Added orientation interface and fixed compatibility between physics and transform
This commit is contained in:
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ebfcf1c6bb
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33a6d3798c
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@ -101,7 +101,7 @@ namespace Sandbox
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//Set initial positions
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//Set initial positions
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transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, y * TEST_OBJ_SPACING.y, SHMath::GenerateRandomNumber(-3.5f, -5.0f) });
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transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, y * TEST_OBJ_SPACING.y, SHMath::GenerateRandomNumber(-3.5f, -5.0f) });
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//transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
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//transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
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transform.SetWorldRotation(SHMath::GenerateRandomNumber(), SHMath::GenerateRandomNumber(), SHMath::GenerateRandomNumber());
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transform.SetWorldRotation(SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f));
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transform.SetWorldScale(TEST_OBJ_SCALE);
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transform.SetWorldScale(TEST_OBJ_SCALE);
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//if (const bool IS_EVEN = (y * NUM_ROWS + x) % 2; IS_EVEN)
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//if (const bool IS_EVEN = (y * NUM_ROWS + x) % 2; IS_EVEN)
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@ -36,6 +36,10 @@ namespace SHADE
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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{}
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{}
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SHQuaternion::SHQuaternion(const SHVec4& vec4) noexcept
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: XMFLOAT4( vec4.x, vec4.y, vec4.z, vec4.w )
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{}
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SHQuaternion::SHQuaternion(float _x, float _y, float _z, float _w) noexcept
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SHQuaternion::SHQuaternion(float _x, float _y, float _z, float _w) noexcept
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: XMFLOAT4( _x, _y, _z, _w )
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: XMFLOAT4( _x, _y, _z, _w )
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{}
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{}
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@ -49,6 +49,7 @@ namespace SHADE
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SHQuaternion (SHQuaternion&& rhs) = default;
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SHQuaternion (SHQuaternion&& rhs) = default;
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SHQuaternion () noexcept;
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SHQuaternion () noexcept;
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SHQuaternion (const SHVec4& vec4) noexcept;
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SHQuaternion (float x, float y, float z, float w) noexcept;
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SHQuaternion (float x, float y, float z, float w) noexcept;
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SHQuaternion (float yaw, float pitch, float roll) noexcept;
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SHQuaternion (float yaw, float pitch, float roll) noexcept;
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@ -103,7 +103,9 @@ namespace SHADE
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void SHTransformComponent::SetLocalRotation(const SHVec3& newLocalRotation) noexcept
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void SHTransformComponent::SetLocalRotation(const SHVec3& newLocalRotation) noexcept
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{
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{
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dirty = true;
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dirty = true;
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localRotation = newLocalRotation;
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localRotation = newLocalRotation;
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updateQueue.push({ UpdateCommandType::LOCAL_ROTATION, newLocalRotation });
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}
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}
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void SHTransformComponent::SetLocalRotation(float pitch, float yaw, float roll) noexcept
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void SHTransformComponent::SetLocalRotation(float pitch, float yaw, float roll) noexcept
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@ -113,11 +115,16 @@ namespace SHADE
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localRotation.x = pitch;
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localRotation.x = pitch;
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localRotation.y = yaw;
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localRotation.y = yaw;
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localRotation.z = roll;
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localRotation.z = roll;
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updateQueue.push({ UpdateCommandType::LOCAL_ROTATION, SHVec3{pitch, yaw, roll} });
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}
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}
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void SHTransformComponent::SetLocalOrientation(const SHQuaternion& newLocalOrientation) noexcept
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void SHTransformComponent::SetLocalOrientation(const SHQuaternion& newLocalOrientation) noexcept
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{
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{
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dirty = true;
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local.orientation = newLocalOrientation;
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updateQueue.push({ UpdateCommandType::LOCAL_ORIENTATION, newLocalOrientation });
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}
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}
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void SHTransformComponent::SetLocalScale(const SHVec3& newLocalScale) noexcept
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void SHTransformComponent::SetLocalScale(const SHVec3& newLocalScale) noexcept
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@ -155,7 +162,10 @@ namespace SHADE
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void SHTransformComponent::SetWorldOrientation(const SHQuaternion& newWorldOrientation) noexcept
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void SHTransformComponent::SetWorldOrientation(const SHQuaternion& newWorldOrientation) noexcept
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{
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{
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dirty = true;
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world.orientation = newWorldOrientation;
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updateQueue.push({ UpdateCommandType::WORLD_ORIENTATION, newWorldOrientation });
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}
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}
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void SHTransformComponent::SetWorldScale(const SHVec3& newWorldScale) noexcept
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void SHTransformComponent::SetWorldScale(const SHVec3& newWorldScale) noexcept
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@ -97,7 +97,9 @@ namespace SHADE
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enum class UpdateCommandType
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enum class UpdateCommandType
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{
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{
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WORLD_POSITION
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LOCAL_ROTATION
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, LOCAL_ORIENTATION
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, WORLD_POSITION
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, WORLD_ROTATION
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, WORLD_ROTATION
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, WORLD_ORIENTATION
