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Diffstat (limited to 'Source/Graphics/bonetransform.cpp')
-rw-r--r--Source/Graphics/bonetransform.cpp113
1 files changed, 113 insertions, 0 deletions
diff --git a/Source/Graphics/bonetransform.cpp b/Source/Graphics/bonetransform.cpp
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+//-----------------------------------------------------------------------------
+// Name: bonetransform.cpp
+// Developer: Wolfire Games LLC
+// Description:
+// License: Read below
+//-----------------------------------------------------------------------------
+//
+//
+// Copyright 2022 Wolfire Games LLC
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+//
+//-----------------------------------------------------------------------------
+#include "bonetransform.h"
+
+#include <Math/enginemath.h>
+#include <Math/vec3math.h>
+#include <Math/quaternions.h>
+
+#include <cmath>
+
+const BoneTransform& BoneTransform::operator=( const mat4 &other )
+{
+ rotation = QuaternionFromMat4(other);
+ origin = other.GetTranslationPart();
+ return (*this);
+}
+
+BoneTransform invert( const BoneTransform& transform )
+{
+ BoneTransform inverted;
+ inverted.rotation = invert(transform.rotation);
+ inverted.origin = inverted.rotation * -transform.origin;
+ return inverted;
+}
+
+BoneTransform operator*( const BoneTransform& a, const BoneTransform& b )
+{
+ BoneTransform result;
+ result.rotation = a.rotation * b.rotation;
+ result.origin = a.rotation * b.origin + a.origin;
+ //result = a.GetMat4() * b.GetMat4();
+ return result;
+}
+
+BoneTransform operator*( const quaternion& a, const BoneTransform& b )
+{
+ BoneTransform result;
+ result.rotation = a * b.rotation;
+ result.origin = a * b.origin;
+ return result;
+}
+
+vec3 operator*( const BoneTransform& a, const vec3& b )
+{
+ vec3 result = a.rotation * b + a.origin;
+ return result;
+}
+
+BoneTransform mix( const BoneTransform &a, const BoneTransform &b, float alpha )
+{
+ BoneTransform result;
+ result.origin = mix(a.origin, b.origin, alpha);
+ result.rotation = mix(a.rotation, b.rotation, alpha);
+ return result;
+}
+
+mat4 BoneTransform::GetMat4() const
+{
+ mat4 matrix = Mat4FromQuaternion(rotation);
+ matrix.SetTranslationPart(origin);
+ return matrix;
+}
+
+BoneTransform::BoneTransform( const mat4 &other )
+{
+ (*this) = other;
+}
+
+BoneTransform::BoneTransform()
+{}
+
+BoneTransform ApplyParentRotations(const std::vector<BoneTransform> &matrices,
+ int id,
+ const std::vector<int> &parents)
+{
+ int parent_id = parents[id];
+ if(parent_id == -1){
+ return matrices[id];
+ } else {
+ return ApplyParentRotations(matrices,parent_id,parents) *
+ matrices[id];
+ }
+}
+
+bool operator==(const BoneTransform& a, const BoneTransform& b) {
+ return (a.origin == b.origin && a.rotation == b.rotation);
+}
+
+void BoneTransform::LoadIdentity() {
+ origin = vec3(0.0f);
+ rotation = quaternion();
+}