ULRE/inc/hgl/graph/SceneOrient.h

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#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/graph/SceneMatrix.h>
namespace hgl::graph
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{
/**
* <br>
*/
class SceneOrient ///场景定位类
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{
protected:
SceneMatrix scene_matrix;
public:
SceneOrient()=default;
SceneOrient(const SceneOrient &);
SceneOrient(const Matrix4f &);
virtual ~SceneOrient()=default;
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virtual void Clear()
{
scene_matrix.Clear();
}
void SetLocalNormal(const Vector3f &nor) {scene_matrix.SetLocalNormal(nor);} ///<设置本地法线
void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
void SetParentMatrix(const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
public:
const uint32 GetLocalToWorldMatrixVersion()const {return scene_matrix.GetNewestVersion();} ///<取得版本号
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const Vector3f & GetWorldPosition() const {return scene_matrix.GetWorldPosition();} ///<取得世界坐标
const Matrix4f & GetLocalMatrix ()const {return scene_matrix.GetLocalMatrix();} ///<取得本地矩阵
TransformManager & GetTransform () {return scene_matrix.GetTransform();} ///<取得变换管理器
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const Matrix4f & GetLocalToWorldMatrix () {return scene_matrix.GetLocalToWorldMatrix();} ///<取得本地到世界矩阵
const Matrix4f & GetInverseLocalToWorldMatrix () {return scene_matrix.GetInverseLocalToWorldMatrix();}
const Matrix4f & GetInverseTransposeLocalToWorldMatrix () {return scene_matrix.GetInverseTransposeLocalToWorldMatrix();}
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public:
virtual void RefreshMatrix();
};//class SceneOrient
}//namespace hgl::graph