worldspawn/libs/transformlib.h

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