SimpleEngine/include/simpleengine/ecs/component/transform_component.h

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#pragma once
#include <glm/gtx/euler_angles.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/fwd.hpp>
#include <glm/glm.hpp>
namespace simpleengine::ecs {
namespace system {
class SceneSystem;
}
/**
* @brief A component that contains a Mesh that will be rendered.
*
*/
class TransformComponent {
friend simpleengine::ecs::system::SceneSystem;
public:
// This is the transform from the last render loop. The renderer uses this for frame interprelation
glm::mat4 last_transform_matrix;
glm::mat4 transform_matrix;
TransformComponent() : transform_matrix(1.f), last_transform_matrix(1.f) {
}
TransformComponent(glm::vec3 initial_position, glm::vec3 initial_rotation = glm::vec3(0.f), glm::vec3 initial_scale = glm::vec3(1.f))
: transform_matrix(1.f), last_transform_matrix(1.f) {
translate(initial_position);
rotate_x(initial_rotation.x);
rotate_y(initial_rotation.y);
rotate_z(initial_rotation.z);
scale(initial_scale);
}
TransformComponent(glm::mat4 transform_matrix) : transform_matrix(transform_matrix), last_transform_matrix(1.f) {
}
friend TransformComponent operator+(TransformComponent lhs, const TransformComponent& rhs) {
lhs.transform_matrix += rhs.transform_matrix;
return lhs;
}
friend TransformComponent operator-(TransformComponent lhs, const TransformComponent& rhs) {
lhs.transform_matrix -= rhs.transform_matrix;
return lhs;
}
friend TransformComponent operator*(TransformComponent lhs, const TransformComponent& rhs) {
lhs.transform_matrix *= rhs.transform_matrix;
return lhs;
}
friend TransformComponent operator/(TransformComponent lhs, const TransformComponent& rhs) {
lhs.transform_matrix /= rhs.transform_matrix;
return lhs;
}
virtual void decompose_matrix(glm::vec3& pos, glm::quat& rot, glm::vec3& scale) const {
pos = transform_matrix[3];
for(int i = 0; i < 3; i++) {
scale[i] = glm::length(glm::vec3(transform_matrix[i]));
}
const glm::mat3 rotMtx(glm::vec3(transform_matrix[0]) / scale[0],
glm::vec3(transform_matrix[1]) / scale[1], glm::vec3(transform_matrix[2]) / scale[2]);
rot = glm::quat_cast(rotMtx);
}
virtual glm::vec3 get_pos() const {
return transform_matrix[3];
}
virtual glm::vec3 get_scale() const {
glm::vec3 scale;
for(int i = 0; i < 3; i++) {
scale[i] = glm::length(glm::vec3(transform_matrix[i]));
}
return scale;
}
virtual glm::quat get_rotation_quat() const {
glm::vec3 scale = get_scale();
const glm::mat3 rot_mtx(glm::vec3(transform_matrix[0]) / scale[0],
glm::vec3(transform_matrix[1]) / scale[1], glm::vec3(transform_matrix[2]) / scale[2]);
return glm::quat_cast(rot_mtx);
}
virtual void combine_transform(const glm::mat4& transform_matrix) {
this->transform_matrix *= transform_matrix;
}
virtual void combine_transform(const TransformComponent& transformable) {
transform_matrix = transformable.transform_matrix;
}
virtual void translate(float x, float y, float z) {
transform_matrix = glm::translate(transform_matrix, glm::vec3(x, y, z));
}
virtual void translate(const glm::vec3& vec) {
transform_matrix = glm::translate(transform_matrix, vec);
}
virtual glm::mat4 rotation_matrix(float degrees, glm::vec3 rotation_axis) const {
return glm::rotate(transform_matrix, glm::radians(degrees), rotation_axis);
}
virtual glm::mat4 rotation_x_matrix(float degrees) const {
return rotation_matrix(degrees, glm::vec3(1, 0, 0));
}
virtual glm::mat4 rotation_y_matrix(float degrees) const {
return rotation_matrix(degrees, glm::vec3(0, 1, 0));
}
virtual glm::mat4 rotation_z_matrix(float degrees) const {
return rotation_matrix(degrees, glm::vec3(0, 0, 1));
}
virtual void rotate(float degrees, glm::vec3 rotation_axis) {
transform_matrix = rotation_matrix(degrees, rotation_axis);
}
virtual void rotate_x(float degrees) {
transform_matrix = rotation_x_matrix(degrees);
}
virtual void rotate_y(float degrees) {
transform_matrix = rotation_y_matrix(degrees);
}
virtual void rotate_z(float degrees) {
transform_matrix = rotation_z_matrix(degrees);
}
virtual void scale(glm::vec3 scalar_vec) {
transform_matrix = glm::scale(transform_matrix, scalar_vec);
}
virtual void scale(float scalar) {
transform_matrix = glm::scale(transform_matrix, glm::vec3(scalar, scalar, scalar));
}
};
}