchy_insert_children (dst, src, insertIndex + i,
childIndex + i);
}
}
}
uint32_t
Hierarchy_InsertHierarchy (hierarchy_t *dst, const hierarchy_t *src,
uint32_t dstParent, uint32_t srcRoot)
{
uint32_t insertIndex;
if (dstParent == null_transform) {
if (dst->transform.size) {
Sys_Error ("attempt to insert root in non-empty hierarchy");
}
hierarchy_open (dst, 0, 1);
hierarchy_move (dst, src, 0, srcRoot, 1);
dst->parentIndex.a[0] = null_transform;
dst->childIndex.a[0] = 1;
dst->childCount.a[0] = 0;
insertIndex = 0;
} else {
if (!dst->transform.size) {
Sys_Error ("attempt to insert non-root in empty hierarchy");
}
insertIndex = hierarchy_insert (dst, src, dstParent, srcRoot, 1);
}
// if src is null, then inserting a new transform which has no children
if (src) {
hierarchy_insert_children (dst, src, insertIndex, srcRoot);
}
Hierarchy_UpdateMatrices (dst);
return insertIndex;
}
static void
hierarchy_remove_children (hierarchy_t *hierarchy, uint32_t index)
{
uint32_t childIndex = hierarchy->childIndex.a[index];
uint32_t childCount = hierarchy->childCount.a[index];
uint32_t parentIndex = hierarchy->parentIndex.a[index];
uint32_t nieceIndex = null_transform;
if (parentIndex != null_transform) {
uint32_t siblingIndex = hierarchy->childIndex.a[parentIndex];
siblingIndex += hierarchy->childCount.a[parentIndex] - 1;
nieceIndex = hierarchy->childIndex.a[siblingIndex];
}
for (uint32_t i = childCount; i-- > 0; ) {
hierarchy_remove_children (hierarchy, childIndex + i);
}
hierarchy_close (hierarchy, childIndex, childCount);
hierarchy->childCount.a[index] = 0;
if (childCount) {
hierarchy_UpdateTransformIndices (hierarchy, childIndex, -childCount);
hierarchy_UpdateChildIndices (hierarchy, index, -childCount);
if (nieceIndex != null_transform) {
hierarchy_UpdateParentIndices (hierarchy, nieceIndex, -childCount);
}
}
}
void
Hierarchy_RemoveHierarchy (hierarchy_t *hierarchy, uint32_t index)
{
uint32_t parentIndex = hierarchy->parentIndex.a[index];
uint32_t childIndex = hierarchy->childIndex.a[index];
uint32_t siblingIndex = null_transform;
if (parentIndex != null_transform) {
siblingIndex = hierarchy->childIndex.a[parentIndex];
}
hierarchy_remove_children (hierarchy, index);
hierarchy_close (hierarchy, index, 1);
if (siblingIndex != null_transform) {
hierarchy_UpdateTransformIndices (hierarchy, index, -1);
hierarchy_UpdateChildIndices (hierarchy, siblingIndex, -1);
hierarchy_UpdateParentIndices (hierarchy, childIndex - 1, -1);
}
}
hierarchy_t *
Hierarchy_New (scene_t *scene, int createRoot)
{
scene_resources_t *res = scene->resources;
hierarchy_t *hierarchy = PR_RESNEW_NC (res->hierarchies);
hierarchy->scene = scene;
hierarchy->prev = &scene->hierarchies;
hierarchy->next = scene->hierarchies;
if (scene->hierarchies) {
scene->hierarchies->prev = &hierarchy->next;
}
scene->hierarchies = hierarchy;
size_t grow = 16;
DARRAY_INIT (&hierarchy->transform, grow);
DARRAY_INIT (&hierarchy->entity, grow);
