175 lines
4.3 KiB
C++
175 lines
4.3 KiB
C++
#include "../engine/Shared.h"
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#include "Global.h"
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#include "Instance.h"
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#include "bx/bx.h"
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#include "bx/math.h"
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#include <cassert>
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#include <cstdint>
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namespace
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{
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SharedData* SharedInstance = nullptr;
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Game::GameInstance* GameInst = nullptr;
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} // namespace
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void Transform::CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale)
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{
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if (out == nullptr) return;
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float rMat[16]{0};
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float tMat[16]{0};
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float sMat[16]{0};
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bx::mtxFromQuaternion(rMat, bx::Quaternion{rot.x, rot.y, rot.z, rot.w});
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bx::mtxTranslate(tMat, pos.x, pos.y, pos.z);
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bx::mtxScale(sMat, scale.x, scale.y, scale.z);
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float buf[16]{0};
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bx::mtxMul(buf, rMat, sMat);
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bx::mtxMul(out, buf, tMat);
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}
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void Transform::Translate(Vec3 offset)
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{
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Position = bx::add(Position, {offset.x, offset.y, offset.z});
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}
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void Transform::TranslateLocal(Vec3 offset)
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{
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Vec3 localOffset = GlobalToLocalDirection(offset);
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Position = bx::add(Position, {localOffset.x, localOffset.y, localOffset.z});
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}
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void Transform::Rotate(bx::Vec3 rotation)
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{
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float rot[16]{0};
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bx::mtxRotateXYZ(rot, rotation.x, rotation.y, rotation.z);
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float temp[16]{0};
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bx::mtxMul(temp, rot, Rotation.M);
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bx::memCopy(Rotation.M, temp, sizeof(temp));
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}
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void Transform::RotateLocal(bx::Vec3 rotation)
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{
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float rot[16]{0};
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bx::mtxRotateXYZ(rot, rotation.x, rotation.y, rotation.z);
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float temp[16]{0};
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bx::mtxMul(temp, Rotation.M, rot);
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bx::memCopy(Rotation.M, temp, sizeof(temp));
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}
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Vec3 Transform::Right() const
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{
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return {M.M[0], M.M[1], M.M[2]};
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}
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Vec3 Transform::Up() const
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{
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return {M.M[4], M.M[5], M.M[6]};
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}
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Vec3 Transform::Forward() const
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{
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return {M.M[8], M.M[9], M.M[10]};
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}
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void Transform::UpdateMatrix()
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{
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Mat4 pos;
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Mat4 scale;
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bx::mtxTranslate(pos.M, Position.x, Position.y, Position.z);
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bx::mtxScale(scale.M, Scale.x, Scale.y, Scale.z);
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Mat4 temp;
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bx::mtxMul(temp.M, scale.M, Rotation.M);
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bx::mtxMul(M.M, pos.M, temp.M);
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bx::mtxInverse(MI.M, M.M);
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}
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namespace Game
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{
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SharedData& GetShared()
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{
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assert(SharedInstance != nullptr);
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return *SharedInstance;
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}
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void SetShared(SharedData& instance)
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{
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SharedInstance = &instance;
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}
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GameInstance& GetInstance()
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{
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assert(GameInst != nullptr);
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return *GameInst;
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}
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void SetInstance(Game::GameInstance& instance)
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{
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GameInst = &instance;
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}
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void* AllocateScratch(size_t byteCount, size_t align)
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{
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size_t offset = GetInstance().UsedScratchAmount;
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uint8_t* base = static_cast<uint8_t*>(GetShared().Game.TransientStorage);
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uint8_t* current = base + offset;
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size_t offsetAligned = ((offset + align - 1) / align) * align;
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uint8_t* ptrAligned = base + offsetAligned;
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size_t newOffset = offsetAligned + byteCount;
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if (newOffset > GetShared().Game.TransientStorageSize) return nullptr;
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GetInstance().UsedScratchAmount = newOffset;
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return reinterpret_cast<void*>(ptrAligned);
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}
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} // namespace Game
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Vec3 Transform::GlobalToLocalDirection(Vec3 global)
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{
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UpdateMatrix();
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float in[4]{global.x, global.y, global.z, 0.0f};
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float out[4]{0.0f};
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bx::vec4MulMtx(out, in, MI.M);
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return {out[0], out[1], out[2]};
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}
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bx::Vec3 Transform::GlobalToLocalPoint(bx::Vec3 global)
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{
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UpdateMatrix();
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float in[4]{global.x, global.y, global.z, 1.0f};
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float out[4]{0.0f};
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bx::vec4MulMtx(out, in, MI.M);
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return {out[0], out[1], out[2]};
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}
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Vec3 Transform::LocalToGlobalDirection(Vec3 local)
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{
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UpdateMatrix();
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float in[4]{local.x, local.y, local.z, 0.0f};
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float out[4]{0.0f};
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Mat4 test = M.Transpose();
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bx::vec4MulMtx(out, in, test.M);
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return {out[0], out[1], out[2]};
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}
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bx::Vec3 Transform::LocalToGlobalPoint(bx::Vec3 local)
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{
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UpdateMatrix();
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float in[4]{local.x, local.y, local.z, 1.0f};
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float out[4]{0.0f};
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bx::vec4MulMtx(out, in, M.M);
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return {out[0], out[1], out[2]};
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}
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void Transform::SetPosition(Vec3 pos)
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{
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Position = {pos.x, pos.y, pos.z};
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}
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Vec3 Transform::GetPosition()
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{
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return {Position.x, Position.y, Position.z};
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}
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Mat4 Mat4::Inverse()
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{
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Mat4 result;
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bx::mtxInverse(result.M, M);
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return result;
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}
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Mat4 Mat4::Transpose()
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{
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Mat4 result;
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bx::mtxTranspose(result.M, M);
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return result;
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}
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