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XCEngine/engine/src/Components/TransformComponent.cpp

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#include "Components/TransformComponent.h"
#include "Components/GameObject.h"
#include "Scene/Scene.h"
#include <algorithm>
namespace XCEngine {
namespace Components {
TransformComponent::TransformComponent() = default;
void TransformComponent::SetDirty() {
m_dirty = true;
for (auto* child : m_children) {
if (child) {
child->SetDirty();
}
}
}
void TransformComponent::UpdateWorldTransform() const {
if (!m_dirty) {
return;
}
if (m_parent) {
const Math::Matrix4x4& parentMatrix = m_parent->GetLocalToWorldMatrix();
Math::Matrix4x4 localMatrix = Math::Matrix4x4::TRS(m_localPosition, m_localRotation, m_localScale);
m_localToWorldMatrix = parentMatrix * localMatrix;
} else {
m_localToWorldMatrix = Math::Matrix4x4::TRS(m_localPosition, m_localRotation, m_localScale);
}
m_localToWorldMatrix.Decompose(m_worldPosition, m_worldRotation, m_worldScale);
m_dirty = false;
}
const Math::Matrix4x4& TransformComponent::GetLocalToWorldMatrix() const {
UpdateWorldTransform();
return m_localToWorldMatrix;
}
Math::Matrix4x4 TransformComponent::GetWorldToLocalMatrix() const {
return GetLocalToWorldMatrix().Inverse();
}
Math::Vector3 TransformComponent::GetPosition() const {
UpdateWorldTransform();
return m_worldPosition;
}
void TransformComponent::SetPosition(const Math::Vector3& position) {
if (m_parent) {
Math::Matrix4x4 worldToParent = m_parent->GetWorldToLocalMatrix();
m_localPosition = worldToParent.MultiplyPoint(position);
} else {
m_localPosition = position;
}
SetDirty();
}
Math::Quaternion TransformComponent::GetRotation() const {
UpdateWorldTransform();
return m_worldRotation;
}
void TransformComponent::SetRotation(const Math::Quaternion& rotation) {
if (m_parent) {
Math::Quaternion parentInverse = m_parent->GetRotation().Inverse();
m_localRotation = parentInverse * rotation;
} else {
m_localRotation = rotation;
}
SetDirty();
}
Math::Vector3 TransformComponent::GetScale() const {
UpdateWorldTransform();
return m_worldScale;
}
void TransformComponent::SetScale(const Math::Vector3& scale) {
if (m_parent) {
const Math::Vector3& parentScale = m_parent->GetScale();
m_localScale = Math::Vector3(
parentScale.x != 0.0f ? scale.x / parentScale.x : 0.0f,
parentScale.y != 0.0f ? scale.y / parentScale.y : 0.0f,
parentScale.z != 0.0f ? scale.z / parentScale.z : 0.0f
);
} else {
m_localScale = scale;
}
SetDirty();
}
Math::Vector3 TransformComponent::GetLocalEulerAngles() const {
return m_localRotation.ToEulerAngles() * Math::RAD_TO_DEG;
}
void TransformComponent::SetLocalEulerAngles(const Math::Vector3& eulers) {
m_localRotation = Math::Quaternion::FromEulerAngles(eulers * Math::DEG_TO_RAD);
SetDirty();
}
Math::Vector3 TransformComponent::GetForward() const {
return GetRotation() * Math::Vector3::Forward();
}
Math::Vector3 TransformComponent::GetRight() const {
return GetRotation() * Math::Vector3::Right();
}
Math::Vector3 TransformComponent::GetUp() const {
return GetRotation() * Math::Vector3::Up();
}
void TransformComponent::SetParent(TransformComponent* parent, bool worldPositionStays) {
if (m_parent == parent) {
return;
}
Math::Vector3 worldPos = worldPositionStays ? GetPosition() : m_localPosition;
Math::Quaternion worldRot = worldPositionStays ? GetRotation() : m_localRotation;
Math::Vector3 worldScale = worldPositionStays ? GetScale() : m_localScale;
if (m_parent) {
auto& siblings = m_parent->m_children;
siblings.erase(std::remove(siblings.begin(), siblings.end(), this), siblings.end());
}
m_parent = parent;
