Files
fishtanks/src/Systems/TransformSystem.cpp
T
Jace 542ad075ea ECS improved to make it less annoying to use
AddComponent<Components::Transform>(entity, "Transform")
is now
AddComponent<Components::Transform>(entity)
etc.
2014-05-17 17:46:17 +02:00

94 lines
2.5 KiB
C++
Executable File

#include "PrecompiledHeader.h"
#include "TransformSystem.h"
#include "World.h"
//void Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
//{
// if (parent == 0)
// return;
//
// auto transform = m_World->GetComponent<Components::Transform>(entity);
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent);
//
// transform->Position = parentTransform->Position + transform->RelativePosition;
//}
glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
{
glm::vec3 absPosition;
glm::quat accumulativeOrientation;
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity);
//absPosition += transform->Position;
entity = m_World->GetEntityParent(entity);
auto transform2 = m_World->GetComponent<Components::Transform>(entity);
if (entity == 0)
absPosition += transform->Position;
else
absPosition = transform2->Orientation * (absPosition + transform->Position);
} while (entity != 0);
return absPosition * accumulativeOrientation;
}
glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
{
glm::quat absOrientation;
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity);
absOrientation = transform->Orientation * absOrientation;
entity = m_World->GetEntityParent(entity);
} while (entity != 0);
return absOrientation;
}
glm::vec3 Systems::TransformSystem::AbsoluteScale(EntityID entity)
{
glm::vec3 absScale(1);
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity);
absScale *= transform->Scale;
entity = m_World->GetEntityParent(entity);
} while (entity != 0);
return absScale;
}
Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entity)
{
glm::vec3 absPosition;
glm::quat absOrientation;
glm::vec3 absScale(1);
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity);
entity = m_World->GetEntityParent(entity);
auto transform2 = m_World->GetComponent<Components::Transform>(entity);
// Position
if (entity == 0)
absPosition += transform->Position;
else
absPosition = transform2->Orientation * (absPosition + transform->Position);
// Orientation
absOrientation = transform->Orientation * absOrientation;
// Scale
absScale *= transform->Scale;
} while (entity != 0);
Components::Transform transform;
transform.Position = absPosition;
transform.Orientation = absOrientation;
transform.Scale = absScale;
return transform;
}