New scene items system
This commit is contained in:
@ -20,6 +20,7 @@ target_include_directories(${DAWN_TARGET_NAME}
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add_subdirectory(assert)
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# add_subdirectory(asset)
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# add_subdirectory(audio)
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add_subdirectory(component)
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# add_subdirectory(display)
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add_subdirectory(game)
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# add_subdirectory(games)
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@ -28,7 +29,7 @@ add_subdirectory(game)
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# add_subdirectory(prefab)
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# add_subdirectory(physics)
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# add_subdirectory(save)
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# add_subdirectory(scene)
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add_subdirectory(scene)
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# add_subdirectory(state)
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# add_subdirectory(time)
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# add_subdirectory(util)
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12
src/dawn/component/CMakeLists.txt
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12
src/dawn/component/CMakeLists.txt
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@ -0,0 +1,12 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# target_sources(${DAWN_TARGET_NAME}
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# PRIVATE
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# Game.cpp
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# )
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# Subdirs
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add_subdirectory(display)
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9
src/dawn/component/display/CMakeLists.txt
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9
src/dawn/component/display/CMakeLists.txt
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@ -0,0 +1,9 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Camera.cpp
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)
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37
src/dawn/component/display/Camera.cpp
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37
src/dawn/component/display/Camera.cpp
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@ -0,0 +1,37 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Camera.hpp"
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using namespace Dawn;
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void Camera::onInit() {
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std::cout << "Camera" << std::endl;
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}
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glm::mat4 Camera::getProjection() {
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switch(this->type) {
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case CameraType::ORTHOGONAL:
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return glm::ortho(
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(float_t)this->orthoLeft,
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(float_t)this->orthoRight,
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(float_t)this->orthoBottom,
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(float_t)this->orthoTop,
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(float_t)this->clipNear,
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(float_t)this->clipFar
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);
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case CameraType::PERSPECTIVE:
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return glm::perspective(
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(float_t)this->fov,
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this->getAspect(),
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(float_t)this->clipNear,
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(float_t)this->clipFar
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);
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}
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assertUnreachable("Invalid Camera Type!");
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return glm::mat4(1.0f);
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}
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48
src/dawn/component/display/Camera.hpp
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48
src/dawn/component/display/Camera.hpp
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@ -0,0 +1,48 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItem.hpp"
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namespace Dawn {
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enum CameraType {
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PERSPECTIVE,
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ORTHOGONAL
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};
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class Camera : public SceneComponent {
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public:
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float_t clipNear = 0.01f;
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float_t clipFar = 1000.0f;
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enum CameraType type = CameraType::PERSPECTIVE;
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float_t fov = 0.785398f;
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float_t orthoLeft = -1.0f;
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float_t orthoRight = 1.0f;
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float_t orthoBottom = -1.0f;
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float_t orthoTop = 1.0f;
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// std::shared_ptr<RenderTarget> renderTarget;
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void onInit() override;
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/**
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* Returns the aspect ratio that the camera is using. In future I may
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* allow you to specify a custom ratio for stylistic reasons but for now I
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* just take the ratio of the specific frame buffer.
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*
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* @return The aspect ratio as a ratio of w/h.
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*/
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float_t getAspect();
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/**
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* Returns the projection matrix for this camera.
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*
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* @return Projection matrix.
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*/
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glm::mat4 getProjection();
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};
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}
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16
src/dawn/component/display/MeshRenderer.hpp
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16
src/dawn/component/display/MeshRenderer.hpp
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@ -0,0 +1,16 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItem.hpp"
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namespace Dawn {
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class MeshRenderer : public SceneComponent {
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public:
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std::shared_ptr<Mesh> mesh;
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void onInit() override;
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};
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}
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44
src/dawn/display/IRenderHost.hpp
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44
src/dawn/display/IRenderHost.hpp
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@ -0,0 +1,44 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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namespace Dawn {
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class Game;
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class IRenderHost {
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public:
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/**
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* Initializes the render host, called by the game during the initial
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* set up of the engine.
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*
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* @param game Game that requested the render host to initialize.
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*/
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virtual void init(const std::shared_ptr<Game> game) = 0;
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/**
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* Performs an update/tick of the render host. This would be the game
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* asking the RenderHost to the rendering.
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*/
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virtual void update() = 0;
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/**
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* Overridable request from the game that asks if the RenderHost has any
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* reason that it should need to close. For most libraries this would be
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* whether or not the window was closed.