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, WORLD_ORIENTATION
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, WORLD_SCALE
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, WORLD_SCALE
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@ -111,7 +113,7 @@ namespace SHADE
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/*-------------------------------------------------------------------------------*/
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/*-------------------------------------------------------------------------------*/
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UpdateCommandType type;
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UpdateCommandType type;
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SHVec3 data;
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SHVec4 data;
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};
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};
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using UpdateQueue = std::queue<UpdateCommand>;
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using UpdateQueue = std::queue<UpdateCommand>;
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@ -200,6 +200,8 @@ namespace SHADE
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SHMatrix localToWorld = SHMatrix::Identity;
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SHMatrix localToWorld = SHMatrix::Identity;
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SHMatrix worldToLocal = SHMatrix::Identity;
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SHMatrix worldToLocal = SHMatrix::Identity;
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bool convertRotation = true;
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if (parent)
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if (parent)
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{
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{
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localToWorld = parent->GetTRS();
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localToWorld = parent->GetTRS();
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@ -212,27 +214,44 @@ namespace SHADE
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switch (UPDATE_COMMAND.type)
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switch (UPDATE_COMMAND.type)
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{
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{
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case SHTransformComponent::UpdateCommandType::LOCAL_ROTATION:
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{
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convertRotation = true;
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break;
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}
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case SHTransformComponent::UpdateCommandType::LOCAL_ORIENTATION:
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{
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convertRotation = false;
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break;
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}
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case SHTransformComponent::UpdateCommandType::WORLD_POSITION:
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case SHTransformComponent::UpdateCommandType::WORLD_POSITION:
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{
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{
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tf.local.position = SHVec3::Transform(UPDATE_COMMAND.data, worldToLocal);
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tf.local.position = SHVec3::Transform(UPDATE_COMMAND.data.ToVec3(), worldToLocal);
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break;
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break;
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}
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}
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case SHTransformComponent::UpdateCommandType::WORLD_ROTATION:
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case SHTransformComponent::UpdateCommandType::WORLD_ROTATION:
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{
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{
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tf.localRotation = tf.worldRotation;
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tf.localRotation = UPDATE_COMMAND.data.ToVec3();
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if (parent)
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if (parent)
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tf.localRotation -= parent->GetLocalRotation();
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tf.localRotation -= parent->GetLocalRotation();
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convertRotation = true;
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break;
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break;
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}
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}
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case SHTransformComponent::UpdateCommandType::WORLD_ORIENTATION:
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case SHTransformComponent::UpdateCommandType::WORLD_ORIENTATION:
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{
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{
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// TODO(Diren): Test using scripts by concat quaternions?
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tf.local.orientation = UPDATE_COMMAND.data;
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if (parent)
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tf.local.orientation /= parent->GetLocalOrientation();
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convertRotation = false;
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break;
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break;
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}
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}
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case SHTransformComponent::UpdateCommandType::WORLD_SCALE:
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case SHTransformComponent::UpdateCommandType::WORLD_SCALE:
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{
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{
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tf.local.scale = tf.world.scale;
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tf.local.scale = UPDATE_COMMAND.data.ToVec3();
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if (parent)
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if (parent)
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tf.local.scale /= parent->GetLocalScale();
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tf.local.scale /= parent->GetLocalScale();
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@ -247,16 +266,41 @@ namespace SHADE
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tf.local.trs = localToWorld;
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tf.local.trs = localToWorld;
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// Compute world transforms
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tf.world.position = SHVec3::Transform(tf.local.position, localToWorld);
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tf.world.position = SHVec3::Transform(tf.local.position, localToWorld);
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tf.world.scale = tf.local.scale * (parent ? parent->GetLocalScale() : SHVec3::One);
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SHVec3 worldRotRad, localRotRad;
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if (convertRotation)
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{
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tf.worldRotation = tf.localRotation + (parent ? parent->GetLocalRotation() : SHVec3::Zero);
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tf.worldRotation = tf.localRotation + (parent ? parent->GetLocalRotation() : SHVec3::Zero);
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// TODO(Diren): Wrap rotations between -360 and 360
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// Set the orientation
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// Wrap rotations between -360 and 360 and convert to radians
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for (size_t i = 0; i < SHVec3::SIZE; ++i)
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{
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worldRotRad[i] = SHMath::DegreesToRadians(SHMath::Wrap(tf.worldRotation[i], -360.0f, 360.0f));
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localRotRad[i] = SHMath::DegreesToRadians(SHMath::Wrap(tf.localRotation[i], -360.0f, 360.0f));
