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https://github.com/UberGames/GtkRadiant.git
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194 lines
5 KiB
C
194 lines
5 KiB
C
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/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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. See the
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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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined (INCLUDED_TRANSFORMLIB_H)
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#define INCLUDED_TRANSFORMLIB_H
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#include "generic/constant.h"
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#include "math/matrix.h"
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#include "math/quaternion.h"
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/// \brief A transform node.
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class TransformNode
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{
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public:
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STRING_CONSTANT(Name, "TransformNode");
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/// \brief Returns the transform which maps the node's local-space into the local-space of its parent node.
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virtual const Matrix4& localToParent() const = 0;
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};
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/// \brief A transform node which has no effect.
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class IdentityTransform : public TransformNode
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{
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public:
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/// \brief Returns the identity matrix.
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const Matrix4& localToParent() const
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{
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return g_matrix4_identity;
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}
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};
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/// \brief A transform node which stores a generic transformation matrix.
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class MatrixTransform : public TransformNode
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{
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Matrix4 m_localToParent;
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public:
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MatrixTransform() : m_localToParent(g_matrix4_identity)
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{
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}
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Matrix4& localToParent()
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{
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return m_localToParent;
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}
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/// \brief Returns the stored local->parent transform.
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const Matrix4& localToParent() const
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{
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return m_localToParent;
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}
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};
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#include "generic/callback.h"
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typedef Vector3 Translation;
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typedef Quaternion Rotation;
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typedef Vector3 Scale;
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inline Matrix4 matrix4_transform_for_components(const Translation& translation, const Rotation& rotation, const Scale& scale)
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{
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Matrix4 result(matrix4_rotation_for_quaternion_quantised(rotation));
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vector4_to_vector3(result.x()) *= scale.x();
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vector4_to_vector3(result.y()) *= scale.y();
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vector4_to_vector3(result.z()) *= scale.z();
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result.tx() = translation.x();
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result.ty() = translation.y();
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result.tz() = translation.z();
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return result;
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}
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typedef bool TransformModifierType;
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const TransformModifierType TRANSFORM_PRIMITIVE = false;
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const TransformModifierType TRANSFORM_COMPONENT = true;
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/// \brief A transformable scene-graph instance.
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///
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/// A transformable instance may be translated, rotated or scaled.
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/// The state of the instanced node's geometrical representation
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/// will be the product of its geometry and the transforms of each
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/// of its instances, applied in the order they appear in a graph
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/// traversal.
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/// Freezing the transform on an instance will cause its transform
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/// to be permanently applied to the geometry of the node.
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class Transformable
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{
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public:
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STRING_CONSTANT(Name, "Transformable");
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virtual void setType(TransformModifierType type) = 0;
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virtual void setTranslation(const Translation& value) = 0;
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virtual void setRotation(const Rotation& value) = 0;
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virtual void setScale(const Scale& value) = 0;
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virtual void freezeTransform() = 0;
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};
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const Translation c_translation_identity = Translation(0, 0, 0);
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const Rotation c_rotation_identity = c_quaternion_identity;
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const Scale c_scale_identity = Scale(1, 1, 1);
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class TransformModifier : public Transformable
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{
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Translation m_translation;
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Rotation m_rotation;
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Scale m_scale;
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Callback m_changed;
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Callback m_apply;
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TransformModifierType m_type;
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public:
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TransformModifier(const Callback& changed, const Callback& apply) :
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m_translation(c_translation_identity),
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m_rotation(c_quaternion_identity),
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m_scale(c_scale_identity),
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m_changed(changed),
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m_apply(apply),
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m_type(TRANSFORM_PRIMITIVE)
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{
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}
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void setType(TransformModifierType type)
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{
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m_type = type;
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}
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TransformModifierType getType() const
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{
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return m_type;
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}
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void setTranslation(const Translation& value)
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{
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m_translation = value;
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m_changed();
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}
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void setRotation(const Rotation& value)
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{
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m_rotation = value;
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m_changed();
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}
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void setScale(const Scale& value)
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{
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m_scale = value;
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m_changed();
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}
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void freezeTransform()
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{
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if(m_translation != c_translation_identity
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|| m_rotation != c_rotation_identity
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|| m_scale != c_scale_identity)
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{
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m_apply();
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m_translation = c_translation_identity;
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m_rotation = c_rotation_identity;
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m_scale = c_scale_identity;
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m_changed();
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}
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}
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const Translation& getTranslation() const
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{
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return m_translation;
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}
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const Rotation& getRotation() const
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{
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return m_rotation;
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}
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const Scale& getScale() const
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{
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return m_scale;
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}
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Matrix4 calculateTransform() const
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{
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return matrix4_transform_for_components(getTranslation(), getRotation(), getScale());
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}
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};
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#endif
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