SP3-16 Quaternions #112
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@ -104,10 +104,10 @@ namespace Sandbox
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transform.SetWorldRotation(SHMath::GenerateRandomNumber(), SHMath::GenerateRandomNumber(), SHMath::GenerateRandomNumber());
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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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collider.AddBoundingBox(SHVec3::One * 0.5f, SHVec3::Zero);
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else
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collider.AddBoundingSphere(0.5f, SHVec3::Zero);
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//else
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// collider.AddBoundingSphere(0.5f, SHVec3::Zero);
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stressTestObjects.emplace_back(entity);
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}
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@ -295,32 +295,33 @@ namespace SHADE
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) != 0;
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}
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SHMatrix::operator XMMATRIX() const noexcept
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{
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return XMLoadFloat4x4(this);
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}
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SHMatrix operator*(float lhs, const SHMatrix& rhs) noexcept
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{
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return rhs * lhs;
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}
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/*-----------------------------------------------------------------------------------*/
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/* Function Member Definitions */
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/*-----------------------------------------------------------------------------------*/
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void SHMatrix::Transpose() noexcept
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{
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const XMMATRIX M = XMLoadFloat4x4(this);
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XMStoreFloat4x4(this, XMMatrixTranspose(M));
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XMStoreFloat4x4(this, XMMatrixTranspose(*this));
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}
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void SHMatrix::Invert() noexcept
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{
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const XMMATRIX M = XMLoadFloat4x4(this);
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XMStoreFloat4x4(this, XMMatrixInverse(nullptr, M));
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XMStoreFloat4x4(this, XMMatrixInverse(nullptr, *this));
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}
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float SHMatrix::Determinant() const noexcept
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{
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const XMMATRIX M = XMLoadFloat4x4(this);
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return XMVectorGetX(XMMatrixDeterminant(M));
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return XMVectorGetX(XMMatrixDeterminant(*this));
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}
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std::string SHMatrix::ToString() const noexcept
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@ -337,9 +338,8 @@ namespace SHADE
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bool SHMatrix::Decompose(SHVec3& translation, SHVec3& rotation, SHVec3& scale) const noexcept
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{
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XMVECTOR s, r, t;
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const XMMATRIX M = XMLoadFloat4x4(this);
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if (!XMMatrixDecompose(&s, &r, &t, M))
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if (!XMMatrixDecompose(&s, &r, &t, *this))
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return false;
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SHQuaternion orientation;
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@ -356,9 +356,8 @@ namespace SHADE
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bool SHMatrix::Decompose(SHVec3& translation, SHQuaternion& orientation, SHVec3& scale) const noexcept
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{
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XMVECTOR s, r, t;
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const XMMATRIX M = XMLoadFloat4x4(this);
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if (!XMMatrixDecompose(&s, &r, &t, M))
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if (!XMMatrixDecompose(&s, &r, &t, *this))
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return false;
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XMStoreFloat3(&scale, s);
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@ -376,8 +375,7 @@ namespace SHADE
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{
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SHMatrix result;
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const XMMATRIX M = XMLoadFloat4x4(&matrix);
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XMStoreFloat4x4(&result, XMMatrixTranspose(M));
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XMStoreFloat4x4(&result, XMMatrixTranspose(matrix));
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return result;
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}
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@ -385,8 +383,7 @@ namespace SHADE
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{
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SHMatrix result;
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const XMMATRIX M = XMLoadFloat4x4(&matrix);
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XMStoreFloat4x4(&result, XMMatrixInverse(nullptr, M));
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XMStoreFloat4x4(&result, XMMatrixInverse(nullptr, matrix));
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return result;
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}
