A 3d fps game made in OpenGL
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Symmetry/src/transform.c

237 lines
6.5 KiB

#include "transform.h"
#include "log.h"
#include "array.h"
#include "entity.h"
#include "utils.h"
#include <assert.h>
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;
vec3_fill(&new_transform->position, 0.f, 0.f, 0.f);
vec3_fill(&new_transform->scale, 1.f, 1.f, 1.f);
quat_identity(&new_transform->rotation);
transform_update_transmat(new_transform);
}
return index;
}
void transform_translate(struct Transform* transform, vec3* amount, enum Transform_Space space)
{
vec3 translation_amount;
vec3_assign(&translation_amount, amount);
if(space == TS_LOCAL)
{
quat_mul_vec3(&translation_amount, &transform->rotation, &translation_amount);
}
else if(space == TS_PARENT)
{
struct Entity* parent = entity_get_parent(transform->node);
struct Transform* parent_tran = entity_component_get(parent, C_TRANSFORM);
quat_mul_vec3(&translation_amount, &parent_tran->rotation, &translation_amount);
}
vec3_add(&transform->position, &transform->position, &translation_amount);
transform_update_transmat(transform);
}
void transform_rotate(struct Transform* transform,
vec3* axis,
float angle,
enum Transform_Space space)
{
quat new_rot;
quat_identity(&new_rot);
quat_axis_angle(&new_rot, axis, TO_RADIANS(angle));
if(space == TS_LOCAL)
quat_mul(&transform->rotation, &transform->rotation, &new_rot);
else
quat_mul(&transform->rotation, &new_rot, &transform->rotation);
transform_update_transmat(transform);
}
void transform_scale(struct Transform* transform, vec3* scale)
{
vec3_assign(&transform->scale, scale);
transform_update_transmat(transform);
}
void transform_get_forward(struct Transform* transform, vec3* res)
{
vec3_fill(res, 0.f, 0.f, -1.f);
quat_get_forward_rh(res, &transform->rotation);
}
void transform_get_lookat(struct Transform* transform, vec3* res)
{
transform_get_forward(transform, res);
vec3_add(res, &transform->position, res);
}
void transform_get_absolute_forward(struct Transform* transform, vec3* res)
{
quat abs_rot;
quat_identity(&abs_rot);
transform_get_absolute_rot(transform, &abs_rot);
quat_get_forward_rh(res, &abs_rot);
}
void transform_get_absolute_lookat(struct Transform* transform, vec3* res)
{
vec3 abs_position = {0.f, 0.f, 0.f};
transform_get_absolute_pos(transform, &abs_position);
transform_get_absolute_forward(transform, res);
vec3_add(res, &abs_position, res);
}
void transform_get_up(struct Transform* transform, vec3* res)
{
vec3_fill(res, 0.f, 1.f, 0.f);
quat_get_up(res, &transform->rotation);
}
void transform_get_absolute_up(struct Transform* transform, vec3* res)
{
quat abs_rot;
quat_identity(&abs_rot);
transform_get_absolute_rot(transform, &abs_rot);
quat_get_up(res, &abs_rot);
}
void transform_get_absolute_right(struct Transform* transform, vec3* res)
{
quat abs_rot;
quat_identity(&abs_rot);
transform_get_absolute_rot(transform, &abs_rot);
quat_get_right(res, &abs_rot);
}
void transform_get_right(struct Transform* transform, vec3* res)
{
vec3_fill(res, 1.f, 0.f, 0.f);
quat_get_right(res, &transform->rotation);
}
void transform_update_transmat(struct Transform* transform)
{
static mat4 scale, translation, rotation;
mat4_identity(&scale);
mat4_identity(&translation);
mat4_identity(&rotation);
mat4_identity(&transform->trans_mat);
mat4_scale(&scale, transform->scale.x, transform->scale.y, transform->scale.z);
mat4_translate(&translation, transform->position.x, transform->position.y, transform->position.z);
mat4_from_quat(&rotation, &transform->rotation);
mat4_mul(&transform->trans_mat, &transform->trans_mat, &translation);
mat4_mul(&transform->trans_mat, &transform->trans_mat, &rotation);
mat4_mul(&transform->trans_mat, &transform->trans_mat, &scale);
struct Entity* entity = entity_get(transform->node);
if(entity) /* Only update if transform is attached to an entity */
{
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);
}
/* 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)
{
vec3_assign(&transform->position, new_position);
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);
}
void transform_get_absolute_scale(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_scale(parent_tran, res);
}
vec3_add(res, res, &transform->scale);
}
void transform_get_absolute_rot(struct Transform* transform, quat* 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_rot(parent_tran, res);
}
quat_mul(res, res, &transform->rotation);
}