92 lines
3.6 KiB
C
92 lines
3.6 KiB
C
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#pragma once
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#include<hgl/math/Transform.h>
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namespace hgl
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{
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namespace graph
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{
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/**
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* 场景节点矩阵类<br>
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*
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* 用于描述一个物体在3D空间中的位置、旋转、缩放等信息。<br>
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* 构成说明:<br>
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* <ul>
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* <li>LocalMatrix 一般用于描述当前节点相对上一级的变换矩阵</li>
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* <li>LocalToWorldMatrix 最终用于描述当前节点相对于世界的变换矩阵,在渲染时使用</li>
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*
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* <li>transform_manager 用于管理当前节点所有的变换情况,如果本节点不存在额外变换,数量为0。</li>
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* </ul>
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*
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* LocalToWorldMatrix=ParnetMatrix * LocalMatrix * TransformMatrix<br>
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*/
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class SceneMatrix :public VersionData<Matrix4f>
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{
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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;
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Matrix4f transform_matrix;
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Vector3f OriginWorldPosition; //原始世界坐标
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Vector3f FinalWorldPosition; //最终世界坐标
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protected:
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Matrix4f inverse_local_to_world_matrix; ///<世界到本地矩阵
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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)
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public:
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void Clear();
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const Matrix4f &GetLocalMatrix()const{return local_matrix;} ///<取得本地矩阵
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const Matrix4f &GetLocalToWorldMatrix(){return GetNewestVersionData();} ///<取得本地到世界矩阵
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const Matrix4f &GetInverseLocalToWorldMatrix(){UpdateNewestData();return inverse_local_to_world_matrix;} ///<取得世界到本地矩阵
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const Matrix4f &GetInverseTransposeLocalToWorldMatrix() ///<取得世界到本地矩阵的转置矩阵
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{
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UpdateNewestData();
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return inverse_transpose_local_to_world_matrix;
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}
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TransformManager &GetTransform(){return transform_manager;} ///<取得变换管理器
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const Vector3f &GetWorldPosition()const{return FinalWorldPosition;} ///<取得世界坐标
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public:
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SceneMatrix():VersionData(Identity4f){Clear();}
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SceneMatrix(SceneMatrix &so);
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SceneMatrix(const Matrix4f &mat):VersionData(Identity4f)
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{
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SetLocalMatrix(mat);
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UpdateVersion();
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}
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void SetLocalMatrix(const Matrix4f &mat)
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{
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//if (IsNearlyEqual(local_matrix,mat))
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if(!hgl_cmp(local_matrix,mat))
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return;
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local_matrix=mat;
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UpdateVersion();
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}
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void SetParentMatrix(const Matrix4f &pm)
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{
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//if (IsNearlyEqual(parent_matrix,pm))
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if(!hgl_cmp(parent_matrix,pm))
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return;
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parent_matrix=pm;
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UpdateVersion();
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}
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};//class SceneMatrix
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}//namespace graph
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}//namespace hgl
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