130 lines
2.4 KiB
C++
130 lines
2.4 KiB
C++
/* Copyright (c) 2018-2024, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "transform.h"
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#include "common/glm_common.h"
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#include <glm/gtx/matrix_decompose.hpp>
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#include "scene_graph/node.h"
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namespace vkb
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{
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namespace sg
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{
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Transform::Transform(Node &n) :
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node{n}
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{
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}
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Node &Transform::get_node()
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{
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return node;
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}
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std::type_index Transform::get_type()
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{
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return typeid(Transform);
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}
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void Transform::set_translation(const glm::vec3 &new_translation)
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{
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translation = new_translation;
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invalidate_world_matrix();
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}
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void Transform::set_rotation(const glm::quat &new_rotation)
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{
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rotation = new_rotation;
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invalidate_world_matrix();
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}
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void Transform::set_scale(const glm::vec3 &new_scale)
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{
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scale = new_scale;
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invalidate_world_matrix();
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}
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const glm::vec3 &Transform::get_translation() const
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{
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return translation;
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}
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const glm::quat &Transform::get_rotation() const
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{
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return rotation;
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}
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const glm::vec3 &Transform::get_scale() const
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{
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return scale;
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}
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void Transform::set_matrix(const glm::mat4 &matrix)
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{
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::decompose(matrix, scale, rotation, translation, skew, perspective);
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invalidate_world_matrix();
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}
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glm::mat4 Transform::get_matrix() const
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{
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return glm::translate(glm::mat4(1.0), translation) *
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glm::mat4_cast(rotation) *
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glm::scale(glm::mat4(1.0), scale);
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}
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glm::mat4 Transform::get_world_matrix()
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{
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update_world_transform();
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return world_matrix;
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}
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void Transform::invalidate_world_matrix()
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{
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update_world_matrix = true;
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}
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void Transform::update_world_transform()
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{
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if (!update_world_matrix)
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{
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return;
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}
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world_matrix = get_matrix();
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auto parent = node.get_parent();
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if (parent)
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{
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auto &transform = parent->get_component<Transform>();
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world_matrix = transform.get_world_matrix() * world_matrix;
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}
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update_world_matrix = false;
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}
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} // namespace sg
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} // namespace vkb
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