ULRE/inc/hgl/graph/SceneOrient.h

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#ifndef HGL_GRAPH_SCENE_ORIENT_INCLUDE
#define HGL_GRAPH_SCENE_ORIENT_INCLUDE
#include<hgl/graph/VK.h>
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#include<hgl/math/Transform.h>
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namespace hgl
{
namespace graph
{
class SceneMatrix :public VersionData<Matrix4f>
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{
protected:
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Matrix4f parent_matrix;
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Matrix4f local_matrix;
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TransformManager transform_manager;
Matrix4f transform_matrix;
protected:
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Matrix4f inverse_local_to_world_matrix; ///<世界到本地矩阵
Matrix4f inverse_transpose_local_to_world_matrix; ///<世界到本地矩阵的转置矩阵
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void MakeNewestData(Matrix4f &local_to_world_matrix) override ///<生成最新的数据(需要派生类重载)
{
transform_manager.GetMatrix(transform_matrix);
local_to_world_matrix=parent_matrix*local_matrix*transform_matrix;
inverse_local_to_world_matrix =inverse(local_to_world_matrix);
inverse_transpose_local_to_world_matrix=transpose(inverse_local_to_world_matrix);
}
public:
const Matrix4f &GetLocalMatrix()const{return local_matrix;} ///<取得本地矩阵
const Matrix4f &GetLocalToWorldMatrix(){return GetNewestVersionData();} ///<取得本地到世界矩阵
const Matrix4f &GetInverseLocalToWorldMatrix(){UpdateNewestData();return inverse_local_to_world_matrix;} ///<取得世界到本地矩阵
const Matrix4f &GetInverseTransposeLocalToWorldMatrix() ///<取得世界到本地矩阵的转置矩阵
{
UpdateNewestData();
return inverse_transpose_local_to_world_matrix;
}
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TransformManager &GetTransform() { return transform_manager; } ///<取得变换管理器
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public:
SceneMatrix():VersionData(Identity4f)
{
parent_matrix=Identity4f;
local_matrix=Identity4f;
transform_matrix=Identity4f;
}
SceneMatrix(SceneMatrix &so):VersionData(so.GetLocalToWorldMatrix())
{
parent_matrix=so.parent_matrix;
local_matrix=so.local_matrix;
transform_manager=so.transform_manager;
transform_matrix=so.transform_matrix;
inverse_local_to_world_matrix=so.inverse_local_to_world_matrix;
inverse_transpose_local_to_world_matrix=so.inverse_transpose_local_to_world_matrix;
}
SceneMatrix(const Matrix4f &mat):VersionData(Identity4f)
{
SetLocalMatrix(mat);
}
void SetLocalMatrix(const Matrix4f &mat)
{
if (IsNearlyEqual(local_matrix,mat))
return;
local_matrix=mat;
UpdateVersion();
}
void SetParentMatrix(const Matrix4f &pm)
{
if (IsNearlyEqual(parent_matrix,pm))
return;
parent_matrix=pm;
UpdateVersion();
}
};//class SceneMatrix
/**
* <br>
* 3D空间中的位置<br>
* :<br>
* <ul> *
* <li>LocalMatrix </li>
* <li>LocalToWorldMatrix 使</li>
*
* <li>transform_manager 0</li>
* </ul>
*
* LocalToWorldMatrix=ParnetMatrix * LocalMatrix * TraansformMatrix<br>
*/
class SceneOrient ///场景定位类
{
protected:
SceneMatrix scene_matrix;
Vector3f WorldPosition;
public:
SceneOrient()=default;
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SceneOrient(const SceneOrient &);
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SceneOrient(const Matrix4f &);
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virtual ~SceneOrient()=default;
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 WorldPosition; } ///<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();
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};//class SceneOrient
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_SCENE_ORIENT_INCLUDE