Files
axyz/src/Engine/Core/Transform.cpp
T
Jace 4245264029 Weapon RayZ
Weapon RayZ
2016-01-25 11:26:33 +01:00

100 lines
2.8 KiB
C++

#include "Core/Transform.h"
glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
{
glm::mat4 t = glm::mat4(1.f);
while (entity.Valid()) {
t = glm::translate((glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((glm::vec3&)entity["Transform"]["Scale"]) * t;
entity = entity.Parent();
}
return t;
}
glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
{
return AbsolutePosition(entity.World, entity.ID);
}
glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
{
glm::vec3 position;
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
EntityID parent = world->GetParent(entity);
position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
entity = parent;
}
return position;
}
glm::vec3 Transform::AbsoluteOrientationEuler(EntityWrapper entity)
{
glm::vec3 orientation;
while (entity.Valid()) {
ComponentWrapper transform = entity["Transform"];
orientation += (glm::vec3)transform["Orientation"];
entity = entity.Parent();
}
return orientation;
}
glm::quat Transform::AbsoluteOrientation(EntityWrapper entity)
{
return AbsoluteOrientation(entity.World, entity.ID);
}
glm::quat Transform::AbsoluteOrientation(World* world, EntityID entity)
{
glm::quat orientation;
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
entity = world->GetParent(entity);
}
return orientation;
}
glm::vec3 Transform::AbsoluteScale(EntityWrapper entity)
{
return AbsoluteScale(entity.World, entity.ID);
}
glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
{
glm::vec3 scale(1.f);
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
scale *= (glm::vec3)transform["Scale"];
entity = world->GetParent(entity);
}
return scale;
}
glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
{
return ModelMatrix(entity.ID, entity.World);
}
glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
{
return AbsoluteTransformation(EntityWrapper(world, entity));
glm::vec3 position = Transform::AbsolutePosition(world, entity);
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
return modelMatrix;
}