smolworld / src /js /transform.js
p3nGu1nZz's picture
✨ Add vector, quaternion, transform, and matrix classes; implement 3D transformations and rendering for square objects
df38526
import { Vector3 } from './vector.js';
import { Quaternion } from './quaternion.js';
import { Matrix } from './matrix.js';
export class Transform {
constructor() {
this.position = new Vector3();
this.rotation = new Quaternion();
this.scale = new Vector3(1, 1, 1);
this.parent = null;
this.children = new Set();
this.isDirty = true;
}
setPosition(x, y, z) {
this.position = new Vector3(x, y, z);
this.markDirty();
}
setRotation(x, y, z) {
this.rotation = Quaternion.fromEuler(x, y, z);
this.markDirty();
}
setScale(x, y, z) {
this.scale = new Vector3(x, y, z);
this.markDirty();
}
addChild(child) {
if (child.parent) {
child.parent.children.delete(child);
}
child.parent = this;
this.children.add(child);
child.markDirty();
}
markDirty() {
this.isDirty = true;
this.children.forEach(child => child.markDirty());
}
getWorldMatrix() {
// Start with translation matrix
let matrix = Matrix.translation(
this.position.x,
this.position.y,
this.position.z
);
// Apply rotation from quaternion
matrix = Matrix.multiply(
matrix,
Matrix.fromQuaternion(this.rotation)
);
// Apply scale
matrix = Matrix.multiply(
matrix,
Matrix.scaling(this.scale.x, this.scale.y, this.scale.z)
);
// If we have a parent, multiply with parent's world matrix
if (this.parent) {
matrix = Matrix.multiply(
this.parent.getWorldMatrix(),
matrix
);
}
return matrix;
}
translate(x, y, z) {
this.position = this.position.add(new Vector3(x, y, z));
this.markDirty();
}
rotate(x, y, z) {
const rotation = Quaternion.fromEuler(x, y, z);
this.rotation = Quaternion.multiply(this.rotation, rotation);
this.markDirty();
}
scaleBy(x, y, z) {
this.scale = new Vector3(
this.scale.x * x,
this.scale.y * y,
this.scale.z * z
);
this.markDirty();
}
setLocalPosition(x, y, z) {
this.position = new Vector3(x, y, z);
this.markDirty();
}
setLocalRotation(x, y, z) {
this.rotation = Quaternion.fromEuler(x, y, z);
this.markDirty();
}
setLocalScale(x, y, z) {
this.scale = new Vector3(x, y, z);
this.markDirty();
}
getLocalPosition() {
return this.position.clone();
}
getLocalRotation() {
return this.rotation.clone();
}
getLocalScale() {
return this.scale.clone();
}
}