DARRAY_INIT (&hierarchy->childCount, grow);
DARRAY_INIT (&hierarchy->childIndex, grow);
DARRAY_INIT (&hierarchy->parentIndex, grow);
DARRAY_INIT (&hierarchy->name, grow);
DARRAY_INIT (&hierarchy->tag, grow);
DARRAY_INIT (&hierarchy->modified, grow);
DARRAY_INIT (&hierarchy->localMatrix, grow);
DARRAY_INIT (&hierarchy->localInverse, grow);
DARRAY_INIT (&hierarchy->worldMatrix, grow);
DARRAY_INIT (&hierarchy->worldInverse, grow);
DARRAY_INIT (&hierarchy->localRotation, grow);
DARRAY_INIT (&hierarchy->localScale, grow);
DARRAY_INIT (&hierarchy->worldRotation, grow);
DARRAY_INIT (&hierarchy->worldScale, grow);
if (createRoot) {
hierarchy_open (hierarchy, 0, 1);
hierarchy_init (hierarchy, 0, null_transform, 1, 1);
}
return hierarchy;
}
void
Hierarchy_Delete (hierarchy_t *hierarchy)
{
if (hierarchy->next) {
hierarchy->next->prev = hierarchy->prev;
}
*hierarchy->prev = hierarchy->next;
scene_resources_t *res = hierarchy->scene->resources;
for (size_t i = 0; i < hierarchy->transform.size; i++) {
PR_RESFREE (res->transforms, hierarchy->transform.a[i]);
}
DARRAY_CLEAR (&hierarchy->transform);
DARRAY_CLEAR (&hierarchy->entity);
DARRAY_CLEAR (&hierarchy->childCount);
DARRAY_CLEAR (&hierarchy->childIndex);
DARRAY_CLEAR (&hierarchy->parentIndex);
DARRAY_CLEAR (&hierarchy->name);
DARRAY_CLEAR (&hierarchy->tag);
DARRAY_CLEAR (&hierarchy->modified);
DARRAY_CLEAR (&hierarchy->localMatrix);
DARRAY_CLEAR (&hierarchy->localInverse);
DARRAY_CLEAR (&hierarchy->worldMatrix);
DARRAY_CLEAR (&hierarchy->worldInverse);
DARRAY_CLEAR (&hierarchy->localRotation);
DARRAY_CLEAR (&hierarchy->localScale);
DARRAY_CLEAR (&hierarchy->worldRotation);
DARRAY_CLEAR (&hierarchy->worldScale);
PR_RESFREE (res->hierarchies, hierarchy);
}
void
Hierarchy_Reserve (hierarchy_t *hierarchy, uint32_t count)
{
size_t size = hierarchy->transform.size;
DARRAY_RESIZE (&hierarchy->transform, size + count);
DARRAY_RESIZE (&hierarchy->entity, size + count);
DARRAY_RESIZE (&hierarchy->childCount, size + count);
DARRAY_RESIZE (&hierarchy->childIndex, size + count);
DARRAY_RESIZE (&hierarchy->parentIndex, size + count);
DARRAY_RESIZE (&hierarchy->name, size + count);
DARRAY_RESIZE (&hierarchy->tag, size + count);
DARRAY_RESIZE (&hierarchy->modified, size + count);
DARRAY_RESIZE (&hierarchy->localMatrix, size + count);
DARRAY_RESIZE (&hierarchy->localInverse, size + count);
DARRAY_RESIZE (&hierarchy->worldMatrix, size + count);
DARRAY_RESIZE (&hierarchy->worldInverse, size + count);
DARRAY_RESIZE (&hierarchy->localRotation, size + count);
DARRAY_RESIZE (&hierarchy->localScale, size + count);
DARRAY_RESIZE (&hierarchy->worldRotation, size + count);
DARRAY_RESIZE (&hierarchy->worldScale, size + count);
DARRAY_RESIZE (&hierarchy->transform, size);
DARRAY_RESIZE (&hierarchy->entity, size);
DARRAY_RESIZE (&hierarchy->childCount, size);
DARRAY_RESIZE (&hierarchy->childIndex, size);
DARRAY_RESIZE (&hierarchy->parentIndex, size);
DARRAY_RESIZE (&hierarchy->name, size);
