Files
PuzGame/src/game/Global.cpp
Asuro 467a4a0491 wip
2025-03-01 14:52:28 +01:00

176 lines
4.3 KiB
C++

#include "../engine/Shared.h"
#include "Global.h"
#include "Instance.h"
#include "bx/bx.h"
#include "bx/math.h"
#include <cassert>
#include <cstdint>
#include <minwindef.h>
namespace
{
SharedData* SharedInstance = nullptr;
Game::GameInstance* GameInst = nullptr;
} // namespace
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(bx::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(bx::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, pos.M, temp.M);
bx::mtxInverse(MI.M, M.M);
}
namespace Game
{
SharedData& GetShared()
{
assert(SharedInstance != nullptr);
return *SharedInstance;
}
void SetShared(SharedData& instance)
{
SharedInstance = &instance;
}
GameInstance& GetInstance()
{
assert(GameInst != nullptr);
return *GameInst;
}
void SetInstance(Game::GameInstance& instance)
{
GameInst = &instance;
}
void* AllocateScratch(size_t byteCount, size_t align)
{
size_t offset = GetInstance().UsedScratchAmount;
uint8_t* base = static_cast<uint8_t*>(GetShared().Game.TransientStorage);
uint8_t* current = base + offset;
size_t offsetAligned = ((offset + align - 1) / align) * align;
uint8_t* ptrAligned = base + offsetAligned;
size_t newOffset = offsetAligned + byteCount;
if (newOffset > GetShared().Game.TransientStorageSize) return nullptr;
GetInstance().UsedScratchAmount = newOffset;
return reinterpret_cast<void*>(ptrAligned);
}
} // namespace Game
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, MI.M);
return {out[0], out[1], out[2]};
}
bx::Vec3 Transform::GlobalToLocalPoint(bx::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};
Mat4 test = M.Transpose();
bx::vec4MulMtx(out, in, test.M);
return {out[0], out[1], out[2]};
}
bx::Vec3 Transform::LocalToGlobalPoint(bx::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};
}
Mat4 Mat4::Inverse()
{
Mat4 result;
bx::mtxInverse(result.M, M);
return result;
}
Mat4 Mat4::Transpose()
{
Mat4 result;
bx::mtxTranspose(result.M, M);
return result;
}