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