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*
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* @return True if the render host requests the game to gracefully exit.
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*/
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virtual bool_t isCloseRequested() = 0;
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/**
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* Destroys the render host.
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*/
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virtual ~IRenderHost() {
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}
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};
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}
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103
src/dawn/display/mesh/IMesh.hpp
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103
src/dawn/display/mesh/IMesh.hpp
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@ -0,0 +1,103 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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namespace Dawn {
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enum MeshDrawMode {
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TRIANGLES,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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LINES,
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POINTS
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// LINE_STRIP,
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};
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class IMesh {
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protected:
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/** How many vertices are in the mesh */
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int32_t verticeCount = -1;
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/** How many indices are in the mesh */
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int32_t indiceCount = -1;
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public:
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/**
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* Create a new set of buffers for the mesh to use.
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*
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* @param verticeCount How many Vertices will this buffer support.
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* @param indiceCount How many Indices will this buffer support.
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*/
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virtual void createBuffers(
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const int32_t verticeCount,
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const int32_t indiceCount
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) = 0;
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/**
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* Cleanup the buffers on a given mesh. This is useful if you intend to
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* expand the count of vertices your mesh supports.
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*/
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virtual void disposeBuffers() = 0;
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/**
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* Write vertice positions to the mesh.
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*
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* @param pos Position, within the buffer, to write to.
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* @param vertices Array of positions to write.
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* @param len How many positions are in the array.
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*/
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virtual void bufferPositions(
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const int32_t pos,
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const glm::vec3 positions[],
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const int32_t len
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) = 0;
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/**
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* Write vertice coordinates to the mesh.
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*
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* @param pos Position, within the buffer, to write to.
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* @param coordinates Array of coordinates to write.
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* @param len How many coordinates are in the array.
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*/
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virtual void bufferCoordinates(
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const int32_t pos,
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const glm::vec2 coordinates[],
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const int32_t len
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) = 0;
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/**
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* Write indices to the mesh.
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*
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* @param pos Position, within the buffer, to write to.
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* @param indices Array of indices to write.
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* @param len How many indices are in the array.
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*/
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virtual void bufferIndices(
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const int32_t pos,
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const int32_t indices[],
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const int32_t len
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) = 0;
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/**
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* Draw a primitive. Primitives are drawn by their indices.
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*
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* @param drawMode Which drawing mode to use to draw the primitive.
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* @param start Start indice (index) to draw.
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* @param count Count of indices to draw. Use -1 to draw all.
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*/
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virtual void draw(
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const enum MeshDrawMode drawMode,
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const int32_t start,
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const int32_t count
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) = 0;
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/**
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* Cleanup a previously initiated mesh.
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*/
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virtual ~IMesh() {
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this->disposeBuffers();
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}
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};
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}
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@ -3,7 +3,9 @@
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Game.hpp"
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#include "game/Game.hpp"
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#include "game/GameInit.hpp"
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#include "scene/Scene.hpp"
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using namespace Dawn;
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@ -12,12 +14,21 @@ Game::Game() {
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}
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void Game::init() {
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renderHost.init();
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renderHost.init(shared_from_this());
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inputManager.init(shared_from_this());
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auto initialScene = GameInit::getInitialScene();
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nextFrameScene = std::make_shared<Scene>(shared_from_this(), initialScene);
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}
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void Game::update() {
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renderHost.update();
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if(nextFrameScene) {
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nextFrameScene->stage();
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currentScene = nextFrameScene;
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nextFrameScene = nullptr;
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}
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}
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bool_t Game::isCloseRequested() {
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@ -27,5 +38,5 @@ bool_t Game::isCloseRequested() {
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}
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Game::~Game() {
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std::cout << "Game successfully destructed" << std::endl;
