Files
Nuake-custom/Nuake/src/Scene/Systems/TransformSystem.cpp
2023-07-13 15:57:54 -04:00

123 lines
3.9 KiB
C++

#include "TransformSystem.h"
#include "src/Core/Maths.h"
#include "src/Scene/Scene.h"
#include <src/Scene/Components/TransformComponent.h>
#include <src/Scene/Components/CameraComponent.h>
#include <src/Scene/Components/ParentComponent.h>
namespace Nuake
{
TransformSystem::TransformSystem(Scene* scene)
{
m_Scene = scene;
}
bool TransformSystem::Init()
{
UpdateTransform();
return true;
}
void TransformSystem::Update(Timestep ts)
{
UpdateTransform();
}
void TransformSystem::FixedUpdate(Timestep ts)
{
}
void TransformSystem::Exit()
{
}
void TransformSystem::UpdateTransform()
{
// Calculate all local transforms
auto localTransformView = m_Scene->m_Registry.view<TransformComponent>();
for (auto tv : localTransformView)
{
TransformComponent& transform = localTransformView.get<TransformComponent>(tv);
if (transform.Dirty)
{
auto& localTranslate = transform.GetLocalPosition();
auto& localRot = transform.GetLocalRotation();
auto& localScale = transform.GetLocalScale();
const Matrix4& translationMatrix = glm::translate(Matrix4(1.0f), localTranslate);
localRot.w *= -1.0f;
const Matrix4& rotationMatrix = glm::mat4_cast(localRot);
const Matrix4& scaleMatrix = glm::scale(Matrix4(1.0f), localScale);
const Matrix4& newLocalTransform = translationMatrix * rotationMatrix * scaleMatrix;
//if(localRot.y != 0)
// assert(newLocalTransform == transform.GetLocalTransform());
transform.SetLocalTransform(newLocalTransform);
transform.Dirty = false;
}
}
// Calculate all global transforms
auto transformView = m_Scene->m_Registry.view<ParentComponent, TransformComponent>();
for (auto e : transformView)
{
auto [parent, transform] = transformView.get<ParentComponent, TransformComponent>(e);
if (!parent.HasParent)
{
// If no parents, then globalTransform is local transform.
transform.SetGlobalTransform(transform.GetLocalTransform());
transform.SetGlobalPosition(transform.GetLocalPosition());
transform.SetGlobalRotation(transform.GetLocalRotation());
transform.SetGlobalScale(transform.GetLocalScale());
continue;
}
Entity currentParent = Entity((entt::entity)e, m_Scene);
Matrix4 globalTransform = transform.GetLocalTransform();
Vector3 globalPosition = transform.GetLocalPosition();
Quat globalOrientation = transform.GetLocalRotation();
Vector3 globalScale = transform.GetLocalScale();
ParentComponent parentComponent = currentParent.GetComponent<ParentComponent>();
while (parentComponent.HasParent)
{
TransformComponent& transformComponent = parentComponent.Parent.GetComponent<TransformComponent>();
globalPosition = transformComponent.GetLocalPosition() + (globalPosition);
globalScale *= transformComponent.GetLocalScale();
globalOrientation = transformComponent.GetLocalRotation() * globalOrientation;
globalTransform = transformComponent.GetLocalTransform() * globalTransform;
NameComponent& nameComponent = parentComponent.Parent.GetComponent<NameComponent>();
parentComponent = parentComponent.Parent.GetComponent<ParentComponent>();
}
transform.SetGlobalPosition(globalPosition);
transform.SetGlobalRotation(globalOrientation);
transform.SetGlobalScale(globalScale);
transform.SetGlobalTransform(globalTransform);
}
auto camView = m_Scene->m_Registry.view<TransformComponent, CameraComponent>();
for (auto& e : camView)
{
auto [transform, camera] = camView.get<TransformComponent, CameraComponent>(e);
Matrix4 cameraTransform = camera.CameraInstance->GetTransformRotation();
camera.CameraInstance->Translation = transform.GlobalTranslation;
auto globalRotation = transform.GetGlobalRotation();
auto& trnaslationMatrix = glm::translate(Matrix4(1.0f), transform.GetGlobalPosition());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
camera.CameraInstance->SetTransform(glm::inverse(trnaslationMatrix * rotationMatrix));
}
}
}