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 | |