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cell/source/transform.h
John Alanbrook 95d3296dd9
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wota now encodes at the C level; update dmon for macos 13; clean up many warnings
2025-03-20 17:25:48 -05:00

64 lines
1.5 KiB
C

#ifndef TRANSFORM_H
#define TRANSFORM_H
#include "HandmadeMath.h"
#include <quickjs.h>
#include "render.h"
typedef struct transform {
HMM_Vec3 pos;
HMM_Vec3 scale;
HMM_Quat rotation;
HMM_Mat4 cache;
HMM_Mat4 gcache;
int dirty;
struct transform *parent;
struct transform **children;
JSValue self;
JSValue jsparent;
JSValue *jschildren;
JSValue change_hook;
} transform;
void clean_all(JSContext *js);
transform *make_transform(void);
void transform_free(JSRuntime *rt,transform *t);
void transform_apply(transform *t);
#define VEC2_FMT "[%g,%g]"
#define VEC2_MEMS(s) (s).x, (s).y
#define TR_FMT "(pos) " HMMFMT_VEC3 " scale " HMMFMT_VEC3
#define TR_PRINT(tr) HMMPRINT_VEC3(tr->pos), HMMPRINT_VEC3(tr->scale)
void transform_move(transform *t, HMM_Vec3 v);
HMM_Vec3 transform_direction(transform *t, HMM_Vec3 dir);
/* Transform a position via the matrix */
HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
/* Transform a direction via the matrix - does not take into account translation of matrix */
HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir);
HMM_Vec2 mat_up(HMM_Mat3 m);
HMM_Vec2 mat_right(HMM_Mat3 m);
float vec_angle(HMM_Vec2 a, HMM_Vec2 b);
float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b);
HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos);
HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir);
HMM_Mat4 transform2mat(transform *t);
HMM_Mat3 transform2mat3(transform *t);
HMM_Mat4 transform2mat4_global(transform *t);
rect transform2rect(transform *t);
transform mat2transform(HMM_Mat4 m);
HMM_Quat angle2rotation(float angle);
#endif