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}
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@ -9,7 +9,13 @@
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#include "input/InputManager.hpp"
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namespace Dawn {
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class Scene;
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class Game : public std::enable_shared_from_this<Game> {
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private:
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std::shared_ptr<Scene> currentScene;
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std::shared_ptr<Scene> nextFrameScene;
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public:
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RenderHost renderHost;
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InputManager inputManager;
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|
15
src/dawn/game/GameInit.hpp
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15
src/dawn/game/GameInit.hpp
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@ -0,0 +1,15 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "game/Game.hpp"
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#include "scene/Scene.hpp"
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namespace Dawn {
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class GameInit {
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public:
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static std::function<void(Scene&)> getInitialScene();
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};
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}
|
14
src/dawn/scene/CMakeLists.txt
Normal file
14
src/dawn/scene/CMakeLists.txt
Normal file
@ -0,0 +1,14 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Scene.cpp
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SceneItem.cpp
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SceneComponent.cpp
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)
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# Subdirs
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add_subdirectory(item)
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36
src/dawn/scene/Scene.cpp
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36
src/dawn/scene/Scene.cpp
Normal file
@ -0,0 +1,36 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Scene.hpp"
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using namespace Dawn;
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Scene::Scene(
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const std::weak_ptr<Game> game,
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const std::function<void(Scene&)> sceneInitializer
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) :
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game(game),
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sceneInitializer(sceneInitializer)
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{
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}
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void Scene::stage() {
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Scene &selfReference = *this;
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sceneInitializer(selfReference);
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}
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std::shared_ptr<Game> Scene::getGame() {
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return game.lock();
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}
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std::shared_ptr<SceneItem> Scene::createSceneItem() {
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auto item = std::make_shared<SceneItem>(shared_from_this());
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sceneItems.push_back(item);
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return item;
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}
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Scene::~Scene() {
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}
|
52
src/dawn/scene/Scene.hpp
Normal file
52
src/dawn/scene/Scene.hpp
Normal file
@ -0,0 +1,52 @@
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// Copyright (c) 2023 Dominic Masters
|
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//
|
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// This software is released under the MIT License.
|
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// https://opensource.org/licenses/MIT
|
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#pragma once
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#include "game/Game.hpp"
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#include "scene/SceneItem.hpp"
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namespace Dawn {
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class Scene final : public std::enable_shared_from_this<Scene> {
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private:
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std::weak_ptr<Game> game;
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const std::function<void(Scene&)> sceneInitializer;
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std::vector<std::shared_ptr<SceneItem>> sceneItems;
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public:
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/**
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* Constructs a scene object.
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*
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* @param game Game that initialized this scene.
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*/
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Scene(
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const std::weak_ptr<Game> game,
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const std::function<void(Scene&)> sceneInitializer
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);
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/**
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* Stages all of the scene items on the scene.
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*/
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void stage();
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/**
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* Returns a copy of the game instance that this scene belongs to.
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*
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* @return Shared pointer to the game instance.
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*/
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std::shared_ptr<Game> getGame();
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/**
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* Creates a scene item that belongs to this scene.
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*
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* @return Pointer to the new scene item.
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*/
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std::shared_ptr<SceneItem> createSceneItem();
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/**
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* Destroys the scene object and cleans up all of its children.
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*/
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virtual ~Scene();
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};
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}
|
17
src/dawn/scene/SceneComponent.cpp
Normal file
17
src/dawn/scene/SceneComponent.cpp
Normal file
@ -0,0 +1,17 @@
|
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// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
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#include "SceneComponent.hpp"
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using namespace Dawn;
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void SceneComponent::init(const std::shared_ptr<SceneItem> item) {
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this->item = item;
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this->onInit();
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}
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std::shared_ptr<SceneItem> SceneComponent::getItem() {
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return this->item.lock();
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}
|
38
src/dawn/scene/SceneComponent.hpp
Normal file
38
src/dawn/scene/SceneComponent.hpp
Normal file
@ -0,0 +1,38 @@
|
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// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "dawnlibs.hpp"
|
||||
|
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namespace Dawn {
|
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class SceneItem;
|
||||
|
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class SceneComponent : std::enable_shared_from_this<SceneComponent> {
|
||||
private:
|
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std::weak_ptr<SceneItem> item;
|
||||
|
||||
protected:
|
||||
/**
|
||||
* Custom component listener that is invoked when the component is meant
|
||||
* to initialize.
|
||||
*/
|
||||
virtual void onInit() = 0;
|
||||
|
||||
public:
|
||||
/**
|
||||
* Initializes this scene component.
|
||||
*
|
||||
* @param item Scene item that this component belongs to.
|
||||
*/
|
||||
void init(const std::shared_ptr<SceneItem> item);
|
||||
|
||||
/**
|
||||
* Returns the scene item that this scene component belongs to.