if (m_parent) {
m_parent->m_children.push_back(this);
}
if (worldPositionStays) {
SetPosition(worldPos);
Math::Quaternion newLocalRot = m_parent ? m_parent->GetRotation().Inverse() * worldRot : worldRot;
m_localRotation = newLocalRot;
SetScale(worldScale);
}
SetDirty();
}
TransformComponent* TransformComponent::GetChild(size_t index) const {
if (index < m_children.size()) {
return m_children[index];
}
return nullptr;
}
TransformComponent* FindInHierarchy(GameObject* go, const std::string& name);
TransformComponent* TransformComponent::Find(const std::string& name) const {
GameObject* go = m_gameObject;
if (!go) {
return nullptr;
}
Scene* scene = go->GetScene();
if (!scene) {
return nullptr;
}
for (auto* rootGO : scene->GetRootGameObjects()) {
TransformComponent* found = FindInHierarchy(rootGO, name);
if (found) {
return found;
}
}
return nullptr;
}
TransformComponent* FindInHierarchy(GameObject* go, const std::string& name) {
if (!go) {
return nullptr;
}
if (go->GetName() == name) {
return go->GetTransform();
}
for (size_t i = 0; i < go->GetChildCount(); ++i) {
if (TransformComponent* found = FindInHierarchy(go->GetChild(i), name)) {
return found;
}
}
return nullptr;
}
void TransformComponent::DetachChildren() {
for (auto* child : m_children) {
if (child) {
child->m_parent = nullptr;
}
}
m_children.clear();
}
void TransformComponent::SetSiblingIndex(int index) {
m_siblingIndex = index;
}
void TransformComponent::SetAsFirstSibling() {
if (m_parent) {
m_parent->SetSiblingIndex(0);
}
}
void TransformComponent::SetAsLastSibling() {
if (m_parent) {
m_siblingIndex = static_cast<int>(m_parent->GetChildCount()) - 1;
}
}
void TransformComponent::LookAt(const Math::Vector3& target) {
LookAt(target, Math::Vector3::Up());
}
void TransformComponent::LookAt(const Math::Vector3& target, const Math::Vector3& up) {
Math::Vector3 forward = Math::Vector3::Normalize(target - GetPosition());
if (Math::Vector3::Magnitude(forward) < Math::EPSILON) {
return;
}
SetRotation(Math::Quaternion::LookRotation(forward, up));
}
void TransformComponent::Rotate(const Math::Vector3& eulers, Space relativeTo) {
Math::Quaternion rotation = Math::Quaternion::FromEulerAngles(eulers * Math::DEG_TO_RAD);
if (relativeTo == Space::Self) {
m_localRotation = m_localRotation * rotation;
} else {
m_localRotation = rotation * m_localRotation;
}
SetDirty();
}
void TransformComponent::Rotate(const Math::Vector3& axis, float angle, Space relativeTo) {
Math::Quaternion rotation = Math::Quaternion::FromAxisAngle(axis, angle * Math::DEG_TO_RAD);
if (relativeTo == Space::Self) {
m_localRotation = m_localRotation * rotation;
} else {
m_localRotation = rotation * m_localRotation;
}
SetDirty();
}
void TransformComponent::Translate(const Math::Vector3& translation, Space relativeTo) {
if (relativeTo == Space::Self) {
m_localPosition = m_localPosition + translation;
} else {
m_localPosition = m_localPosition + translation;
}
SetDirty();
}
Math::Vector3 TransformComponent::TransformPoint(const Math::Vector3& point) const {
return GetLocalToWorldMatrix().MultiplyPoint(point);
}
Math::Vector3 TransformComponent::InverseTransformPoint(const Math::Vector3& point) const {
return GetWorldToLocalMatrix().MultiplyPoint(point);
}
Math::Vector3 TransformComponent::TransformDirection(const Math::Vector3& direction) const {
return GetRotation() * direction;
}
Math::Vector3 TransformComponent::InverseTransformDirection(const Math::Vector3& direction) const {
return GetRotation().Inverse() * direction;
}
void TransformComponent::NotifyHierarchyChanged() {
SetDirty();
}
} // namespace Components
} // namespace XCEngine