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

130 lines
3.5 KiB

#include "transform.h"
#include "array.h"
#include "entity.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;
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;
quat_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)
quat_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)
{
quat new_rot;
quat_identity(new_rot);
quat_rotate(new_rot, angle, axis);
quat_norm(new_rot, new_rot);
if(space == TS_LOCAL)
quat_mul(transform->rotation, transform->rotation, new_rot);
else if(space == TS_WORLD)
quat_mul(transform->rotation, new_rot, 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;
quat_mul_vec3(res, transform->rotation, res);
}
void transform_get_lookat(struct Transform* transform, vec3 res)
{
transform_get_forward(transform, res);
vec3_add(res, transform->position, res);
}
void transform_get_up(struct Transform* transform, vec3 res)
{
res[0] = 0; res[1] = 1; res[2] = 0;
quat_mul_vec3(res, transform->rotation, res);
}
void transform_get_right(struct Transform* transform, vec3 res)
{
res[0] = 1; res[1] = 0; res[2] = 0;
quat_mul_vec3(res, transform->rotation, res);
}
void transform_update_transmat(struct Transform* transform)
{
mat4 scale, rot, tran;
mat4_identity(scale);
mat4_identity(rot);
mat4_identity(tran);
mat4_identity(transform->trans_mat);
mat4_scale_aniso(scale, scale, transform->scale[0], transform->scale[1], transform->scale[2]);
mat4_from_quat(rot, transform->rotation);
mat4_translate(tran, transform->position[0], transform->position[1], transform->position[2]);
mat4_mul(transform->trans_mat, transform->trans_mat, scale);
mat4_mul(transform->trans_mat, transform->trans_mat, rot);
mat4_mul(transform->trans_mat, transform->trans_mat, tran);
struct Entity* entity = entity_get(transform->node);
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);
}