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@ -401,8 +398,8 @@ namespace SHADE
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SHMatrix SHMatrix::Translate(const SHVec3& pos) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixTranslation(pos.x, pos.y, pos.z));
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XMStoreFloat4x4(&result, XMMatrixTranslation(pos.x, pos.y, pos.z));
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return result;
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}
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@ -410,25 +407,23 @@ namespace SHADE
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{
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SHMatrix result;
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const XMVECTOR A = XMLoadFloat3(&axis);
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XMStoreFloat4x4(&result, XMMatrixRotationAxis(A, angleInRad));
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XMStoreFloat4x4(&result, XMMatrixRotationAxis(axis, angleInRad));
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return result;
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}
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SHMatrix SHMatrix::Rotate(float yaw, float pitch, float roll) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixRotationRollPitchYaw(pitch, yaw, roll));
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XMStoreFloat4x4(&result, XMMatrixRotationRollPitchYaw(pitch, yaw, roll));
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return result;
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}
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SHMatrix SHMatrix::Rotate(const SHVec3& eulerAngles) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixRotationRollPitchYaw(eulerAngles.x, eulerAngles.y, eulerAngles.z));
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XMStoreFloat4x4(&result, XMMatrixRotationRollPitchYawFromVector(eulerAngles));
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return result;
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}
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@ -436,57 +431,55 @@ namespace SHADE
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{
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SHMatrix result;
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const XMVECTOR Q = XMLoadFloat4(&q);
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XMStoreFloat4x4(&result, XMMatrixRotationQuaternion(Q));
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XMStoreFloat4x4(&result, XMMatrixRotationQuaternion(q));
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return result;
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}
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SHMatrix SHMatrix::RotateX(float angleInRad) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixRotationX(angleInRad));
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XMStoreFloat4x4(&result, XMMatrixRotationX(angleInRad));
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return result;
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}
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SHMatrix SHMatrix::RotateY(float angleInRad) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixRotationY(angleInRad));
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XMStoreFloat4x4(&result, XMMatrixRotationY(angleInRad));
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return result;
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}
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SHMatrix SHMatrix::RotateZ(float angleInRad) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixRotationZ(angleInRad));
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XMStoreFloat4x4(&result, XMMatrixRotationZ(angleInRad));
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return result;
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}
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SHMatrix SHMatrix::Scale(float uniformScaleFactor) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixScaling(uniformScaleFactor, uniformScaleFactor, uniformScaleFactor));
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XMStoreFloat4x4(&result, XMMatrixScaling(uniformScaleFactor, uniformScaleFactor, uniformScaleFactor));
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return result;
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}
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SHMatrix SHMatrix::Scale(float x, float y, float z) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixScaling(x, y, z));
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XMStoreFloat4x4(&result, XMMatrixScaling(x, y, z));
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return result;
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}
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SHMatrix SHMatrix::Scale(const SHVec3& scale) noexcept
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{
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixScaling(scale.x, scale.y, scale.z));
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XMStoreFloat4x4(&result, XMMatrixScalingFromVector(scale));
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return result;
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}
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@ -494,12 +487,7 @@ namespace SHADE
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{
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SHMatrix result;
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const XMVECTOR EYE = XMLoadFloat3(&eye);
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const XMVECTOR TGT = XMLoadFloat3(&target);
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const XMVECTOR UP = XMLoadFloat3(&up);
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XMStoreFloat4x4(&result, XMMatrixLookAtRH(EYE, TGT, UP));
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XMStoreFloat4x4(&result, XMMatrixLookAtRH(eye, target, up));
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return result;
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}
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@ -507,12 +495,7 @@ namespace SHADE
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{
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SHMatrix result;
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const XMVECTOR EYE = XMLoadFloat3(&eye);
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const XMVECTOR TGT = XMLoadFloat3(&target);
