Files

123 lines
2.4 KiB
C++

#include "Pch.h"
#include "Transform.h"
#include "../SceneNode.h"
#include "../Component.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
namespace Flower
{
void Transform::tick(const RuntimeModuleTickData& tickData)
{
m_prevWorldMatrix = m_worldMatrix;
updateWorldTransform();
}
void Transform::invalidateWorldMatrix()
{
m_bUpdateFlag = true;
// also notify all children their transform dirty.
auto& children = getNode()->getChildren();
for (auto& child : children)
{
child->getTransform()->invalidateWorldMatrix();
}
}
void Transform::setTranslation(const glm::vec3& translation)
{
m_translation = translation;
invalidateWorldMatrix();
}
void Transform::setRotation(const glm::quat& rotation)
{
m_rotation = rotation;
invalidateWorldMatrix();
}
void Transform::setScale(const glm::vec3& scale)
{
m_scale = scale;
invalidateWorldMatrix();
}
const glm::vec3& Transform::getTranslation() const
{
return m_translation;
}
glm::vec3& Transform::getTranslation()
{
return m_translation;
}
const glm::quat& Transform::getRotation() const
{
return m_rotation;
}
glm::quat& Transform::getRotation()
{
return m_rotation;
}
const glm::vec3& Transform::getScale() const
{
return m_scale;
}
glm::vec3& Transform::getScale()
{
return m_scale;
}
void Transform::setMatrix(const glm::mat4& matrix)
{
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(matrix, m_scale, m_rotation, m_translation, skew, perspective);
m_rotation = glm::conjugate(m_rotation);
}
glm::mat4 Transform::getMatrix() const
{
// TRS - style
glm::mat4 scale = glm::scale(m_scale);
glm::mat4 rotator = glm::mat4_cast(m_rotation);
glm::mat4 translate = glm::translate(glm::mat4(1.0f), m_translation);
// maybe i should cache result instead of calculate every call.
return translate * rotator * scale;
}
glm::mat4 Transform::getWorldMatrix()
{
return m_worldMatrix;
}
glm::mat4 Transform::getPrevWorldMatrix()
{
return m_prevWorldMatrix;
}
void Transform::updateWorldTransform()
{
if (m_bUpdateFlag)
{
m_worldMatrix = getMatrix();
auto parent = getNode()->getParent();
// recursive multiply all parent's world matrix.
if (parent)
{
auto transform = parent->getComponent<Transform>();
m_worldMatrix = transform->getWorldMatrix() * m_worldMatrix;
}
m_bUpdateFlag = !m_bUpdateFlag;
}
}
}