add transform cache mat4
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f905dbc571
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08725d474d
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@ -1525,6 +1525,9 @@ Vector.random = function() {
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return Vector.norm(vec);
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}
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Vector.midpoint = function(a,b) { return [(a.x+b.x)/2, (a.y+b.y)/2]; }
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Vector.distance = function(a,b) { return Math.hypot(b.x-a.x, b.y-a.y); }
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Vector.angle_between = function(a,b)
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{
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var dot = Vector.dot(a,b);
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@ -541,11 +541,9 @@ render.flush_poly = function()
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render.line = function(points, color = Color.white, thickness = 1) {
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var transform = os.make_transform();
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var vv = points[1].sub(points[0]);
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var dist = Vector.length(vv);
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var center = vv.scale(0.5).add(points[0]);
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transform.move([center.x,center.y,0]);
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transform.rotate([0,0,-1], Vector.angle(vv));
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var dist = Vector.distance(points[0],points[1]);
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transform.move(Vector.midpoint(points[0],points[1]));
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transform.rotate([0,0,-1], Vector.angle([points[1].x-points[0].x, points[1].y-points[0].y]));
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transform.scale = [dist, thickness, 1];
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poly_cache.push({
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transform:transform,
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@ -598,17 +596,26 @@ render.boundingbox = function(bb, color = Color.white) {
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}
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render.rectangle = function(lowerleft, upperright, color) {
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var thickness = upperright.x-lowerleft.x;
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var mid = thickness/2;
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var from = [mid+lowerleft.x, lowerleft.y];
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var to = [mid+lowerleft.x, upperright.y];
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render.line([from,to], color, thickness);
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var transform = os.make_transform();
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var wh = [upperright.x-lowerleft.x, upperright.y-lowerleft.y];
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transform.move(Vector.midpoint(lowerleft,upperright));
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transform.scale = [wh.x,wh.y,1];
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poly_cache.push({
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transform:transform,
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color:color
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});
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check_flush(render.flush_poly);
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};
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render.box = function(pos, wh, color = Color.white) {
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var lower = pos.sub(wh.scale(0.5));
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var upper = pos.add(wh.scale(0.5));
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render.rectangle(lower,upper,color);
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var transform = os.make_transform();
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transform.move(pos);
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transform.scale = [wh.x,wh.y,1];
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poly_cache.push({
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transform:transform,
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color:color
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});
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check_flush(render.flush_poly);
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};
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render.window = function(pos, wh, color) {
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@ -1769,11 +1769,6 @@ HMM_Mat4 HMM_QToM4(HMM_Quat Left) {
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HMM_Mat4 HMM_M4TRS(HMM_Vec3 t, HMM_Quat q, HMM_Vec3 s)
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{
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HMM_Mat4 T = HMM_Translate(t);
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HMM_Mat4 R = HMM_QToM4(q);
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HMM_Mat4 S = HMM_Scale(s);
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return HMM_MulM4(T, HMM_MulM4(R, S));
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//return HMM_MulM4(T,S);
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HMM_Mat4 l;
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float *lm = (float*)&l;
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@ -920,15 +920,15 @@ JSC_CCALL(render_setunim4,
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JSValue arr = argv[2];
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int n = js_arrlen(arr);
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if (n == 1)
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m = transform2mat(*js2transform(js_getpropidx(arr,0)));
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m = transform2mat(js2transform(js_getpropidx(arr,0)));
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else {
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for (int i = 0; i < n; i++) {
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HMM_Mat4 p = transform2mat(*js2transform(js_getpropidx(arr, i)));
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HMM_Mat4 p = transform2mat(js2transform(js_getpropidx(arr, i)));
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m = HMM_MulM4(p,m);
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}
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}
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} else if (!JS_IsUndefined(argv[2]))
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m = transform2mat(*js2transform(argv[2]));
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m = transform2mat(js2transform(argv[2]));
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sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(m.e));
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);
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@ -963,7 +963,7 @@ JSC_CCALL(render_make_particle_ssbo,
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for (int i = 0; i < js_arrlen(array); i++) {
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JSValue sub = js_getpropidx(array,i);
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ms[i].model = transform2mat(*js2transform(js_getpropstr(sub, "transform")));
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ms[i].model = transform2mat(js2transform(js_getpropstr(sub, "transform")));
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ms[i].color = js2vec4(js_getpropstr(sub,"color"));
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}
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@ -998,7 +998,7 @@ JSC_CCALL(render_make_sprite_ssbo,
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for (int i = 0; i < js_arrlen(array); i++) {
