move transform to generated data

This commit is contained in:
Asuro
2025-03-31 02:01:14 +02:00
parent 29a3aaf241
commit 4ba65713ef
23 changed files with 323 additions and 190 deletions

View File

@@ -1,10 +1,7 @@
#include "../engine/Shared.h"
#include "Gen.h"
#include "Global.h"
#include "Instance.h"
#include "bx/bx.h"
#include "bx/math.h"
#include <cassert>
#include <cstdint>
@@ -53,114 +50,3 @@ namespace Game
return reinterpret_cast<void*>(ptrAligned);
}
} // namespace Game
void Transform::CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale)
{
if (out == nullptr) return;
float rMat[16]{0};
float tMat[16]{0};
float sMat[16]{0};
bx::mtxFromQuaternion(rMat, bx::Quaternion{rot.x, rot.y, rot.z, rot.w});
bx::mtxTranslate(tMat, pos.x, pos.y, pos.z);
bx::mtxScale(sMat, scale.x, scale.y, scale.z);
float buf[16]{0};
bx::mtxMul(buf, rMat, sMat);
bx::mtxMul(out, buf, tMat);
}
void Transform::Translate(Vec3 offset)
{
Position = bx::add(Position, {offset.x, offset.y, offset.z});
}
void Transform::TranslateLocal(Vec3 offset)
{
Vec3 localOffset = GlobalToLocalDirection(offset);
Position = bx::add(Position, {localOffset.x, localOffset.y, localOffset.z});
}
void Transform::Rotate(Vec3 rotation)
{
float rot[16]{0};
bx::mtxRotateXYZ(rot, rotation.x, rotation.y, rotation.z);
float temp[16]{0};
bx::mtxMul(temp, rot, Rotation.M);
bx::memCopy(Rotation.M, temp, sizeof(temp));
}
void Transform::RotateLocal(Vec3 rotation)
{
float rot[16]{0};
bx::mtxRotateXYZ(rot, rotation.x, rotation.y, rotation.z);
float temp[16]{0};
bx::mtxMul(temp, Rotation.M, rot);
bx::memCopy(Rotation.M, temp, sizeof(temp));
}
Vec3 Transform::Right() const
{
return {M.M[0], M.M[1], M.M[2]};
}
Vec3 Transform::Up() const
{
return {M.M[4], M.M[5], M.M[6]};
}
Vec3 Transform::Forward() const
{
return {M.M[8], M.M[9], M.M[10]};
}
void Transform::UpdateMatrix()
{
Mat4 pos;
Mat4 scale;
bx::mtxTranslate(pos.M, Position.x, Position.y, Position.z);
bx::mtxScale(scale.M, Scale.x, Scale.y, Scale.z);
Mat4 temp;
bx::mtxMul(temp.M, scale.M, Rotation.M);
bx::mtxMul(M.M, temp.M, pos.M);
bx::mtxInverse(MI.M, M.M);
}
Vec3 Transform::GlobalToLocalDirection(Vec3 global)
{
UpdateMatrix();
float in[4]{global.x, global.y, global.z, 0.0f};
float out[4]{0.0f};
bx::vec4MulMtx(out, in, Transpose(MI).M);
return {out[0], out[1], out[2]};
}
Vec3 Transform::GlobalToLocalPoint(Vec3 global)
{
UpdateMatrix();
float in[4]{global.x, global.y, global.z, 1.0f};
float out[4]{0.0f};
bx::vec4MulMtx(out, in, MI.M);
return {out[0], out[1], out[2]};
}
Vec3 Transform::LocalToGlobalDirection(Vec3 local)
{
UpdateMatrix();
float in[4]{local.x, local.y, local.z, 0.0f};
float out[4]{0.0f};
bx::vec4MulMtx(out, in, Transpose(M).M);
return {out[0], out[1], out[2]};
}
Vec3 Transform::LocalToGlobalPoint(Vec3 local)
{
UpdateMatrix();
float in[4]{local.x, local.y, local.z, 1.0f};
float out[4]{0.0f};
bx::vec4MulMtx(out, in, M.M);
return {out[0], out[1], out[2]};
}
void Transform::SetPosition(Vec3 pos)
{
Position = {pos.x, pos.y, pos.z};
}
Vec3 Transform::GetPosition()
{
return {Position.x, Position.y, Position.z};
}