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const XMVECTOR UP = XMLoadFloat3(&up);
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XMStoreFloat4x4(&result, XMMatrixLookAtLH(EYE, TGT, UP));
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XMStoreFloat4x4(&result, XMMatrixLookAtLH(eye, target, up));
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return result;
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}
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@ -522,8 +505,8 @@ namespace SHADE
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const SHVec3 FWD_HAT = SHVec3::Normalise(-forward);
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const XMVECTOR Z_HAT = XMVector3Normalize(XMLoadFloat3(&FWD_HAT));
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const XMVECTOR X_HAT = XMVector3Normalize(XMVector3Cross(XMLoadFloat3(&up), Z_HAT));
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const XMVECTOR Z_HAT = XMVector3Normalize(FWD_HAT);
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const XMVECTOR X_HAT = XMVector3Normalize(XMVector3Cross(up, Z_HAT));
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const XMVECTOR Y_HAT = XMVector3Cross(Z_HAT, X_HAT);
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XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&result._11), X_HAT);
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@ -543,8 +526,8 @@ namespace SHADE
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const SHVec3 FWD_HAT = SHVec3::Normalise(forward);
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const XMVECTOR Z_HAT = XMVector3Normalize(XMLoadFloat3(&FWD_HAT));
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const XMVECTOR X_HAT = XMVector3Normalize(XMVector3Cross(XMLoadFloat3(&up), Z_HAT));
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const XMVECTOR Z_HAT = XMVector3Normalize(FWD_HAT);
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const XMVECTOR X_HAT = XMVector3Normalize(XMVector3Cross(up, Z_HAT));
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const XMVECTOR Y_HAT = XMVector3Cross(Z_HAT, X_HAT);
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XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&result._11), X_HAT);
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@ -563,7 +546,6 @@ namespace SHADE
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixPerspectiveFovRH(fov, aspectRatio, nearPlane, farPlane));
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return result;
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}
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@ -572,7 +554,6 @@ namespace SHADE
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixPerspectiveFovLH(fov, aspectRatio, nearPlane, farPlane));
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return result;
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}
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@ -581,7 +562,6 @@ namespace SHADE
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixPerspectiveRH(width, height, nearPlane, farPlane));
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return result;
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}
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@ -590,7 +570,6 @@ namespace SHADE
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixPerspectiveLH(width, height, nearPlane, farPlane));
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return result;
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}
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@ -599,7 +578,6 @@ namespace SHADE
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixOrthographicRH(width, height, nearPlane, farPlane));
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return result;
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}
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@ -608,7 +586,6 @@ namespace SHADE
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SHMatrix result;
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XMStoreFloat4x4(&result, XMMatrixOrthographicLH(width, height, nearPlane, farPlane));
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return result;
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}
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@ -77,6 +77,8 @@ namespace SHADE
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SHMatrix& operator= (const SHMatrix& rhs) = default;
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SHMatrix& operator= (SHMatrix&& rhs) = default;
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operator DirectX::XMMATRIX () const noexcept;
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SHMatrix& operator+= (const SHMatrix& rhs) noexcept;
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SHMatrix& operator-= (const SHMatrix& rhs) noexcept;
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SHMatrix& operator*= (const SHMatrix& rhs) noexcept;
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|
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@ -40,40 +40,10 @@ namespace SHADE
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: XMFLOAT4( _x, _y, _z, _w )
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{}
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SHQuaternion::SHQuaternion(float yaw, float pitch, float roll) noexcept
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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{
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XMStoreFloat4(this, XMQuaternionRotationRollPitchYaw(pitch, yaw, roll));
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}
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SHQuaternion::SHQuaternion(const SHVec3& eulerAngles) noexcept
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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{
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const XMVECTOR V = XMLoadFloat3(&eulerAngles);
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XMStoreFloat4(this, XMQuaternionRotationRollPitchYawFromVector(V));
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}
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SHQuaternion::SHQuaternion(const SHVec3& axis, float angleInRad) noexcept
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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{
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const XMVECTOR AXIS = XMLoadFloat3(&axis);
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XMStoreFloat4(this, XMQuaternionRotationAxis(AXIS, angleInRad));