DARRAY_RESIZE (&hierarchy->tag, size);
DARRAY_RESIZE (&hierarchy->modified, size);
DARRAY_RESIZE (&hierarchy->localMatrix, size);
DARRAY_RESIZE (&hierarchy->localInverse, size);
DARRAY_RESIZE (&hierarchy->worldMatrix, size);
DARRAY_RESIZE (&hierarchy->worldInverse, size);
DARRAY_RESIZE (&hierarchy->localRotation, size);
DARRAY_RESIZE (&hierarchy->localScale, size);
DARRAY_RESIZE (&hierarchy->worldRotation, size);
DARRAY_RESIZE (&hierarchy->worldScale, size);
}
hierarchy_t *
Hierarchy_Copy (scene_t *scene, const hierarchy_t *src)
{
hierarchy_t *dst = Hierarchy_New (scene, 0);
size_t count = src->transform.size;
DARRAY_RESIZE (&dst->transform, count);
DARRAY_RESIZE (&dst->entity, count);
DARRAY_RESIZE (&dst->childCount, count);
DARRAY_RESIZE (&dst->childIndex, count);
DARRAY_RESIZE (&dst->parentIndex, count);
DARRAY_RESIZE (&dst->name, count);
DARRAY_RESIZE (&dst->tag, count);
DARRAY_RESIZE (&dst->modified, count);
DARRAY_RESIZE (&dst->localMatrix, count);
DARRAY_RESIZE (&dst->localInverse, count);
DARRAY_RESIZE (&dst->worldMatrix, count);
DARRAY_RESIZE (&dst->worldInverse, count);
DARRAY_RESIZE (&dst->localRotation, count);
DARRAY_RESIZE (&dst->localScale, count);
DARRAY_RESIZE (&dst->worldRotation, count);
DARRAY_RESIZE (&dst->worldScale, count);
for (size_t i = 0; i < count; i++) {
dst->transform.a[i] = __transform_alloc (scene);
dst->transform.a[i]->hierarchy = dst;
dst->transform.a[i]->index = i;
}
for (size_t i = 0; i < count; i++) {
dst->entity.a[i] = 0; // FIXME clone entity
}
memcpy (dst->childCount.a, src->childCount.a,
count * sizeof(dst->childCount.a[0]));
memcpy (dst->childIndex.a, src->childIndex.a,
count * sizeof(dst->childIndex.a[0]));
memcpy (dst->parentIndex.a, src->parentIndex.a,
count * sizeof(dst->parentIndex.a[0]));
for (size_t i = 0; i < count; i++) {
// use the transform code so string allocation remains consistent
// regardless how it changes.
Transform_SetName (dst->transform.a[i], src->name.a[i]);
}
memcpy (dst->tag.a, src->tag.a,
count * sizeof(dst->tag.a[0]));
memcpy (dst->modified.a, src->modified.a,
count * sizeof(dst->modified.a[0]));
memcpy (dst->localMatrix.a, src->localMatrix.a,
count * sizeof(dst->localMatrix.a[0]));
memcpy (dst->localInverse.a, src->localInverse.a,
count * sizeof(dst->localInverse.a[0]));
memcpy (dst->worldMatrix.a, src->worldMatrix.a,
count * sizeof(dst->worldMatrix.a[0]));
memcpy (dst->worldInverse.a, src->worldInverse.a,
count * sizeof(dst->worldInverse.a[0]));
memcpy (dst->localRotation.a, src->localRotation.a,
count * sizeof(dst->localRotation.a[0]));
memcpy (dst->localScale.a, src->localScale.a,
count * sizeof(dst->localScale.a[0]));
memcpy (dst->worldRotation.a, src->worldRotation.a,
count * sizeof(dst->worldRotation.a[0]));
memcpy (dst->worldScale.a, src->worldScale.a,
count * sizeof(dst->localScale.a[0]));
// Just in case the source hierarchy has modified transforms
Hierarchy_UpdateMatrices (dst);
return dst;
}