656 lines
16 KiB
C++
656 lines
16 KiB
C++
#pragma once
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#include<hgl/math/Matrix.h>
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#include<hgl/type/ObjectList.h>
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namespace hgl
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{
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/**
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* 变换基类
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*/
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class TransformBase
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{
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uint version;
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uint cur_version;
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Matrix4f CurMatrix;
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protected:
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virtual uint UpdateVersion()
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{
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//版本号只是为了记录变化,让程序知道和上次不一样,所以最大值是多少其实无所谓的
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version=(version >= 1000000)?0:++version;
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return version;
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}
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virtual void UpdateMatrix(Matrix4f &)=0;
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public:
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TransformBase()
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{
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version=0;
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cur_version=0;
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CurMatrix=Identity4f;
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}
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virtual ~TransformBase()=default;
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virtual constexpr const size_t GetTypeHash()const=0; ///<取得类型哈希值
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const uint GetVersion()const{return version;} ///<取得当前数据版本号
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virtual const uint GetMatrix(Matrix4f &mat) ///<取得当前矩阵,并返回当前矩阵版本号
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{
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if (cur_version != version)
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{
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UpdateMatrix(CurMatrix);
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cur_version=version;
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}
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mat=CurMatrix;
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return cur_version;
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}
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};//class TransformBase
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class TransformMatrix :public TransformBase
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{
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Matrix4f transform_matrix;
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public:
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virtual constexpr const size_t GetTypeHash()const override { return hgl::GetTypeHash<TransformMatrix>(); }
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const Matrix4f &GetTransformMatrix()const { return transform_matrix; }
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void SetTransformMatrix(const Matrix4f &mat)
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{
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if (transform_matrix==mat)
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return;
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transform_matrix=mat;
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UpdateVersion();
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}
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virtual void UpdateMatrix(Matrix4f &mat) override
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{
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mat=transform_matrix;
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}
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};//class TransformMatrix
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class TransformTranslate3f :public TransformBase
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{
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Vector3f offset;
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public:
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virtual constexpr const size_t GetTypeHash()const override{return hgl::GetTypeHash<TransformTranslate3f>();}
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const Vector3f &GetOffset()const { return offset; }
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void SetOffset(const Vector3f &o)
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{
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if(IsNearlyEqual(offset,o))
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return;
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offset=o;
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UpdateVersion();
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}
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void AddOffset(const Vector3f &o)
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{
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if (IsNearlyZero(o))
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return;
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offset+=o;
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UpdateVersion();
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}
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virtual void UpdateMatrix(Matrix4f &mat) override
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{
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mat=translate(offset);
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}
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};//class TransformTranslate
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class TransformRotateQuat :public TransformBase
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{
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Quatf quat;
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public:
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virtual constexpr const size_t GetTypeHash()const override{return hgl::GetTypeHash<TransformRotateQuat>();}
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const Quatf &GetQuat()const { return quat; }
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void SetQuat(const Quatf &q)
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{
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if(IsNearlyEqual(quat,q))
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return;
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quat=q;
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UpdateVersion();
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}
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virtual void UpdateMatrix(Matrix4f &mat) override
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{
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mat=ToMatrix(quat);
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}
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};//class TransformRotateQuat
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class TransformRotateAxis :public TransformBase
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{
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Vector3f axis;
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float angle;
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public:
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virtual constexpr const size_t GetTypeHash()const override { return hgl::GetTypeHash<TransformRotateAxis>(); }
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const Vector3f &GetAxis()const { return axis; }
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const float GetAngle()const { return angle; }
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void SetAxisAngle(const Vector3f &a,float ang)
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{
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if (IsNearlyEqual(axis,a) && IsNearlyEqual(angle,ang))
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return;
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axis=a;
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angle=ang;
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UpdateVersion();
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}
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void SetAxis(const Vector3f &a)
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{