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}
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SHQuaternion::SHQuaternion(const SHMatrix& rotationMatrix) noexcept
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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{
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const XMMATRIX M = XMLoadFloat4x4(&rotationMatrix);
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XMStoreFloat4(this, XMQuaternionRotationMatrix(M));
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}
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SHQuaternion::SHQuaternion(const reactphysics3d::Vector3& rp3dEuler) noexcept
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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{
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const SHVec3& SHADE_VEC{ rp3dEuler };
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const XMVECTOR V = XMLoadFloat3(&SHADE_VEC);
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XMStoreFloat4(this, XMQuaternionRotationRollPitchYawFromVector(V));
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XMStoreFloat4(this, XMQuaternionRotationRollPitchYawFromVector(SHVec3 { rp3dEuler }));
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}
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SHQuaternion::SHQuaternion(const reactphysics3d::Quaternion& rp3dQuat) noexcept
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|
@ -113,10 +83,7 @@ namespace SHADE
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{
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SHQuaternion result;
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const XMVECTOR Q1 = XMLoadFloat4(this);
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const XMVECTOR Q2 = XMLoadFloat4(&rhs);
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XMStoreFloat4(&result, XMVectorAdd(Q1, Q2));
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XMStoreFloat4(&result, XMVectorAdd(*this, rhs));
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return result;
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}
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|
@ -124,10 +91,7 @@ namespace SHADE
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{
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SHQuaternion result;
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const XMVECTOR Q1 = XMLoadFloat4(this);
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const XMVECTOR Q2 = XMLoadFloat4(&rhs);
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XMStoreFloat4(&result, XMVectorSubtract(Q1, Q2));
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XMStoreFloat4(&result, XMVectorSubtract(*this, rhs));
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return result;
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}
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|
@ -135,9 +99,7 @@ namespace SHADE
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{
|
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SHQuaternion result;
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const XMVECTOR Q = XMLoadFloat4(this);
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|
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XMStoreFloat4(&result, XMVectorNegate(Q));
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XMStoreFloat4(&result, XMVectorNegate(*this));
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return result;
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}
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|
@ -145,10 +107,7 @@ namespace SHADE
|
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{
|
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SHQuaternion result;
|
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|
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const XMVECTOR Q1 = XMLoadFloat4(this);
|
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const XMVECTOR Q2 = XMLoadFloat4(&rhs);
|
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|
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XMStoreFloat4(&result, XMQuaternionMultiply(Q1, Q2));
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XMStoreFloat4(&result, XMQuaternionMultiply(*this, rhs));
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return result;
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}
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|
@ -156,9 +115,7 @@ namespace SHADE
|
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{
|
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SHQuaternion result;
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|
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const XMVECTOR Q = XMLoadFloat4(this);
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|
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XMStoreFloat4(&result, XMVectorScale(Q, rhs));
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XMStoreFloat4(&result, XMVectorScale(*this, rhs));
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return result;
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}
|
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|
@ -166,27 +123,18 @@ namespace SHADE
|
|||
{
|
||||
SHQuaternion result;
|
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|
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const XMVECTOR Q1 = XMLoadFloat4(this);
|
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const XMVECTOR Q2 = XMQuaternionInverse(XMLoadFloat4(&rhs));
|
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|
||||
XMStoreFloat4(&result, XMQuaternionMultiply(Q1, Q2));
|
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XMStoreFloat4(&result, XMQuaternionMultiply(*this, XMQuaternionInverse(rhs)));
|
||||
return result;
|
||||
}
|
||||
|
||||
bool SHQuaternion::operator==(const SHQuaternion& rhs) const noexcept
|
||||
{
|
||||
const XMVECTOR Q1 = XMLoadFloat4(this);
|
||||
const XMVECTOR Q2 = XMLoadFloat4(&rhs);
|
||||
|
||||
return XMQuaternionEqual(Q1, Q2);
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return XMQuaternionEqual(*this, rhs);
|
||||
}
|
||||
|
||||
bool SHQuaternion::operator!=(const SHQuaternion& rhs) const noexcept
|
||||
{
|
||||
const XMVECTOR Q1 = XMLoadFloat4(this);
|
||||
const XMVECTOR Q2 = XMLoadFloat4(&rhs);
|
||||
|
||||
return XMQuaternionNotEqual(Q1, Q2);
|
||||
return XMQuaternionNotEqual(*this, rhs);
|
||||
}
|
||||
|
||||
SHQuaternion::operator reactphysics3d::Quaternion() const noexcept
|
||||
|
@ -199,6 +147,11 @@ namespace SHADE
|
|||
return reactphysics3d::Vector3{ ToEuler() };