|
||||
*
|
||||
* @return Reference to the scene item that this component belongs to.
|
||||
*/
|
||||
std::shared_ptr<SceneItem> getItem();
|
||||
};
|
||||
}
|
28
src/dawn/scene/SceneItem.cpp
Normal file
28
src/dawn/scene/SceneItem.cpp
Normal file
@ -0,0 +1,28 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "scene/SceneItem.hpp"
|
||||
#include "scene/Scene.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
SceneItem::SceneItem(const std::weak_ptr<Scene> scene) :
|
||||
scene(scene),
|
||||
SceneItemTransform(),
|
||||
SceneItemComponents()
|
||||
{
|
||||
}
|
||||
|
||||
std::shared_ptr<SceneItem> SceneItem::sceneItemComponentsSelf() {
|
||||
return shared_from_this();
|
||||
}
|
||||
|
||||
std::shared_ptr<Scene> SceneItem::getScene() {
|
||||
return scene.lock();
|
||||
}
|
||||
|
||||
SceneItem::~SceneItem() {
|
||||
|
||||
}
|
46
src/dawn/scene/SceneItem.hpp
Normal file
46
src/dawn/scene/SceneItem.hpp
Normal file
@ -0,0 +1,46 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/item/SceneItemTransform.hpp"
|
||||
#include "scene/item/SceneItemComponents.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene;
|
||||
|
||||
class SceneItem final :
|
||||
public SceneItemTransform,
|
||||
public SceneItemComponents,
|
||||
public std::enable_shared_from_this<SceneItem>
|
||||
{
|
||||
private:
|
||||
std::weak_ptr<Scene> scene;
|
||||
|
||||
protected:
|
||||
std::shared_ptr<SceneItem> sceneItemComponentsSelf() override;
|
||||
|
||||
public:
|
||||
/**
|
||||
* Constructs a scene item.
|
||||
*
|
||||
* @param scene Scene that this item belongs to.
|
||||
*/
|
||||
SceneItem(const std::weak_ptr<Scene> scene);
|
||||
|
||||
/**
|
||||
* Returns the scene that this scene item belongs to.
|
||||
*
|
||||
* @return Pointer to the scene that this item belongs to.
|
||||
*/
|
||||
std::shared_ptr<Scene> getScene();
|
||||
|
||||
/**
|
||||
* Returns the scene that this item belongs to.
|
||||
*
|
||||
* @return Scene that this item belongs to.
|
||||
*/
|
||||
virtual ~SceneItem();
|
||||
};
|
||||
}
|
10
src/dawn/scene/item/CMakeLists.txt
Normal file
10
src/dawn/scene/item/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
|
||||
# Copyright (c) 2023 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
target_sources(${DAWN_TARGET_NAME}
|
||||
PRIVATE
|
||||
SceneItemComponents.cpp
|
||||
SceneItemTransform.cpp
|
||||
)
|
24
src/dawn/scene/item/SceneItemComponents.cpp
Normal file
24
src/dawn/scene/item/SceneItemComponents.cpp
Normal file
@ -0,0 +1,24 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "SceneItemComponents.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
SceneItemComponents::SceneItemComponents() {
|
||||
|
||||
}
|
||||
|
||||
void SceneItemComponents::removeComponent(
|
||||
const std::shared_ptr<SceneComponent> component
|
||||
) {
|
||||
auto it = std::find(components.begin(), components.end(), component);
|
||||
if(it == components.end()) return; //Not found?
|
||||
components.erase(it);
|
||||
}
|
||||
|
||||
SceneItemComponents::~SceneItemComponents() {
|
||||
|
||||
}
|
54
src/dawn/scene/item/SceneItemComponents.hpp
Normal file
54
src/dawn/scene/item/SceneItemComponents.hpp
Normal file
@ -0,0 +1,54 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/SceneComponent.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SceneItem;
|
||||
|
||||
class SceneItemComponents {
|
||||
protected:
|
||||
std::vector<std::shared_ptr<SceneComponent>> components;
|
||||
|
||||
/**
|
||||
* Shorthand way of allowing this class to retreive itself as a SceneItem.
|
||||
*
|
||||
* @return This as a shared pointer to a SceneItem.
|
||||
*/
|
||||
virtual std::shared_ptr<SceneItem> sceneItemComponentsSelf() = 0;
|
||||
|
||||
public:
|
||||
SceneItemComponents();
|
||||
|
||||
/**
|
||||
* Removes a component from this item.
