;;-*-Lisp-*- (in-package goal) (bundles "ENGINE.CGO" "GAME.CGO") (require "engine/math/matrix.gc") (require "engine/math/transform-h.gc") ;; note: transformq and trsq is mostly used instead of transform. ;; DECOMP BEGINS (defmethod print ((this transform)) (format #t "# this trans x) (-> this trans y) (-> this trans z) (-> this trans w)) (format #t "~T~Trot: ~F ~F ~F ~F ~%" (-> this rot x) (-> this rot y) (-> this rot z) (-> this rot w)) (format #t "~T~Tscale:~F ~F ~F ~F>" (-> this scale x) (-> this scale y) (-> this scale z) (-> this scale w)) this) (defmethod new trs ((allocation symbol) (type-to-make type)) "Create a new trs and set it equal to identity." (let ((this (object-new allocation type-to-make (the-as int (-> type-to-make size))))) (set! (-> this trans w) 1.0) (set! (-> this rot w) 1.0) (vector-identity! (-> this scale)) this)) (defun transform-matrix-calc! ((tf transform) (dst-mat matrix)) "Convert a transform to a matrix. This is not particularly efficient." (let ((s4-0 (new-stack-matrix0)) (s3-0 (new-stack-matrix0))) ;; start with identity (matrix-identity! dst-mat) ;; set translation (which also sets identity...) (matrix-translate! dst-mat (-> tf trans)) ;; rotate y axis (this is first, so yaw is "world aligned" (matrix-rotate-y! s4-0 (-> tf rot y)) (matrix*! s3-0 s4-0 dst-mat) ;; rotate x axis (matrix-rotate-x! s4-0 (-> tf rot x)) (matrix*! dst-mat s4-0 s3-0) ;; rotate z axis (matrix-rotate-z! s4-0 (-> tf rot z)) (matrix*! s3-0 s4-0 dst-mat) ;; apply scale (matrix-scale! s4-0 (-> tf scale)) (matrix*! dst-mat s4-0 s3-0))) (defun transform-matrix-parent-calc! ((tf transform) (dst-mat matrix) (inv-scale vector)) "Convert a transform to a matrix, applying an inverse scaling." (let ((s4-0 (new-stack-matrix0)) (s3-0 (new-stack-matrix0))) (matrix-identity! s3-0) (matrix-translate! s3-0 (-> tf trans)) (matrix-inv-scale! s4-0 inv-scale) (matrix*! dst-mat s4-0 s3-0) (matrix-rotate-y! s4-0 (-> tf rot y)) (matrix*! s3-0 s4-0 dst-mat) (matrix-rotate-x! s4-0 (-> tf rot x)) (matrix*! dst-mat s4-0 s3-0) (matrix-rotate-z! s4-0 (-> tf rot z)) (matrix*! s3-0 s4-0 dst-mat) (matrix-scale! s4-0 (-> tf scale)) (matrix*! dst-mat s4-0 s3-0))) (defun trs-matrix-calc! ((tf trs) (dst-mat matrix)) "Convert a trs to a matrix" ;; this relies on the fact that trs and transform both have the same memory layout. (transform-matrix-calc! (the-as transform (-> tf trans)) dst-mat))