|
||||
}
|
||||
|
||||
SHQuaternion::operator XMVECTOR() const noexcept
|
||||
{
|
||||
return XMLoadFloat4(this);
|
||||
}
|
||||
|
||||
SHQuaternion operator*(float lhs, const SHQuaternion& rhs) noexcept
|
||||
{
|
||||
return rhs * lhs;
|
||||
|
@ -213,8 +166,7 @@ namespace SHADE
|
|||
XMVECTOR axis;
|
||||
float angle;
|
||||
|
||||
const XMVECTOR Q = XMLoadFloat4(this);
|
||||
XMQuaternionToAxisAngle(&axis, &angle, Q);
|
||||
XMQuaternionToAxisAngle(&axis, &angle, *this);
|
||||
return angle;
|
||||
}
|
||||
|
||||
|
@ -223,8 +175,7 @@ namespace SHADE
|
|||
XMVECTOR axis;
|
||||
float angle;
|
||||
|
||||
const XMVECTOR Q = XMLoadFloat4(this);
|
||||
XMQuaternionToAxisAngle(&axis, &angle, Q);
|
||||
XMQuaternionToAxisAngle(&axis, &angle, *this);
|
||||
|
||||
|
||||
return SHVec4{XMVectorGetX(axis), XMVectorGetY(axis), XMVectorGetZ(axis), angle};
|
||||
|
@ -238,28 +189,22 @@ namespace SHADE
|
|||
|
||||
void SHQuaternion::Invert() noexcept
|
||||
{
|
||||
const XMVECTOR Q = XMLoadFloat4(this);
|
||||
XMStoreFloat4(this, XMQuaternionInverse(Q));
|
||||
XMStoreFloat4(this, XMQuaternionInverse(*this));
|
||||
}
|
||||
|
||||
float SHQuaternion::Length() const noexcept
|
||||
{
|
||||
const XMVECTOR Q = XMLoadFloat4(this);
|
||||
return XMVectorGetX(XMQuaternionLength(Q));
|
||||
return XMVectorGetX(XMQuaternionLength(*this));
|
||||
}
|
||||
|
||||
float SHQuaternion::LengthSquared() const noexcept
|
||||
{
|
||||
const XMVECTOR Q = XMLoadFloat4(this);
|
||||
return XMVectorGetX(XMQuaternionLengthSq(Q));
|
||||
return XMVectorGetX(XMQuaternionLengthSq(*this));
|
||||
}
|
||||
|
||||
float SHQuaternion::Dot(const SHQuaternion& rhs) const noexcept
|
||||
{
|
||||
const XMVECTOR Q1 = XMLoadFloat4(this);
|
||||
const XMVECTOR Q2 = XMLoadFloat4(&rhs);
|
||||
|
||||
return XMVectorGetX(XMQuaternionDot(Q1, Q2));
|
||||
return XMVectorGetX(XMQuaternionDot(*this, rhs));
|
||||
}
|
||||
|
||||
SHQuaternion SHQuaternion::RotateTowards(const SHQuaternion&, float) const noexcept
|
||||
|
@ -273,29 +218,29 @@ namespace SHADE
|
|||
|
||||
SHVec3 SHQuaternion::ToEuler() const noexcept
|
||||
{
|
||||
const float xx = x * x;
|
||||
const float yy = y * y;
|
||||
const float zz = z * z;
|
||||
const float XX = x * x;
|
||||
const float YY = y * y;
|
||||
const float ZZ = z * z;
|
||||
|
||||
const float m31 = 2.f * x * z + 2.f * y * w;
|
||||
const float m32 = 2.f * y * z - 2.f * x * w;
|
||||
const float m33 = 1.f - 2.f * xx - 2.f * yy;
|
||||
const float M_31 = 2.f * x * z + 2.f * y * w;
|
||||
const float M_32 = 2.f * y * z - 2.f * x * w;
|
||||
const float M_33 = 1.f - 2.f * XX - 2.f * YY;
|
||||
|
||||
const float cy = sqrtf(m33 * m33 + m31 * m31);
|
||||
const float cx = atan2f(-m32, cy);
|
||||
if (cy > 16.0f * SHMath::EPSILON)
|
||||
const float CY = sqrtf(M_33 * M_33 + M_31 * M_31);
|
||||
const float CX = atan2f(-M_32, CY);
|
||||
if (CY > 16.0f * SHMath::EPSILON)
|
||||
{
|
||||
const float m12 = 2.f * x * y + 2.f * z * w;
|
||||
const float m22 = 1.f - 2.f * xx - 2.f * zz;
|
||||
const float M_12 = 2.f * x * y + 2.f * z * w;
|
||||
const float M_22 = 1.f - 2.f * XX - 2.f * ZZ;
|
||||
|
||||
return SHVec3(cx, atan2f(m31, m33), atan2f(m12, m22));
|
||||
return SHVec3(CX, atan2f(M_31, M_33), atan2f(M_12, M_22));
|
||||
}
|
||||
else
|
||||
{
|
||||
const float m11 = 1.f - 2.f * yy - 2.f * zz;
|
||||
const float m21 = 2.f * x * y - 2.f * z * w;
|
||||
const float m11 = 1.f - 2.f * YY - 2.f * ZZ;
|
||||
const float m21 = 2.f * x * y - 2.f * z * w;
|
||||
|
||||
return SHVec3(cx, 0.f, atan2f(-m21, m11));
|
||||
return SHVec3(CX, 0.f, atan2f(-m21, m11));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -311,13 +256,43 @@ namespace SHADE
|
|||
/* Static Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHQuaternion SHQuaternion::FromEuler(const SHVec3& eulerAngles) noexcept
|
||||
{
|
||||
SHQuaternion result;
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionRotationRollPitchYawFromVector(eulerAngles));
|
||||
return result;
|
||||
}
|
||||
|
||||
SHQuaternion SHQuaternion::FromPitchYawRoll(float pitch, float yaw, float roll) noexcept
|
||||
{
|
||||
SHQuaternion result;
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionRotationRollPitchYaw(pitch, yaw, roll));
|
||||
return result;
|
||||
}
|
||||
|
||||
SHQuaternion SHQuaternion::FromAxisAngle(const SHVec3& axis, float angle) noexcept
|
||||
{
|
||||
SHQuaternion result;
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionRotationAxis(axis, angle));
|
||||
return result;
|
||||
}
|
||||
|
||||
SHQuaternion SHQuaternion::FromRotationMatrix(const SHMatrix& rotationMatrix) noexcept
|
||||
{
|
||||
SHQuaternion result;
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionRotationMatrix(rotationMatrix));
|
||||
return result;
|
||||
}
|
||||
|
||||
SHQuaternion SHQuaternion::Normalise(const SHQuaternion& q) noexcept
|
||||
{
|
||||
SHQuaternion result;
|
||||
|
||||
const XMVECTOR Q = XMLoadFloat4(&q);
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionNormalize(Q));
|
||||
XMStoreFloat4(&result, XMQuaternionNormalize(q));
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -325,9 +300,7 @@ namespace SHADE
|
|||
{
|
||||
SHQuaternion result;
|
||||
|
||||
const XMVECTOR Q = XMLoadFloat4(&q);
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionConjugate(Q));
|
||||
XMStoreFloat4(&result, XMQuaternionConjugate(q));
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -335,9 +308,7 @@ namespace SHADE
|
|||
{
|
||||
SHQuaternion result;
|
||||
|
||||
const XMVECTOR Q = XMLoadFloat4(&q);
|
||||
XMStoreFloat4(&result, XMQuaternionInverse(Q));
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionInverse(q));
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -362,10 +333,7 @@ namespace SHADE
|
|||
{
|
||||
SHQuaternion result;
|
||||
|
||||
const XMVECTOR Q1 = XMLoadFloat4(&q1);
|
||||
const XMVECTOR Q2 = XMLoadFloat4(&q2);
|
||||
|
||||
XMStoreFloat4(&result, XMQuaternionSlerp(Q1, Q2, t));
|
||||
XMStoreFloat4(&result, XMQuaternionSlerp(q1, q2, t));
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
@ -51,9 +51,6 @@ namespace SHADE
|
|||
SHQuaternion () noexcept;
|
||||
SHQuaternion (float x, float y, float z, float w) noexcept;
|
||||
SHQuaternion (float yaw, float pitch, float roll) noexcept;
|
||||
SHQuaternion (const SHVec3& eulerAngles) noexcept;
|
||||
SHQuaternion (const SHVec3& axis, float angleInRad) noexcept;
|
||||
SHQuaternion (const SHMatrix& rotationMatrix) noexcept;
|
||||
|
||||
// Conversion from other math types
|
||||
|
||||
|
@ -87,6 +84,7 @@ namespace SHADE
|
|||
|
||||
operator reactphysics3d::Quaternion () const noexcept;