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if (IsNearlyEqual(axis,a))
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return;
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axis=a;
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UpdateVersion();
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}
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void SetAngle(float a)
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{
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if (IsNearlyEqual(angle,a))
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return;
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angle=a;
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UpdateVersion();
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}
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virtual void UpdateMatrix(Matrix4f &mat) override
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{
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mat=rotate(angle,axis);
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}
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};//class TransformRotateAxis
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class TransformRotateEuler :public TransformBase
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{
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float pitch; ///<绕X轴旋转弧度
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float yaw; ///<绕Y轴旋转弧度
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float roll; ///<绕Z轴旋转弧度
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public:
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virtual constexpr const size_t GetTypeHash()const override { return hgl::GetTypeHash<TransformRotateEuler>(); }
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const Vector3f &GetEuler()const { return Vector3f(pitch,yaw,roll); }
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const float GetPitch()const { return pitch; }
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const float GetYaw()const { return yaw; }
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const float GetRoll()const { return roll; }
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void SetEuler(const Vector3f &e)
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{
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if (IsNearlyEqual(e.x,pitch)
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&&IsNearlyEqual(e.y,yaw)
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&&IsNearlyEqual(e.z,roll))
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return;
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pitch=e.x;
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yaw=e.y;
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roll=e.z;
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UpdateVersion();
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}
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void SetPitch(float p)
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{
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if (IsNearlyEqual(pitch,p))
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return;
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pitch=p;
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UpdateVersion();
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}
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void SetYaw(float y)
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{
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if (IsNearlyEqual(yaw,y))
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return;
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yaw=y;
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UpdateVersion();
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}
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void SetRoll(float r)
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{
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if (IsNearlyEqual(roll,r))
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return;
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roll=r;
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UpdateVersion();
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}
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virtual void UpdateMatrix(Matrix4f &mat) override
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{
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mat=glm::eulerAngleXYZ(pitch,yaw,roll);
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}
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};//class TransformRotateEuler
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class TransformScale3f :public TransformBase
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{
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Vector3f scale3f;
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public:
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virtual constexpr const size_t GetTypeHash()const override { return hgl::GetTypeHash<TransformScale3f>(); }
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const Vector3f &GetScale()const { return scale3f; }
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void SetScale(const Vector3f &s)
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{
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if (IsNearlyEqual(scale3f,s))
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return;
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scale3f=s;
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UpdateVersion();
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}
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virtual void UpdateMatrix(Matrix4f &mat) override
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{
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mat=scale(scale3f);
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}
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};//class TransformScale
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class TransformLookAt :public TransformBase
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{
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Vector3f eye;
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Vector3f center;
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Vector3f up;
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public:
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virtual constexpr const size_t GetTypeHash()const override { return hgl::GetTypeHash<TransformLookAt>(); }
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const Vector3f &GetEye()const { return eye; }
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const Vector3f &GetCenter()const { return center; }
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const Vector3f &GetUp()const { return up; }
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void SetLookAt(const Vector3f &e,const Vector3f &c,const Vector3f &u)
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{
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if (IsNearlyEqual(eye,e) && IsNearlyEqual(center,c) && IsNearlyEqual(up,u))
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return;
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eye=e;
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center=c;
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up=u;
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UpdateVersion();
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}
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void SetEye(const Vector3f &pos)
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{
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if(IsNearlyEqual(eye,pos))
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return;
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eye=pos;
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UpdateVersion();
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}
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void SetCenter(const Vector3f &pos)
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{
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if (IsNearlyEqual(center,pos))
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return;
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center=pos;
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UpdateVersion();
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}
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void SetUp(const Vector3f &pos)
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{
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if (IsNearlyEqual(up,pos))
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return;
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up=pos;
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UpdateVersion();
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}