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JSValue sub = js_getpropidx(array,i);
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ms[i].model = transform2mat(*js2transform(js_getpropstr(sub, "transform")));
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ms[i].model = transform2mat(js2transform(js_getpropstr(sub, "transform")));
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ms[i].rect = js2vec4(js_getpropstr(sub,"rect"));
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}
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@ -1027,7 +1027,7 @@ JSC_CCALL(render_make_t_ssbo,
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}
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for (int i = 0; i < js_arrlen(array); i++)
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ms[i] = transform2mat(*js2transform(js_getpropidx(array, i)));
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ms[i] = transform2mat(js2transform(js_getpropidx(array, i)));
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sg_append_buffer(*b, (&(sg_range){
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.ptr = ms,
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@ -1533,9 +1533,9 @@ static const JSCFunctionListEntry js_physics_funcs[] = {
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CGETSET_ADD(physics, collision_persistence),
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};
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JSC_GETSET(transform, pos, vec3)
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JSC_GETSET(transform, scale, vec3)
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JSC_GETSET(transform, rotation, quat)
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JSC_GETSET_APPLY(transform, pos, vec3)
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JSC_GETSET_APPLY(transform, scale, vec3)
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JSC_GETSET_APPLY(transform, rotation, quat)
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JSC_CCALL(transform_move, transform_move(js2transform(self), js2vec3(argv[0])); )
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JSC_CCALL(transform_lookat,
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@ -1543,6 +1543,7 @@ JSC_CCALL(transform_lookat,
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transform *go = js2transform(self);
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HMM_Mat4 m = HMM_LookAt_LH(go->pos, point, vUP);
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go->rotation = HMM_M4ToQ_LH(m);
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go->dirty = true;
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)
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JSC_CCALL(transform_rotate,
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@ -1550,6 +1551,7 @@ JSC_CCALL(transform_rotate,
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transform *t = js2transform(self);
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HMM_Quat rot = HMM_QFromAxisAngle_LH(axis, js2angle(argv[1]));
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t->rotation = HMM_MulQ(t->rotation,rot);
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t->dirty = true;
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)
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JSC_CCALL(transform_angle,
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@ -508,7 +508,7 @@ sg_bindings primitive_bind(primitive *p)
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void model_draw_go(model *model, transform *go)
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{
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HMM_Mat4 gom = transform2mat(*go);
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HMM_Mat4 gom = transform2mat(go);
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animation_run(&model->anim, apptime());
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@ -5,16 +5,21 @@
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transform *make_transform()
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{
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transform *t = calloc(sizeof(transform),1);
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t->scale = (HMM_Vec3){1,1,1};
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t->rotation = (HMM_Quat){0,0,0,1};
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t->dirty = 1;
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return t;
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}
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void transform_free(transform *t) { free(t); }
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void transform_apply(transform *t) { t->dirty = 1; }
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void transform_move(transform *t, HMM_Vec3 v)
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{
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t->pos = HMM_AddV3(t->pos, v);
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t->dirty = 1;
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}
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HMM_Vec3 transform_direction(transform *t, HMM_Vec3 dir)
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@ -42,7 +47,6 @@ HMM_Vec2 mat_right(HMM_Mat3 m) { return HMM_NormV2(m.Columns[0].XY); }
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float vec_angle(HMM_Vec2 a, HMM_Vec2 b) { return acos(HMM_DotV2(a,b)/(HMM_LenV2(a)*HMM_LenV2(b))); }
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float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b) { return atan2(b.x, b.y) - atan2(a.x, a.y); }
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos) { return HMM_MulM4V4(m, (HMM_Vec4){pos.X, pos.Y, pos.Z, 1}).XYZ; }
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HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir)
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@ -51,8 +55,13 @@ HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir)
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return mat3_t_pos(m, dir);
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}
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HMM_Mat4 transform2mat(transform t) {
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return HMM_M4TRS(t.pos, t.rotation, t.scale);
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HMM_Mat4 transform2mat(transform *t) {
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if (t->dirty) {
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t->cache = HMM_M4TRS(t->pos, t->rotation, t->scale);
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t->dirty = 0;
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}
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return t->cache;
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}
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HMM_Quat angle2rotation(float angle)
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@ -12,6 +12,7 @@ typedef struct transform {
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} transform;
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transform *make_transform();
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void transform_apply(transform *t);
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void transform_free(transform *t);
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#define VEC2_FMT "[%g,%g]"
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@ -33,7 +34,7 @@ float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b);
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos);
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HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir);
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HMM_Mat4 transform2mat(transform t);
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HMM_Mat4 transform2mat(transform *t);
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transform mat2transform(HMM_Mat4 m);
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HMM_Quat angle2rotation(float angle);
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