|
||||
operator reactphysics3d::Vector3 () const noexcept;
|
||||
operator DirectX::XMVECTOR () const noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
|
@ -113,6 +111,11 @@ namespace SHADE
|
|||
/* Static Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
[[nodiscard]] static SHQuaternion FromEuler (const SHVec3& eulerAngles) noexcept;
|
||||
[[nodiscard]] static SHQuaternion FromPitchYawRoll (float pitch, float yaw, float roll) noexcept;
|
||||
[[nodiscard]] static SHQuaternion FromAxisAngle (const SHVec3& axis, float angle) noexcept;
|
||||
[[nodiscard]] static SHQuaternion FromRotationMatrix(const SHMatrix& rotationMatrix) noexcept;
|
||||
|
||||
[[nodiscard]] static SHQuaternion Normalise (const SHQuaternion& q) noexcept;
|
||||
[[nodiscard]] static SHQuaternion Conjugate (const SHQuaternion& q) noexcept;
|
||||
[[nodiscard]] static SHQuaternion Inverse (const SHQuaternion& q) noexcept;
|
||||
|
|
|
@ -26,15 +26,15 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHTransform::SHTransform() noexcept
|
||||
: position { SHVec3::Zero }
|
||||
, rotation { SHVec3::Zero }
|
||||
, scale { SHVec3::One }
|
||||
: position { SHVec3::Zero }
|
||||
, orientation { SHQuaternion::Identity }
|
||||
, scale { SHVec3::One }
|
||||
{}
|
||||
|
||||
SHTransform::SHTransform(const SHVec3& pos, const SHVec3& rot, const SHVec3& scl) noexcept
|
||||
: position { pos }
|
||||
, rotation { rot }
|
||||
, scale { scl }
|
||||
: position { pos }
|
||||
, orientation { SHQuaternion::FromEuler(rot) }
|
||||
, scale { scl }
|
||||
{}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -43,12 +43,12 @@ namespace SHADE
|
|||
|
||||
bool SHTransform::operator==(const SHTransform& rhs) const noexcept
|
||||
{
|
||||
return !(position != rhs.position || rotation != rhs.rotation || scale != rhs.scale);
|
||||
return !(position != rhs.position || orientation != rhs.orientation || scale != rhs.scale);
|
||||
}
|
||||
|
||||
bool SHTransform::operator!=(const SHTransform& rhs) const noexcept
|
||||
{
|
||||
return (position != rhs.position || rotation != rhs.rotation || scale != rhs.scale);
|
||||
return (position != rhs.position || orientation != rhs.orientation || scale != rhs.scale);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -59,7 +59,7 @@ namespace SHADE
|
|||
{
|
||||
|
||||
const SHMatrix T = SHMatrix::Translate(position);
|
||||
const SHMatrix R = SHMatrix::Rotate(rotation);
|
||||
const SHMatrix R = SHMatrix::Rotate(orientation);
|
||||
const SHMatrix S = SHMatrix::Scale(scale);
|
||||
|
||||
trs = S * R * T;
|
||||
|
|
|
@ -12,8 +12,8 @@
|
|||
|
||||
// Project Headers
|
||||
#include "SH_API.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Math/SHQuaternion.h"
|
||||
#include "Math/SHMatrix.h"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -31,22 +31,23 @@ namespace SHADE
|
|||
|
||||
static const SHTransform Identity;
|
||||
|
||||
SHVec3 position;
|
||||
SHVec3 rotation;
|
||||
SHVec3 scale;
|
||||
SHVec3 position;
|
||||
SHQuaternion orientation;
|
||||
SHVec3 scale;
|
||||
|
||||
SHMatrix trs;
|
||||
SHMatrix trs;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHTransform (const SHTransform&) = default;
|
||||
SHTransform (SHTransform&&) = default;
|
||||
~SHTransform () = default;
|
||||
SHTransform (const SHTransform&) = default;
|
||||
SHTransform (SHTransform&&) = default;
|
||||
~SHTransform () = default;
|
||||
|
||||
SHTransform () noexcept;
|
||||
SHTransform (const SHVec3& pos, const SHVec3& rot, const SHVec3& scl) noexcept;
|
||||
SHTransform () noexcept;
|
||||
SHTransform (const SHVec3& pos, const SHVec3& rot, const SHVec3& scl) noexcept;
|
||||
SHTransform (const SHVec3& pos, const SHQuaternion& quat, const SHVec3& scl) noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
|
@ -63,7 +64,6 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
const SHMatrix& ComputeTRS();
|
||||
|
||||
};
|
||||
|
||||
} // namespace SHADE
|
|
@ -42,16 +42,12 @@ namespace SHADE
|
|||
|
||||
const SHVec3& SHTransformComponent::GetLocalRotation() const noexcept
|
||||
{
|
||||
return local.rotation;
|
||||
return localRotation;
|
||||
}
|
||||
|
||||
SHVec3 SHTransformComponent::GetLocalRotationDeg() const noexcept
|
||||
const SHQuaternion& SHTransformComponent::GetLocalOrientation() const noexcept
|
||||
{
|
||||
SHVec3 rot = local.rotation;
|
||||
rot.x = SHMath::RadiansToDegrees(rot.x);
|
||||
rot.y = SHMath::RadiansToDegrees(rot.y);
|
||||
rot.z = SHMath::RadiansToDegrees(rot.z);
|
||||
return rot;
|
||||
return local.orientation;
|
||||
}
|
||||
|
||||
const SHVec3& SHTransformComponent::GetLocalScale() const noexcept
|
||||
|
@ -66,16 +62,12 @@ namespace SHADE
|
|||
|
||||
const SHVec3& SHTransformComponent::GetWorldRotation() const noexcept
|
||||
{
|
||||
return world.rotation;
|
||||
return worldRotation;
|
||||
}
|
||||
|
||||
SHVec3 SHTransformComponent::GetWorldRotationDeg() const noexcept
|
||||
const SHQuaternion& SHTransformComponent::GetWorldOrientation() const noexcept
|
||||
{
|
||||
SHVec3 rot = world.rotation;
|
||||
rot.x = SHMath::RadiansToDegrees(rot.x);
|
||||
rot.y = SHMath::RadiansToDegrees(rot.y);
|
||||
rot.z = SHMath::RadiansToDegrees(rot.z);
|
||||
return rot;
|
||||
return world.orientation;
|
||||
}
|
||||
|
||||
const SHVec3& SHTransformComponent::GetWorldScale() const noexcept
|
||||
|
@ -111,32 +103,21 @@ namespace SHADE
|
|||
void SHTransformComponent::SetLocalRotation(const SHVec3& newLocalRotation) noexcept
|
||||
{
|
||||
dirty = true;
|
||||
local.rotation = newLocalRotation;
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetLocalRotationDeg(SHVec3 newLocalRotationDeg) noexcept
|
||||
{
|
||||
dirty = true;
|
||||
|
||||
local.rotation.x = SHMath::DegreesToRadians(newLocalRotationDeg.x);
|
||||
local.rotation.y = SHMath::DegreesToRadians(newLocalRotationDeg.y);
|
||||
local.rotation.z = SHMath::DegreesToRadians(newLocalRotationDeg.z);
|
||||
localRotation = newLocalRotation;
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetLocalRotation(float pitch, float yaw, float roll) noexcept
|
||||
{
|
||||
dirty = true;
|
||||
|
||||
local.rotation.x = pitch;
|
||||
local.rotation.y = yaw;
|
||||
local.rotation.z = roll;
|
||||
localRotation.x = pitch;
|
||||
localRotation.y = yaw;
|
||||
localRotation.z = roll;
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetLocalRotationDeg(float pitch, float yaw, float roll) noexcept
|
||||
void SHTransformComponent::SetLocalOrientation(const SHQuaternion& newLocalOrientation) noexcept
|
||||
{
|
||||
local.rotation.x = SHMath::DegreesToRadians(pitch);
|
||||
local.rotation.y = SHMath::DegreesToRadians(yaw);
|