|
||||
*
|
||||
* @param component Component to remove.
|
||||
*/
|
||||
void removeComponent(const std::shared_ptr<SceneComponent> component);
|
||||
|
||||
/**
|
||||
* Adds a component to this item. You are given a shared pointer back but
|
||||
* you are not intended to take responsibility for the component.
|
||||
*
|
||||
* @return Shared pointer to the created component.
|
||||
*/
|
||||
template<class T>
|
||||
std::shared_ptr<T> addComponent() {
|
||||
//Create the component and add it.
|
||||
std::shared_ptr<T> component = std::make_shared<T>();
|
||||
this->components.push_back(
|
||||
static_pointer_cast<SceneComponent>(component)
|
||||
);
|
||||
|
||||
// Init compoonent and return
|
||||
component->init(sceneItemComponentsSelf());
|
||||
return component;
|
||||
}
|
||||
|
||||
virtual ~SceneItemComponents();
|
||||
};
|
||||
}
|
122
src/dawn/scene/item/SceneItemTransform.cpp
Normal file
122
src/dawn/scene/item/SceneItemTransform.cpp
Normal file
@ -0,0 +1,122 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "assert/assert.hpp"
|
||||
#include "scene/item/SceneItemTransform.hpp"
|
||||
#include "scene/SceneItem.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
SceneItemTransform::SceneItemTransform() :
|
||||
transformLocal(1.0f),
|
||||
transformWorld(1.0f)
|
||||
{
|
||||
this->updateLocalValuesFromLocalTransform();
|
||||
}
|
||||
|
||||
void SceneItemTransform::updateLocalValuesFromLocalTransform() {
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(
|
||||
this->transformLocal,
|
||||
this->localScale,
|
||||
this->localRotation,
|
||||
this->localPosition,
|
||||
skew,
|
||||
perspective
|
||||
);
|
||||
}
|
||||
|
||||
void SceneItemTransform::updateLocalTransformFromWorldTransform() {
|
||||
auto parent = this->getParent();
|
||||
if(!parent) {
|
||||
this->transformLocal = this->transformWorld;
|
||||
} else {
|
||||
this->transformLocal = (
|
||||
glm::inverse(parent->transformWorld) * this->transformWorld
|
||||
);
|
||||
}
|
||||
this->updateLocalValuesFromLocalTransform();
|
||||
}
|
||||
|
||||
void SceneItemTransform::updateChildrenWorldTransforms() {
|
||||
std::for_each(
|
||||
this->children.begin(),
|
||||
this->children.end(),
|
||||
[](std::weak_ptr<SceneItem> &item) {
|
||||
if(auto child = item.lock()) child->updateWorldTransformFromParent();
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
void SceneItemTransform::updateWorldTransformFromParent() {
|
||||
auto parent = this->getParent();
|
||||
if(!parent) {
|
||||
this->transformWorld = this->transformLocal;
|
||||
} else {
|
||||
this->transformWorld = (
|
||||
parent->transformWorld * this->transformLocal
|
||||
);
|
||||
}
|
||||
this->updateLocalValuesFromLocalTransform();
|
||||
this->updateChildrenWorldTransforms();
|
||||
}
|
||||
|
||||
std::shared_ptr<SceneItem> SceneItemTransform::getParent() {
|
||||
return parent.lock();
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<SceneItem>> SceneItemTransform::getChildren() {
|
||||
std::vector<std::shared_ptr<SceneItem>> children;
|
||||
std::for_each(
|
||||
this->children.begin(),
|
||||
this->children.end(),
|
||||
[&children](std::weak_ptr<SceneItem> &item) {
|
||||
if(auto child = item.lock()) children.push_back(child);
|
||||
}
|
||||
);
|
||||
return children;
|
||||
}
|
||||
|
||||
glm::mat4 SceneItemTransform::getLocalTransform() {
|
||||
return this->transformLocal;
|
||||
}
|
||||
|
||||
void SceneItemTransform::setWorldTransform(const glm::mat4 transform) {
|
||||
this->transformWorld = transform;
|
||||
this->updateLocalTransformFromWorldTransform();
|
||||
this->updateChildrenWorldTransforms();
|
||||
}
|
||||
|
||||
bool_t SceneItemTransform::isChildOf(std::shared_ptr<SceneItem> item) {
|
||||
assertNotNull(item, "Cannot check if child of null item.");
