ULRE/inc/hgl/graph/SceneOrient.h

55 lines
2.4 KiB
C++

#ifndef HGL_GRAPH_SCENE_ORIENT_INCLUDE
#define HGL_GRAPH_SCENE_ORIENT_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/SceneMatrix.h>
namespace hgl
{
namespace graph
{
/**
* 方向定位数据基类<br>
*/
class SceneOrient ///场景定位类
{
protected:
SceneMatrix scene_matrix;
public:
SceneOrient()=default;
SceneOrient(const SceneOrient &);
SceneOrient(const Matrix4f &);
virtual ~SceneOrient()=default;
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
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
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();}
public:
virtual void RefreshMatrix();
};//class SceneOrient
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_SCENE_ORIENT_INCLUDE