#include "transform.h" #include "log.h" #include "array.h" #include "entity.h" #include static struct Transform* transform_list; static int* empty_indices; void transform_init(void) { transform_list = array_new(struct Transform); empty_indices = array_new(int); } void transform_cleanup(void) { array_free(transform_list); array_free(empty_indices); } int transform_create(int node) { int index = -1; if(node > -1) { struct Transform* new_transform = NULL; if(array_len(empty_indices) > 0) { index = *array_get_last(empty_indices, int); array_pop(empty_indices); new_transform = &transform_list[index]; } else { new_transform = array_grow(transform_list, struct Transform); index = array_len(transform_list) - 1; } new_transform->node = node; new_transform->position[0] = new_transform->position[1] = new_transform->position[2] = 0; new_transform->scale[0] = new_transform->scale[1] = new_transform->scale[2] = 1; mat4_identity(new_transform->rotation); transform_update_transmat(new_transform); } return index; } void transform_translate(struct Transform* transform, vec3 amount, enum Transform_Space space) { if(space == TS_LOCAL) mat4_mul_vec3(amount, transform->rotation, amount); vec3_add(transform->position, transform->position, amount); transform_update_transmat(transform); } void transform_rotate(struct Transform* transform, vec3 axis, float angle, enum Transform_Space space) { mat4 new_rot; mat4_identity(new_rot); //mat4_rotate(new_rot, new_rot, axis[0], axis[1], axis[2], TO_RADIANS(angle)); if(axis[0] == 1) mat4_rotate_X(new_rot, new_rot, TO_RADIANS(angle)); if(axis[1] == 1) mat4_rotate_Y(new_rot, new_rot, TO_RADIANS(angle)); if(axis[2] == 1) mat4_rotate_Z(new_rot, new_rot, TO_RADIANS(angle)); //mat4_orthonormalize(new_rot, new_rot); //mat4_orthonormalize(new_rot, temp); if(space == TS_LOCAL) mat4_mul(transform->rotation, transform->rotation, new_rot); else if(space == TS_WORLD) mat4_mul(transform->rotation, new_rot, transform->rotation); //mat4_orthonormalize(transform->rotation, transform->rotation); transform_update_transmat(transform); } void transform_scale(struct Transform* transform, vec3 scale) { transform->scale[0] = scale[0]; transform->scale[1] = scale[1]; transform->scale[2] = scale[2]; transform_update_transmat(transform); } void transform_get_forward(struct Transform* transform, vec3 res) { res[0] = 0; res[1] = 0; res[2] = -1; mat4_mul_vec3(res, transform->trans_mat, res); } void transform_get_lookat(struct Transform* transform, vec3 res) { transform_get_forward(transform, res); vec3_add(res, transform->position, res); } void transform_get_absolute_lookat(struct Transform* transform, vec3 res) { vec3 abs_position = {0.f}; transform_get_absolute_pos(transform, abs_position); transform_get_forward(transform, res); vec3_add(res, abs_position, res); } void transform_get_up(struct Transform* transform, vec3 res) { res[0] = 0; res[1] = 1; res[2] = 0; mat4_mul_vec3(res, transform->rotation, res); } void transform_get_right(struct Transform* transform, vec3 res) { res[0] = 1; res[1] = 0; res[2] = 0; mat4_mul_vec3(res, transform->rotation, res); } void transform_update_transmat(struct Transform* transform) { static mat4 scale, translation; mat4_identity(scale); mat4_identity(translation); mat4_identity(transform->trans_mat); mat4_scale_aniso(scale, scale, transform->scale[0], transform->scale[1], transform->scale[2]); mat4_translate(translation, transform->position[0], transform->position[1], transform->position[2]); mat4_mul(transform->trans_mat, transform->trans_mat, translation); mat4_mul(transform->trans_mat, transform->trans_mat, transform->rotation); mat4_mul(transform->trans_mat, transform->trans_mat, scale); struct Entity* entity = entity_get(transform->node); struct Entity* parent = entity_get(entity->parent); if(parent) { struct Transform* parent_tran = entity_component_get(parent, C_TRANSFORM); mat4_mul(transform->trans_mat, transform->trans_mat, parent_tran->trans_mat); //mat4_mul(transform->trans_mat, parent_tran->trans_mat, transform->trans_mat); } /* Update all children */ if(array_len(entity->children) > 0) { for(int i = 0; i < array_len(entity->children); i++) { struct Entity* child = entity_get(entity->children[i]); struct Transform* child_tran = entity_component_get(child, C_TRANSFORM); transform_update_transmat(child_tran); } } entity_sync_components(entity); } struct Transform* transform_get(int index) { assert(index > -1 && index < array_len(transform_list)); return &transform_list[index]; } void transform_remove(int index) { assert(index > -1 && index < array_len(transform_list)); transform_list[index].node = -1; array_push(empty_indices, index, int); } void transform_set_position(struct Transform* transform, vec3 new_position) { for(int i = 0; i < 3; i++) transform->position[i] = new_position[i]; transform_update_transmat(transform); } void transform_get_absolute_pos(struct Transform* transform, vec3 res) { struct Entity* entity = entity_get(transform->node); struct Entity* parent = entity_get(entity->parent); if(parent) { struct Transform* parent_tran = entity_component_get(parent, C_TRANSFORM); transform_get_absolute_pos(parent_tran, res); } vec3_add(res, res, transform->position); }