|
||||
auto parent = this->getParent();
|
||||
while(parent) {
|
||||
if(parent == item) return true;
|
||||
parent = parent->getParent();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void SceneItemTransform::lookAt(
|
||||
const glm::vec3 position,
|
||||
const glm::vec3 target,
|
||||
const glm::vec3 up
|
||||
) {
|
||||
this->setWorldTransform(glm::lookAt(position, target, up));
|
||||
}
|
||||
|
||||
SceneItemTransform::~SceneItemTransform() {
|
||||
std::for_each(
|
||||
this->children.begin(),
|
||||
this->children.end(),
|
||||
[](std::weak_ptr<SceneItem> &item) {
|
||||
if(auto child = item.lock()) {
|
||||
child->parent.reset();
|
||||
child->updateWorldTransformFromParent();
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
103
src/dawn/scene/item/SceneItemTransform.hpp
Normal file
103
src/dawn/scene/item/SceneItemTransform.hpp
Normal file
@ -0,0 +1,103 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "dawnlibs.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SceneItem;
|
||||
|
||||
class SceneItemTransform {
|
||||
protected:
|
||||
// Local (real) values
|
||||
glm::vec3 localPosition;
|
||||
glm::vec3 localScale;
|
||||
glm::quat localRotation;
|
||||
|
||||
// Cached (non-real) values
|
||||
glm::mat4 transformLocal;
|
||||
glm::mat4 transformWorld;
|
||||
|
||||
// Heirarchy
|
||||
std::weak_ptr<SceneItem> parent;
|
||||
std::vector<std::weak_ptr<SceneItem>> children;
|
||||
|
||||
/**
|
||||
* Unpacks the local transform into the local transform matrix values.
|
||||
*/
|
||||
void updateLocalValuesFromLocalTransform();
|
||||
|
||||
/**
|
||||
* Sets the local transform (and all local real values) to match the world
|
||||
* transform values.
|
||||
*/
|
||||
void updateLocalTransformFromWorldTransform();
|
||||
|
||||
/**
|
||||
* Updates the world transform of this items children.
|
||||
*/
|
||||
void updateChildrenWorldTransforms();
|
||||
|
||||
/**
|
||||
* Called by the parent of this item when it's transform changes.
|
||||
*/
|
||||
void updateWorldTransformFromParent();
|
||||
|
||||
public:
|
||||
SceneItemTransform();
|
||||
|
||||
/**
|
||||
* Returns the parent of this scene item.
|
||||
*
|
||||
* @return Pointer to the parent of this scene item.
|
||||
*/
|
||||
std::shared_ptr<SceneItem> getParent();
|
||||
|
||||
/**
|
||||
* Returns the children of this scene item.
|
||||
*
|
||||
* @return Vector of pointers to the children of this scene item.
|
||||
*/
|
||||
std::vector<std::shared_ptr<SceneItem>> getChildren();
|
||||
|
||||
/**
|
||||
* Returns the local transform of this item (relative to its parent).
|
||||
*
|
||||
* @return Local transform of this item.
|
||||
*/
|
||||
glm::mat4 getLocalTransform();
|
||||
|
||||
/**
|
||||
* Sets the transform of this item within world space (relative to scene
|
||||
* root)
|
||||
*
|
||||
* @param transform Transform of this item in world space.
|
||||
*/
|
||||
void setWorldTransform(const glm::mat4 transform);
|
||||
|
||||
/**
|
||||
* Returns whether or not this item is a child of the given item. This
|
||||
* will traverse up the entire heirarchy to confirm.
|
||||
*
|
||||
* @return True if this item is within the given item's heirarchy.
|
||||
*/
|
||||
bool_t isChildOf(std::shared_ptr<SceneItem> item);
|
||||
|
||||
/**
|
||||
* Orients this transform to look at a given point in world space.
|
||||
*
|
||||
* @param position Position of the origin of this transform.
|
||||
* @param look Position in world space this transform looks at.
|
||||
* @param up Up vector of this transform.
|
||||
*/
|
||||
void lookAt(
|
||||
const glm::vec3 position,
|
||||
const glm::vec3 look,
|
||||
const glm::vec3 up
|
||||
);
|
||||
|
||||
virtual ~SceneItemTransform();
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user