||||
local.rotation.z = SHMath::DegreesToRadians(roll);
|
||||
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetLocalScale(const SHVec3& newLocalScale) noexcept
|
||||
|
@ -157,41 +138,24 @@ namespace SHADE
|
|||
{
|
||||
dirty = true;
|
||||
|
||||
world.rotation = newWorldRotation;
|
||||
worldRotation = newWorldRotation;
|
||||
updateQueue.push({ UpdateCommandType::WORLD_ROTATION, newWorldRotation });
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetWorldRotationDeg(const SHVec3& newWorldRotation) noexcept
|
||||
{
|
||||
dirty = true;
|
||||
|
||||
world.rotation.x = SHMath::DegreesToRadians(newWorldRotation.x);
|
||||
world.rotation.y = SHMath::DegreesToRadians(newWorldRotation.y);
|
||||
world.rotation.z = SHMath::DegreesToRadians(newWorldRotation.z);
|
||||
|
||||
updateQueue.push({ UpdateCommandType::WORLD_ROTATION, world.rotation });
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetWorldRotation(float pitch, float yaw, float roll) noexcept
|
||||
{
|
||||
dirty = true;
|
||||
|
||||
world.rotation.x = pitch;
|
||||
world.rotation.y = yaw;
|
||||
world.rotation.z = roll;
|
||||
worldRotation.x = pitch;
|
||||
worldRotation.y = yaw;
|
||||
worldRotation.z = roll;
|
||||
|
||||
updateQueue.push({ UpdateCommandType::WORLD_ROTATION, SHVec3{ pitch, yaw, roll} });
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetWorldRotationDeg(float pitch, float yaw, float roll) noexcept
|
||||
void SHTransformComponent::SetWorldOrientation(const SHQuaternion& newWorldOrientation) noexcept
|
||||
{
|
||||
dirty = true;
|
||||
|
||||
world.rotation.x = SHMath::DegreesToRadians(pitch);
|
||||
world.rotation.y = SHMath::DegreesToRadians(yaw);
|
||||
world.rotation.z = SHMath::DegreesToRadians(roll);
|
||||
|
||||
updateQueue.push({ UpdateCommandType::WORLD_ROTATION, world.rotation });
|
||||
|
||||
}
|
||||
|
||||
void SHTransformComponent::SetWorldScale(const SHVec3& newWorldScale) noexcept
|
||||
|
@ -210,7 +174,7 @@ RTTR_REGISTRATION
|
|||
using namespace rttr;
|
||||
|
||||
registration::class_<SHTransformComponent>("Transform Component")
|
||||
.property("Translate" , &SHTransformComponent::GetLocalPosition , &SHTransformComponent::SetLocalPosition )
|
||||
.property("Rotate" , &SHTransformComponent::GetLocalRotationDeg, select_overload<void(SHVec3)>(&SHTransformComponent::SetLocalRotationDeg))
|
||||
.property("Scale" , &SHTransformComponent::GetLocalScale , &SHTransformComponent::SetLocalScale );
|
||||
.property("Translate" , &SHTransformComponent::GetLocalPosition , &SHTransformComponent::SetLocalPosition )
|
||||
.property("Rotate" , &SHTransformComponent::GetLocalRotation , select_overload<void(const SHVec3&)>(&SHTransformComponent::SetLocalRotation) )
|
||||
.property("Scale" , &SHTransformComponent::GetLocalScale , &SHTransformComponent::SetLocalScale );
|
||||
}
|
|
@ -60,11 +60,11 @@ namespace SHADE
|
|||
|
||||
[[nodiscard]] const SHVec3& GetLocalPosition () const noexcept;
|
||||
[[nodiscard]] const SHVec3& GetLocalRotation () const noexcept;
|
||||
[[nodiscard]] SHVec3 GetLocalRotationDeg () const noexcept;
|
||||
[[nodiscard]] const SHQuaternion& GetLocalOrientation () const noexcept;
|
||||
[[nodiscard]] const SHVec3& GetLocalScale () const noexcept;
|
||||
[[nodiscard]] const SHVec3& GetWorldPosition () const noexcept;
|
||||
[[nodiscard]] const SHVec3& GetWorldRotation () const noexcept;
|
||||
[[nodiscard]] SHVec3 GetWorldRotationDeg () const noexcept;
|
||||
[[nodiscard]] const SHQuaternion& GetWorldOrientation () const noexcept;
|
||||
[[nodiscard]] const SHVec3& GetWorldScale () const noexcept;
|
||||
|
||||
[[nodiscard]] const SHMatrix& GetLocalToWorld () const noexcept;
|
||||
|
@ -76,28 +76,30 @@ namespace SHADE
|
|||
/* Setter Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
void SetLocalPosition (const SHVec3& newLocalPosition) noexcept;
|
||||
void SetLocalRotation (const SHVec3& newLocalRotation) noexcept;
|
||||
void SetLocalRotationDeg (SHVec3 newLocalRotationDeg) noexcept;
|
||||
void SetLocalRotation (float pitch, float yaw, float roll) noexcept;
|
||||
void SetLocalRotationDeg (float pitch, float yaw, float roll) noexcept;
|
||||
void SetLocalScale (const SHVec3& newLocalScale) noexcept;
|
||||
void SetWorldPosition (const SHVec3& newWorldPosition) noexcept;
|
||||
void SetWorldRotation (const SHVec3& newWorldRotation) noexcept;
|
||||
void SetWorldRotationDeg (const SHVec3& newWorldRotation) noexcept;
|
||||
void SetWorldRotation (float pitch, float yaw, float roll) noexcept;
|
||||
void SetWorldRotationDeg (float pitch, float yaw, float roll) noexcept;
|
||||
void SetWorldScale (const SHVec3& newWorldScale) noexcept;
|
||||
void SetLocalPosition (const SHVec3& newLocalPosition) noexcept;
|
||||
void SetLocalRotation (const SHVec3& newLocalRotation) noexcept;
|
||||
void SetLocalRotation (float pitch, float yaw, float roll) noexcept;
|
||||
void SetLocalOrientation (const SHQuaternion& newLocalOrientation) noexcept;
|
||||
void SetLocalScale (const SHVec3& newLocalScale) noexcept;
|
||||
void SetWorldPosition (const SHVec3& newWorldPosition) noexcept;
|
||||
void SetWorldRotation (const SHVec3& newWorldRotation) noexcept;
|
||||
void SetWorldRotation (float pitch, float yaw, float roll) noexcept;
|
||||
void SetWorldOrientation (const SHQuaternion& newWorldOrientation) noexcept;
|
||||
void SetWorldScale (const SHVec3& newWorldScale) noexcept;
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
// Differentiate between rotation and orientation for setters
|
||||
// Setting a quaternion directly is different from using euler angle rotations.
|
||||
|
||||
enum class UpdateCommandType
|
||||
{
|
||||
WORLD_POSITION
|
||||
, WORLD_ROTATION
|
||||
, WORLD_ORIENTATION
|
||||
, WORLD_SCALE
|
||||
};
|
||||
|
||||
|
@ -120,6 +122,12 @@ namespace SHADE
|
|||
|
||||
bool dirty;
|
||||
|
||||
// We store euler angle rotations separately to interface with transform quaternions.
|
||||
// Reading quaternions are unreliable.
|
||||
|
||||
SHVec3 localRotation; // Stored in degrees
|
||||
SHVec3 worldRotation; // Stored in degrees
|
||||
|
||||
SHTransform local; // Local TRS holds Local To World Transform
|
||||
SHTransform world;
|
||||
|
||||
|
|
|
@ -17,6 +17,8 @@
|
|||
#include "Scene/SHSceneManager.h"
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Math/SHMathHelpers.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -45,14 +47,16 @@ namespace SHADE
|
|||
{
|
||||
// Get the current scene graph to traverse and update
|
||||
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
||||
UpdateEntity(SCENE_GRAPH.GetRoot());
|
||||
|
||||