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virtual void UpdateMatrix(Matrix4f &mat) override
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{
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mat=lookat(eye,center,up);
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}
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};//class TransformLookAt
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class TransformManager
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{
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uint version;
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ObjectList<TransformBase> transform_list;
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public:
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TransformManager()=default;
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virtual ~TransformManager()=default;
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void Clear()
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{
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transform_list.Clear();
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}
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void AddTransform(TransformBase *tb)
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{
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transform_list.Add(tb);
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}
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void RemoveTransform(TransformBase *tb)
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{
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transform_list.DeleteByValue(tb);
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}
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};//class TransformManager
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/**
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* 变换矩阵<Br>
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* 便于分散管理平移、旋转、缩放等数值
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*/
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class Transform
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{
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uint32 version; ///<版本号(注:用于记录任何变化,而不是matrix)
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void UpdateVersion()
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{
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if(version>=0x70000000)
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version=0;
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else
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++version;
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}
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protected:
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bool is_identity;
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bool is_zero_rotate;
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bool matrix_dirty;
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//matrix其实用的少,所以在不取matrix时,并不会计算。
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Matrix4f matrix;
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Matrix4f inverse_matrix;
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Matrix4f transpose_inverse_matrix;
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Vector3f translation_vector;
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Quatf rotation_quat;
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Vector3f rotation_axis;
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float rotate_angle;
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Vector3f scale_vector;
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protected:
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void UpdateQuat();
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public:
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void UpdateMatrix();
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const uint32 GetVersion (){UpdateMatrix();return version;}
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const bool IsIdentity (){UpdateMatrix();return is_identity;}
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const Matrix4f &GetMatrix (){UpdateMatrix();return matrix;}
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const Matrix4f GetMatrix()const //不能执行UpdateMatrix时的获取
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{
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if(matrix_dirty)
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return translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
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else
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return matrix;
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}
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operator const Matrix4f & (){return GetMatrix();}
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operator const Transform & (){UpdateMatrix();return *this;}
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const Matrix4f &GetInverseMatrix()
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{
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UpdateMatrix();
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return inverse_matrix;
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}
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const Vector3f &GetTranslation ()const{return translation_vector;}
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const Vector3f &GetScale ()const{return scale_vector;}
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const Quatf & GetRotationQuat ()const{return rotation_quat;}
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const Vector3f &GetRotationAxis ()const{return rotation_axis;}
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const float GetRotateAngle ()const{return rotate_angle;}
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void SetTranslation(const float x,const float y,const float z)
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{
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if(is_identity)
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{
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if(IsNearlyZero(x)
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&&IsNearlyZero(y)
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&&IsNearlyZero(z))
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return;
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}
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is_identity=false;
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translation_vector.x=x;
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translation_vector.y=y;
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translation_vector.z=z;
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matrix_dirty=true;
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}
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void SetTranslation(const Vector3f &v)
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{
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if(is_identity)
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{
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if(IsNearlyZero(v.x)
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&&IsNearlyZero(v.y)
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&&IsNearlyZero(v.z))
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return;
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}
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is_identity=false;
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translation_vector=v;
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matrix_dirty=true;
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}
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void ClearRotation()
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{
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rotation_quat=IdentityQuatf;
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rotation_axis=ZeroVector3f;
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rotate_angle=0;
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matrix_dirty=true;
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}
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void SetRotation(const Quatf &q)
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{
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if(is_identity)
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{
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if(q==IdentityQuatf)
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return;
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}
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is_identity=false;
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rotation_quat=q;
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ExtractedQuat(q,rotation_axis,rotate_angle);
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matrix_dirty=true;
