Implementing basic scene tree
This commit is contained in:
@@ -0,0 +1,6 @@
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target_sources(SeeleEngine
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PRIVATE
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Component.h
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Component.cpp
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PrimitiveComponent.cpp
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PrimitiveComponent.h)
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@@ -0,0 +1,108 @@
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#include "Component.h"
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using namespace Seele;
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Component::Component()
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{
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}
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Component::~Component()
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{
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}
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PComponent Component::getParent()
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{
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}
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PActor Component::getOwner()
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{
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}
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void Component::setWorldLocation(Vector location)
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{
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}
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void Component::setWorldRotation(Vector rotation)
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{
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}
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void Component::setWorldRotation(Quaternion rotation)
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{
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}
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void Component::setWorldScale(Vector scale)
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{
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}
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void Component::setRelativeLocation(Vector location)
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{
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}
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void Component::setRelativeRotation(Vector rotation)
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{
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}
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void Component::setRelativeRotation(Quaternion rotation)
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{
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}
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void Component::setRelativeScale(Vector scale)
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{
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}
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void Component::addWorldTranslation(Vector translation)
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{
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}
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void Component::addWorldRotation(Vector rotation)
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{
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}
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void Component::addWorldRotation(Quaternion rotation)
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{
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}
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void Component::addWorldScale(Vector scale)
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{
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}
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Transform Component::getTransform() const
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{
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return transform;
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}
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void Component::internalSetTransform(Vector newLocation, Quaternion newRotation)
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{
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if(parent != nullptr)
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{
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Transform parentTransform = parent->getTransform();
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newLocation = parentTransform.inverseTransformPosition(newLocation);
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newRotation = glm::inverse(parentTransform.getRotation()) * newRotation;
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}
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const Vector newRelRotation = toRotator(newRotation);
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if(newLocation != relativeLocation || newRelRotation != relativeLocation)
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{
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relativeLocation = newLocation;
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relativeRotation = newRelRotation;
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updateComponentTransform(newRelRotation);
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}
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}
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void Component::propagateTransformUpdate()
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{
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for(auto child : children)
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{
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if(child != nullptr)
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{
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child->updateComponentTransform(child->relativeRotation);
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}
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}
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}
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void Component::updateComponentTransform(Quaternion relativeRotationQuat)
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{
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if(parent != nullptr && !parent->bComponentTransformClean)
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{
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parent->updateComponentTransform(parent->relativeRotation);
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if(bComponentTransformClean)
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{
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return;
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}
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}
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bComponentTransformClean = true;
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Transform newTransform;
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const Transform relTransform(relativeLocation, relativeRotationQuat, relativeScale);
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if(parent != nullptr)
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{
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newTransform = parent->getTransform() * relTransform;
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}
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}
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@@ -0,0 +1,48 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "Transform.h"
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namespace Seele
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{
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DECLARE_REF(Actor);
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class Component
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{
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public:
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Component();
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virtual ~Component();
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PComponent getParent();
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void setParent(PComponent parent);
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PActor getOwner();
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void setOwner(PActor owner);
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void setWorldLocation(Vector location);
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void setWorldRotation(Vector rotation);
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void setWorldRotation(Quaternion rotation);
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void setWorldScale(Vector scale);
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void setRelativeLocation(Vector location);
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void setRelativeRotation(Vector rotation);
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void setRelativeRotation(Quaternion rotation);
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void setRelativeScale(Vector scale);
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void addWorldTranslation(Vector translation);
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void addWorldRotation(Vector rotation);
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void addWorldRotation(Quaternion rotation);
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void addWorldScale(Vector scale);
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Transform getTransform() const;
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private:
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void internalSetTransform(Vector newLocation, Quaternion newRotation);
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void propagateTransformUpdate();
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void updateComponentTransform(Quaternion relativeRotationQuat);
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uint8 bComponentTransformClean:1;
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Vector relativeLocation;
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Vector relativeRotation;
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Vector relativeScale;
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Transform transform;
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PActor owner;
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PComponent parent;
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Array<PComponent> children;
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};
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DEFINE_REF(Component)
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}
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@@ -0,0 +1,12 @@
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#pragma once
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#include "Component.h"
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namespace Seele
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{
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class PrimitiveComponent : public Component
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{
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public:
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private:
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};
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}
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