Initial structure
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Transform/TransformSystem.h"
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#include "Core/World.h"
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void dd::Systems::TransformSystem::Initialize()
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{
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}
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glm::vec3 dd::Systems::TransformSystem::AbsolutePosition(EntityID entity)
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{
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glm::vec3 absPosition;
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glm::quat accumulativeOrientation;
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//absPosition += transform->Position;
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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if (entity == 0)
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absPosition += transform->Position;
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else
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absPosition = transform2->Orientation * (absPosition + transform->Position);
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} while (entity != 0);
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return absPosition * accumulativeOrientation;
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}
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glm::quat dd::Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
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{
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glm::quat absOrientation;
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absOrientation = transform->Orientation * absOrientation;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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return absOrientation;
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}
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glm::vec3 dd::Systems::TransformSystem::AbsoluteScale(EntityID entity)
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{
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glm::vec3 absScale(1);
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absScale *= transform->Scale;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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return absScale;
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}
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dd::Components::Transform dd::Systems::TransformSystem::AbsoluteTransform(EntityID entity)
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{
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glm::vec3 absPosition;
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glm::quat absOrientation;
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glm::vec3 absScale(1);
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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// Position
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if (entity == 0)
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absPosition += transform->Position;
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else
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absPosition = transform2->Orientation * (absPosition + transform->Position);
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// Orientation
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absOrientation = transform->Orientation * absOrientation;
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// Scale
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absScale *= transform->Scale;
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} while (entity != 0);
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Components::Transform transform;
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transform.Position = absPosition;
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transform.Orientation = absOrientation;
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transform.Scale = absScale;
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return transform;
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}
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