| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Math/BsMatrix4.h" |
| 7 | #include "Math/BsVector3.h" |
| 8 | #include "Math/BsQuaternion.h" |
| 9 | #include "Reflection/BsRTTIType.h" |
| 10 | |
| 11 | namespace bs |
| 12 | { |
| 13 | /** @addtogroup Scene |
| 14 | * @{ |
| 15 | */ |
| 16 | |
| 17 | /** |
| 18 | * Contains information about 3D object's position, rotation and scale, and provides methods to manipulate it. |
| 19 | */ |
| 20 | class BS_CORE_EXPORT Transform : public IReflectable |
| 21 | { |
| 22 | public: |
| 23 | Transform() = default; |
| 24 | Transform(const Vector3& position, const Quaternion& rotation, const Vector3& scale); |
| 25 | |
| 26 | /** Sets the local position of the object. */ |
| 27 | void setPosition(const Vector3& position) { mPosition = position; } |
| 28 | |
| 29 | /** Gets the local position of the object. */ |
| 30 | const Vector3& getPosition() const { return mPosition; } |
| 31 | |
| 32 | /** Shorthand for getPosition(). */ |
| 33 | const Vector3& pos() const { return mPosition; } |
| 34 | |
| 35 | /** Sets the local rotation of the object. */ |
| 36 | void setRotation(const Quaternion& rotation) { mRotation = rotation; } |
| 37 | |
| 38 | /** Gets the local rotation of the object. */ |
| 39 | const Quaternion& getRotation() const { return mRotation; } |
| 40 | |
| 41 | /** Shorthand for getRotation(). */ |
| 42 | const Quaternion& rot() const { return mRotation; } |
| 43 | |
| 44 | /** Sets the local scale of the object. */ |
| 45 | void setScale(const Vector3& scale) { mScale = scale; } |
| 46 | |
| 47 | /** Gets the local scale of the object. */ |
| 48 | const Vector3& getScale() const { return mScale; } |
| 49 | |
| 50 | /** Shorthand for getScale(). */ |
| 51 | const Vector3& scl() const { return mScale; } |
| 52 | |
| 53 | /** |
| 54 | * Converts the provided world position to a space relative to the provided parent, and sets it as the current |
| 55 | * transform's position. |
| 56 | */ |
| 57 | void setWorldPosition(const Vector3& position, const Transform& parent); |
| 58 | |
| 59 | /** |
| 60 | * Converts the provided world rotation to a space relative to the provided parent, and sets it as the current |
| 61 | * transform's rotation. |
| 62 | */ |
| 63 | void setWorldRotation(const Quaternion& rotation, const Transform& parent); |
| 64 | |
| 65 | /** |
| 66 | * Converts the provided world scale to a space relative to the provided parent, and sets it as the current |
| 67 | * transform's scale. |
| 68 | */ |
| 69 | void setWorldScale(const Vector3& scale, const Transform& parent); |
| 70 | |
| 71 | /** Builds the transform matrix from current translation, rotation and scale properties. */ |
| 72 | Matrix4 getMatrix() const; |
| 73 | |
| 74 | /** Builds the inverse transform matrix from current translation, rotation and scale properties. */ |
| 75 | Matrix4 getInvMatrix() const; |
| 76 | |
| 77 | /** |
| 78 | * Makes the current transform relative to the provided transform. In another words, converts from a world |
| 79 | * coordinate system to one local to the provided transform. |
| 80 | */ |
| 81 | void makeLocal(const Transform& parent); |
| 82 | |
| 83 | /** |
| 84 | * Makes the current transform absolute. In another words, converts from a local coordinate system relative to |
| 85 | * the provided transform, to a world coordinate system. |
| 86 | */ |
| 87 | void makeWorld(const Transform& parent); |
| 88 | |
| 89 | /** |
| 90 | * Orients the object so it is looking at the provided @p location (world space) where @p up is used for |
| 91 | * determining the location of the object's Y axis. |
| 92 | */ |
| 93 | void lookAt(const Vector3& location, const Vector3& up = Vector3::UNIT_Y); |
| 94 | |
| 95 | /** Moves the object's position by the vector offset provided along world axes. */ |
| 96 | void move(const Vector3& vec); |
| 97 | |
| 98 | /** Moves the object's position by the vector offset provided along it's own axes (relative to orientation). */ |
| 99 | void moveRelative(const Vector3& vec); |
| 100 | |
| 101 | /** |
| 102 | * Gets the negative Z (forward) axis of the object. |
| 103 | * |
| 104 | * @return Forward axis of the object. |
| 105 | */ |
| 106 | Vector3 getForward() const { return getRotation().rotate(-Vector3::UNIT_Z); } |
| 107 | |
| 108 | /** |
| 109 | * Gets the Y (up) axis of the object. |
| 110 | * |
| 111 | * @return Up axis of the object. |
| 112 | */ |
| 113 | Vector3 getUp() const { return getRotation().rotate(Vector3::UNIT_Y); } |
| 114 | |
| 115 | /** |
| 116 | * Gets the X (right) axis of the object. |
| 117 | * |
| 118 | * @return Right axis of the object. |
| 119 | */ |
| 120 | Vector3 getRight() const { return getRotation().rotate(Vector3::UNIT_X); } |
| 121 | |
| 122 | /** |
| 123 | * Rotates the game object so it's forward axis faces the provided direction. |
| 124 | * |
| 125 | * @param[in] forwardDir The forward direction to face. |
| 126 | * |
| 127 | * @note Local forward axis is considered to be negative Z. |
| 128 | */ |
| 129 | void setForward(const Vector3& forwardDir); |
| 130 | |
| 131 | /** Rotate the object around an arbitrary axis. */ |
| 132 | void rotate(const Vector3& axis, const Radian& angle); |
| 133 | |
| 134 | /** Rotate the object around an arbitrary axis using a Quaternion. */ |
| 135 | void rotate(const Quaternion& q); |
| 136 | |
| 137 | /** |
| 138 | * Rotates around local Z axis. |
| 139 | * |
| 140 | * @param[in] angle Angle to rotate by. |
| 141 | */ |
| 142 | void roll(const Radian& angle); |
| 143 | |
| 144 | /** |
| 145 | * Rotates around Y axis. |
| 146 | * |
| 147 | * @param[in] angle Angle to rotate by. |
| 148 | */ |
| 149 | void yaw(const Radian& angle); |
| 150 | |
| 151 | /** |
| 152 | * Rotates around X axis |
| 153 | * |
| 154 | * @param[in] angle Angle to rotate by. |
| 155 | */ |
| 156 | void pitch(const Radian& angle); |
| 157 | |
| 158 | /** Enumerates all the fields in the type and executes the specified processor action for each field. */ |
| 159 | template<class P> |
| 160 | void rttiEnumFields(P p) |
| 161 | { |
| 162 | p(mPosition); |
| 163 | p(mRotation); |
| 164 | p(mScale); |
| 165 | } |
| 166 | |
| 167 | static Transform IDENTITY; |
| 168 | private: |
| 169 | Vector3 mPosition = Vector3::ZERO; |
| 170 | Quaternion mRotation = Quaternion::IDENTITY; |
| 171 | Vector3 mScale = Vector3::ONE; |
| 172 | |
| 173 | /************************************************************************/ |
| 174 | /* RTTI */ |
| 175 | /************************************************************************/ |
| 176 | public: |
| 177 | friend class TransformRTTI; |
| 178 | static RTTITypeBase* getRTTIStatic(); |
| 179 | RTTITypeBase* getRTTI() const override; |
| 180 | }; |
| 181 | |
| 182 | /** @} */ |
| 183 | } |
| 184 | |