[WIP] refresh scene orient

This commit is contained in:
hyzboy 2024-08-24 03:08:14 +08:00
parent 8880df8862
commit f4e16276ff
3 changed files with 41 additions and 44 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 3213287b186fd9de237ff13c170e3bacd89dfa0e
Subproject commit 1fd9db054591942c3f4746052def3b621a1dbaff

View File

@ -15,44 +15,36 @@ namespace hgl
{
protected:
Vector3f Position; ///<坐标
Vector3f Direction; ///<方向
TransformManager transform_manager;
Transform LocalTransform; ///<当前变换(指相对上一级的变换)
Transform WorldTransform; ///<当前到世界变换
Matrix4f ParentMatrix; ///<上级矩阵
protected:
Matrix4f LocalMatrix; ///<本地到上一级矩阵
Matrix4f LocalToWorldMatrix; ///<本地到世界矩阵
Matrix4f InverseLocalToWorldMatrix; ///<世界到本地矩阵
Matrix4f InverseTransposeLocalToWorldMatrix; ///<世界到本地矩阵的转置矩阵
void SetWorldTransform (const Transform &); ///<设定当前节点到世界矩阵
virtual void SetWorldMatrix(const Matrix4f &);
public:
SceneOrient();
SceneOrient(const SceneOrient &);
SceneOrient(const Transform &);
SceneOrient(const Matrix4f &);
virtual ~SceneOrient()=default;
void SetPosition (const Vector3f &pos){Position=pos;}
void SetDirection (const Vector3f &dir){Direction=dir;}
const Vector3f & GetLocalPosition ()const {return Position;}
const Vector3f & GetLocalDirection ()const {return Direction;}
const Vector3f GetWorldPosition () {return WorldTransform.TransformPosition(Position);}
const Vector3f GetWorldDirection () {return WorldTransform.TransformDirection(Direction);}
public:
void SetLocalTransform (const Transform &); ///<设定当前节点矩阵
TransformManager * GetTransform (){return &transform_manager;} ///<取得变换管理器
const Transform & GetLocalTransform ()const {return LocalTransform;} ///<取得当前节点矩阵
const Transform & GetWorldTransform ()const {return WorldTransform;} ///<取得当前节点到世界矩阵
Transform & GetLocalTransform () {LocalTransform.UpdateMatrix();return LocalTransform;} ///<取得当前节点矩阵
Transform & GetWorldTransform () {WorldTransform.UpdateMatrix();return WorldTransform;} ///<取得当前节点到世界矩阵
const Matrix4f & GetLocalMatrix ()const{return LocalMatrix;}
const Matrix4f & GetLocalToWorldMatrix ()const{return LocalToWorldMatrix;}
const Matrix4f & GetInverseLocalToWorldMatrix ()const{return InverseLocalToWorldMatrix;}
const Matrix4f & GetInverseTransposeLocalToWorldMatrix ()const{return InverseTransposeLocalToWorldMatrix;}
public:
virtual bool RefreshTransform (const Transform &); ///<刷新到世界空间变换
virtual bool RefreshMatrix (const Matrix4f &); ///<刷新到世界空间变换
};//class SceneOrient
}//namespace graph
}//namespace hgl

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@ -5,8 +5,9 @@ namespace hgl
{
SceneOrient::SceneOrient()
{
Position=Vector3f(0.0f);
Direction=Vector3f(0.0f);
LocalMatrix=Identity4f;
SetWorldMatrix(Identity4f);
}
SceneOrient::SceneOrient(const SceneOrient &so)
@ -14,45 +15,49 @@ namespace hgl
hgl_cpy(*this,so);
}
SceneOrient::SceneOrient(const Transform &t)
SceneOrient::SceneOrient(const Matrix4f &mat)
{
SetLocalTransform(t);
SetLocalMatrix(mat);
}
void SceneOrient::SetLocalTransform(const Transform &t)
void SceneOrient::SetLocalMatrix(const Matrix4f &mat)
{
if(LocalTransform==t)
if(IsNearlyEqual(LocalMatrix,mat))
return;
LocalTransform=t;
LocalMatrix=mat;
}
void SceneOrient::SetWorldTransform(const Transform &t)
void SceneOrient::SetWorldMatrix(const Matrix4f &wm)
{
if(WorldTransform==t)
return;
WorldTransform=t;
LocalToWorldMatrix =wm;
InverseLocalToWorldMatrix =inverse(LocalToWorldMatrix);
InverseTransposeLocalToWorldMatrix =transpose(InverseLocalToWorldMatrix);
}
/**
*
* @param m local to world变换
*
* @param parent_matrix LocalToWorld变换矩阵
*/
bool SceneOrient::RefreshTransform(const Transform &t)
bool SceneOrient::RefreshMatrix(const Matrix4f &parent_matrix)
{
if(!t.IsLastVersion()) //都不是最新版本
return(false);
if(hgl_cmp(ParentMatrix,parent_matrix)==0) //如果上一级到这一级没变自然是可以用memcmp比较的
return(true);
//理论上讲Transform在正常转const的情况下就已经做了UpdateMatrix()的操作,这个需要测试一下
ParentMatrix=parent_matrix;
if(LocalTransform.IsIdentity())
if(IsIdentityMatrix(LocalMatrix))
{
SetWorldTransform(t);
SetWorldMatrix(parent_matrix);
}
else
if(IsIdentityMatrix(parent_matrix))
{
SetWorldMatrix(LocalMatrix);
}
else
{
SetWorldTransform(t.TransformTransform(LocalTransform));
SetWorldMatrix(MatrixMult(parent_matrix,LocalMatrix));
}
return(true);