// TODO(Diren): Consider how to clear dirty in pause / stop mode and update physics, but do not clear in play mode.
|
||||
UpdateEntity(SCENE_GRAPH.GetRoot(), false);
|
||||
}
|
||||
|
||||
void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double dt) noexcept
|
||||
void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
|
||||
{
|
||||
// Get the current scene graph to traverse and update
|
||||
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
||||
UpdateEntityAndClear(SCENE_GRAPH.GetRoot());
|
||||
UpdateEntity(SCENE_GRAPH.GetRoot(), true);
|
||||
}
|
||||
|
||||
void SHTransformSystem::Init()
|
||||
|
@ -96,13 +100,13 @@ namespace SHADE
|
|||
tf->local.position = SHVec3::Transform(tf->world.position, worldToLocal);
|
||||
|
||||
|
||||
tf->local.rotation = tf->world.rotation;
|
||||
tf->local.scale = tf->world.scale;
|
||||
tf->localRotation = tf->worldRotation;
|
||||
tf->local.scale = tf->world.scale;
|
||||
|
||||
if (PARENT_TF != nullptr)
|
||||
{
|
||||
// Compute Local Rotation
|
||||
tf->local.rotation -= PARENT_TF->GetLocalRotation();
|
||||
tf->localRotation -= PARENT_TF->GetLocalRotation();
|
||||
|
||||
// Compute Local Scale
|
||||
tf->local.scale /= PARENT_TF->GetLocalScale();
|
||||
|
@ -143,13 +147,13 @@ namespace SHADE
|
|||
childTransform->local.position = SHVec3::Transform(childTransform->world.position, worldToLocal);
|
||||
|
||||
|
||||
childTransform->local.rotation = childTransform->world.rotation;
|
||||
childTransform->local.scale = childTransform->world.scale;
|
||||
childTransform->localRotation = childTransform->worldRotation;
|
||||
childTransform->local.scale = childTransform->world.scale;
|
||||
|
||||
if (parent)
|
||||
{
|
||||
// Compute Local Rotation
|
||||
childTransform->local.rotation -= parent->GetLocalRotation();
|
||||
childTransform->localRotation -= parent->GetLocalRotation();
|
||||
|
||||
// Compute Local Scale
|
||||
childTransform->local.scale /= parent->GetLocalScale();
|
||||
|
@ -158,12 +162,10 @@ namespace SHADE
|
|||
childTransform->local.trs = localToWorld;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void SHTransformSystem::UpdateEntity(const SHSceneNode* node)
|
||||
void SHTransformSystem::UpdateEntity(const SHSceneNode* node, bool clearDirtyFlag)
|
||||
{
|
||||
const auto* NODE_TRANSFORM = SHComponentManager::GetComponent_s<SHTransformComponent>(node->GetEntityID());
|
||||
const bool HAS_PARENT_CHANGED = NODE_TRANSFORM && NODE_TRANSFORM->dirty;
|
||||
|
@ -185,37 +187,10 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
UpdateEntity(child);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SHTransformSystem::UpdateEntityAndClear(const SHSceneNode* node)
|
||||
{
|
||||
const auto* NODE_TRANSFORM = SHComponentManager::GetComponent_s<SHTransformComponent>(node->GetEntityID());
|
||||
const bool HAS_PARENT_CHANGED = NODE_TRANSFORM && NODE_TRANSFORM->dirty;
|
||||
|
||||
for (const auto* child : node->GetChildren())
|
||||
{
|
||||
auto* childTransform = SHComponentManager::GetComponent_s<SHTransformComponent>(child->GetEntityID());
|
||||
if (childTransform)
|
||||
{
|
||||
// Only update if node in hierarchy and component are both active
|
||||
const bool IS_NODE_ACTIVE = child->IsActive();
|
||||
if (IS_NODE_ACTIVE && childTransform->isActive)
|
||||
{
|
||||
if (childTransform->dirty || HAS_PARENT_CHANGED)
|
||||
{
|
||||
UpdateTransform(*childTransform, NODE_TRANSFORM);
|
||||
childTransform->dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UpdateEntityAndClear(child);
|
||||
UpdateEntity(child, clearDirtyFlag);
|
||||
|
||||
// Clear dirty flag after all children are updated
|
||||
if (childTransform)
|
||||
if (childTransform && clearDirtyFlag)
|
||||
childTransform->dirty = false;
|
||||
}
|
||||
}
|
||||
|
@ -244,12 +219,17 @@ namespace SHADE
|
|||
}
|
||||
case SHTransformComponent::UpdateCommandType::WORLD_ROTATION:
|
||||
{
|
||||
tf.local.rotation = tf.world.rotation;
|
||||
tf.localRotation = tf.worldRotation;
|
||||
if (parent)
|
||||
tf.local.rotation -= parent->GetLocalRotation();
|
||||
tf.localRotation -= parent->GetLocalRotation();
|
||||
|
||||
break;
|
||||
}
|
||||
case SHTransformComponent::UpdateCommandType::WORLD_ORIENTATION:
|
||||
{
|
||||
// TODO(Diren): Test using scripts by concat quaternions?
|
||||
break;
|
||||
}
|
||||
case SHTransformComponent::UpdateCommandType::WORLD_SCALE:
|
||||
{
|
||||
tf.local.scale = tf.world.scale;
|
||||
|
@ -268,7 +248,14 @@ namespace SHADE
|
|||
tf.local.trs = localToWorld;
|
||||
|
||||
tf.world.position = SHVec3::Transform(tf.local.position, localToWorld);
|
||||
tf.world.rotation = tf.local.rotation + (parent ? parent->GetLocalRotation() : SHVec3::Zero);
|
||||
|
||||
tf.worldRotation = tf.localRotation + (parent ? parent->GetLocalRotation() : SHVec3::Zero);
|
||||
|
||||
// TODO(Diren): Wrap rotations between -360 and 360
|
||||
|
||||
tf.world.orientation = SHQuaternion::FromEuler(tf.worldRotation);
|
||||
tf.local.orientation = SHQuaternion::FromEuler(tf.localRotation);
|
||||
|
||||
tf.world.scale = tf.local.scale * (parent ? parent->GetLocalScale() : SHVec3::One);
|
||||
|
||||
tf.world.ComputeTRS();
|
||||
|
|
|
@ -114,8 +114,7 @@ namespace SHADE
|
|||
SHEventHandle ChangeParent (SHEventPtr changeParentEvent);
|
||||
static void UpdateChildrenLocalTransforms (SHSceneNode* node);
|
||||
|
||||
static void UpdateEntity (const SHSceneNode* node);
|
||||
static void UpdateEntityAndClear (const SHSceneNode* node);
|
||||
static void UpdateEntity (const SHSceneNode* node, bool clearDirtyFlag);
|
||||
static void UpdateTransform (SHTransformComponent& tf, const SHTransformComponent* parent = nullptr);
|
||||
};
|
||||
|
||||
|
|
|
@ -140,12 +140,12 @@ namespace SHADE
|
|||
isRigidBody = true;
|
||||
|
||||
rb->position = tf->GetWorldPosition();
|
||||
rb->orientation = tf->GetWorldRotation();
|
||||
rb->orientation = SHQuaternion::FromEuler(tf->GetWorldRotation());
|
||||
|
||||
if (hasColliders)
|
||||
{
|
||||
c->position = tf->GetWorldPosition();
|
||||
c->orientation = tf->GetWorldRotation();
|
||||
c->orientation = SHQuaternion::FromEuler(tf->GetWorldRotation());
|
||||
// Get array of colliders and add them back into the rigidbody
|
||||
for (auto& collider : c->colliders | std::views::keys)
|
||||
AddCollider(&collider);
|
||||
|
@ -160,7 +160,7 @@ namespace SHADE
|
|||
hasColliders = true;
|
||||
|
||||
c->position = tf->GetWorldPosition();
|
||||
c->orientation = tf->GetWorldRotation();
|
||||
c->orientation = SHQuaternion::FromEuler(tf->GetWorldRotation());
|
||||
|
||||
for (auto& collider : c->colliders | std::views::keys)
|
||||
AddCollider(&collider);
|
||||
|
|
Loading…
Reference in New Issue