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}
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void SetRotation(const Vector3f &axis,const float angle)
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{
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if(is_identity)
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{
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if(IsNearlyZero(angle)==0)
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return;
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}
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is_identity=false;
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rotation_axis=axis;
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetRotation(const AXIS &axis,const float angle)
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{
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if(is_identity)
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{
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if(IsNearlyZero(angle)==0)
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return;
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}
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is_identity=false;
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rotation_axis=GetAxisVector(axis);
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetRotateAngle(float angle)
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{
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if(is_identity)
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{
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if(IsNearlyZero(angle)==0)
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return;
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}
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is_identity=false;
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetScale(const float &v)
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{
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if(is_identity)
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{
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if(IsNearlyEqual(v,1.0f))
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return;
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}
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is_identity=false;
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scale_vector=Vector3f(v,v,v);
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matrix_dirty=true;
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}
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void SetScale(const float x,const float y,const float z)
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{
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if(is_identity)
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{
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if(IsNearlyEqual(x,1.0f)
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&&IsNearlyEqual(y,1.0f)
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&&IsNearlyEqual(z,1.0f))
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return;
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}
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is_identity=false;
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scale_vector.x=x;
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scale_vector.y=y;
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scale_vector.z=z;
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matrix_dirty=true;
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}
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void SetScale(const Vector3f &v)
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{
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if(is_identity)
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{
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if(IsNearlyEqual(v.x,1.0f)
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&&IsNearlyEqual(v.y,1.0f)
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&&IsNearlyEqual(v.z,1.0f))
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return;
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}
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is_identity=false;
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scale_vector=v;
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matrix_dirty=true;
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}
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public:
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Transform()
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{
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SetToIdentity();
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version=0;
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}
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Transform(const Matrix4f &m)
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{
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SetFromMatrix4f(m);
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version=0;
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}
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Transform(const Transform &t)
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{
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hgl_cpy(*this,t);
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version=0;
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}
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void SetToIdentity();
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const bool operator == (const Transform &t);
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void operator = (const Transform &t)
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{
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if(operator==(t))
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return;
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uint32 old_version=version;
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hgl_cpy(*this,t);
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version=++old_version;
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UpdateMatrix();
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}
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void SetFromMatrix4f(const Matrix4f &m);
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const bool IsIdentity()const{return is_identity;}
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const bool IsLastVersion()const{return !matrix_dirty;}
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inline Vector3f TransformPosition (const Vector3f &v){UpdateMatrix();return Vector3f(matrix*Vector4f(v,1.0f));}
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inline Vector3f TransformDirection (const Vector3f &v){UpdateMatrix();return Vector3f(matrix*Vector4f(v,0.0f));}
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inline Vector3f TransformNormal (const Vector3f &v){UpdateMatrix();return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));}
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inline Matrix3f TransformMatrix (const Matrix3f &child){UpdateMatrix();return Matrix3f(matrix*Matrix4f(child));}
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inline Matrix4f TransformMatrix (const Matrix4f &child){UpdateMatrix();return matrix*child;}
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inline Vector3f InverseTransformPosition (const Vector3f &v){UpdateMatrix();return Vector3f(inverse_matrix*Vector4f(v,1.0f));}
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inline Vector3f InverseTransformDirection (const Vector3f &v){UpdateMatrix();return Vector3f(inverse_matrix*Vector4f(v,0.0f));}
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inline Vector3f InverseTransformNormal (const Vector3f &v){UpdateMatrix();return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));}
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inline Matrix3f InverseTransformMatrix (const Matrix3f &child){UpdateMatrix();return Matrix3f(inverse_matrix*Matrix4f(child));}
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inline Matrix4f InverseTransformMatrix (const Matrix4f &child){UpdateMatrix();return inverse_matrix*child;}
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inline Transform TransformTransform(const Transform &child)
|
||
{
|
||
UpdateMatrix();
|
||
const Matrix4f &child_matrix=child.GetMatrix();
|
||
|
||
return Transform(matrix*child_matrix);
|
||
}
|
||
|
||
inline Transform TransformTransform(const Transform &child)const
|
||
{
|
||
const Matrix4f &cur_matrix=GetMatrix();
|
||
const Matrix4f &child_matrix=child.GetMatrix();
|
||
|
||
return Transform(cur_matrix*child_matrix);
|
||
}
|
||
};//Transform
|
||
|
||
const Transform IdentityTransform;
|
||
|
||
constexpr const size_t TransformMatrix4fLength=sizeof(Transform);
|
||
|
||
Transform Lerp(const Transform &from,const Transform &to,const float t);
|
||
}//namespace hgl
|