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}
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tf.world.orientation = SHQuaternion::FromEuler(tf.worldRotation);
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tf.world.orientation = SHQuaternion::FromEuler(worldRotRad);
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tf.local.orientation = SHQuaternion::FromEuler(tf.localRotation);
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tf.local.orientation = SHQuaternion::FromEuler(localRotRad);
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}
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else
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{
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tf.world.orientation = (parent ? parent->GetLocalOrientation() : SHQuaternion::Identity) * tf.local.orientation;
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tf.world.scale = tf.local.scale * (parent ? parent->GetLocalScale() : SHVec3::One);
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// Set the euler angle rotations
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worldRotRad = tf.world.orientation.ToEuler();
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localRotRad = tf.local.orientation.ToEuler();
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for (size_t i = 0; i < SHVec3::SIZE; ++i)
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{
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tf.worldRotation[i] = SHMath::RadiansToDegrees(worldRotRad[i]);
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tf.localRotation[i] = SHMath::RadiansToDegrees(localRotRad[i]);
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}
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}
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tf.world.ComputeTRS();
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tf.world.ComputeTRS();
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}
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}
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@ -38,6 +38,10 @@ namespace SHADE
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f )
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f )
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{}
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{}
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SHVec4::SHVec4(const SHVec3& vec3) noexcept
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: XMFLOAT4( vec3.x, vec3.y, vec3.z, 1.0f )
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{}
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SHVec4::SHVec4(const XMFLOAT4& xmfloat4) noexcept
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SHVec4::SHVec4(const XMFLOAT4& xmfloat4) noexcept
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: XMFLOAT4( xmfloat4.x, xmfloat4.y, xmfloat4.z, xmfloat4.w )
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: XMFLOAT4( xmfloat4.x, xmfloat4.y, xmfloat4.z, xmfloat4.w )
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{}
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{}
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@ -271,6 +275,11 @@ namespace SHADE
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return result;
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return result;
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}
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}
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SHVec3 SHVec4::ToVec3() const noexcept
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{
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return SHVec3{ x, y, z };
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}
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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/* Static Function Member Definitions */
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/* Static Function Member Definitions */
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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@ -16,6 +16,7 @@
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// Project Headers
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// Project Headers
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#include "SH_API.h"
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#include "SH_API.h"
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#include "SHVec3.h"
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namespace SHADE
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namespace SHADE
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{
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{
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~SHVec4 () = default;
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~SHVec4 () = default;
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SHVec4 () noexcept;
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SHVec4 () noexcept;
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SHVec4 (const SHVec3& vec3) noexcept;
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SHVec4 (const XMFLOAT4& xmfloat4) noexcept;
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SHVec4 (const XMFLOAT4& xmfloat4) noexcept;
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SHVec4 (float x, float y, float z, float w) noexcept;
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SHVec4 (float x, float y, float z, float w) noexcept;
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[[nodiscard]] SHVec4 Cross3D (const SHVec4& rhs) const noexcept;
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[[nodiscard]] SHVec4 Cross3D (const SHVec4& rhs) const noexcept;
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[[nodiscard]] SHVec4 Cross (const SHVec4& v1, const SHVec4& v2) const noexcept;
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[[nodiscard]] SHVec4 Cross (const SHVec4& v1, const SHVec4& v2) const noexcept;
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[[nodiscard]] SHVec3 ToVec3 () const noexcept;
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Static Function Members */
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/* Static Function Members */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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// Project Headers
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// Project Headers
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Math/SHMathHelpers.h"
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#include "Scene/SHSceneManager.h"
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#include "Scene/SHSceneManager.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Math/Transform/SHTransformComponent.h"
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if (TF->HasChanged())
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if (TF->HasChanged())
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{
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{
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physicsObject.SetPosition(TF->GetWorldPosition());
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physicsObject.SetPosition(TF->GetWorldPosition());
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physicsObject.SetRotation(TF->GetWorldRotation());
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physicsObject.SetOrientation(TF->GetWorldOrientation());
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}
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}
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}
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}
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}
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}
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// Convert RP3D Transform to SHADE
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// Convert RP3D Transform to SHADE
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auto* tfComponent = SHComponentManager::GetComponent<SHTransformComponent>(entityID);
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auto* tfComponent = SHComponentManager::GetComponent<SHTransformComponent>(entityID);
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tfComponent->SetWorldPosition(rp3dPos);
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tfComponent->SetWorldPosition(rp3dPos);
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tfComponent->SetWorldRotation(SHQuaternion{ rp3dRot }.ToEuler());
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tfComponent->SetWorldOrientation(SHQuaternion{ rp3dRot });
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// Cache transforms
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// Cache transforms
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physicsObject.prevTransform = CURRENT_TF;
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physicsObject.prevTransform = CURRENT_TF;
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