Added Position/Direction in SceneOrient
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@ -18,7 +18,10 @@ namespace hgl
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//ObjectList<Transform> TransformList;
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Matrix4f LocalMatrix; ///<当前矩阵
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Vector3f Position; ///<坐标
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Vector3f Direction; ///<方向
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Matrix4f LocalMatrix; ///<当前矩阵(指相对上一级的变换矩阵)
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Matrix4f LocalToWorldMatrix; ///<当前到世界矩阵
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Matrix4f InverseLocalMatrix; ///<反向当前矩阵
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@ -30,6 +33,16 @@ namespace hgl
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SceneOrient(const Matrix4f &mat);
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virtual ~SceneOrient()=default;
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void SetPosition (const Vector3f &pos){Position=pos;}
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void SetDirection (const Vector3f &dir){Direction=dir;}
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const Vector3f & GetLocalPosition ()const{return Position;}
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const Vector3f & GetLocalDirection ()const{return Direction;}
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const Vector3f & GetWorldPosition ()const{return TransformPosition(LocalToWorldMatrix,Position);}
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const Vector3f & GetWorldDirection ()const{return TransformDirection(LocalToWorldMatrix,Direction);}
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public:
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Matrix4f & SetLocalMatrix (const Matrix4f &); ///<设定当前节点矩阵
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Matrix4f & SetLocalToWorldMatrix (const Matrix4f &); ///<设定当前节点到世界矩阵
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@ -5,18 +5,21 @@ namespace hgl
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{
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SceneOrient::SceneOrient()
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{
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LocalMatrix =Matrix4f(1.0f);
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LocalToWorldMatrix =Matrix4f(1.0f);
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InverseLocalMatrix =Matrix4f(1.0f);
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InverseLocalToWorldMatrix =Matrix4f(1.0f);
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Position=Vector3f(0.0f);
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Direction=Vector3f(0.0f);
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LocalMatrix =Identity4f;
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LocalToWorldMatrix =Identity4f;
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InverseLocalMatrix =Identity4f;
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InverseLocalToWorldMatrix =Identity4f;
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}
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SceneOrient::SceneOrient(const Matrix4f &mat)
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{
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SetLocalMatrix(mat);
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LocalToWorldMatrix =Matrix4f(1.0f);
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InverseLocalToWorldMatrix =Matrix4f(1.0f);
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LocalToWorldMatrix =Identity4f;
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InverseLocalToWorldMatrix =Identity4f;
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}
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Matrix4f &SceneOrient::SetLocalMatrix(const Matrix4f &m)
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@ -43,7 +46,7 @@ namespace hgl
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*/
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void SceneOrient::RefreshLocalToWorldMatrix(const Matrix4f *m)
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{
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SetLocalToWorldMatrix((*m)*LocalMatrix);
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SetLocalToWorldMatrix(TransformMatrix(*m,LocalMatrix));
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}
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}//namespace graph
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}//namespace hgl
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