New scene items system
This commit is contained in:
10
src/dawn/scene/item/CMakeLists.txt
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10
src/dawn/scene/item/CMakeLists.txt
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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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SceneItemComponents.cpp
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SceneItemTransform.cpp
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)
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24
src/dawn/scene/item/SceneItemComponents.cpp
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24
src/dawn/scene/item/SceneItemComponents.cpp
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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 "SceneItemComponents.hpp"
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using namespace Dawn;
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SceneItemComponents::SceneItemComponents() {
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}
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void SceneItemComponents::removeComponent(
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const std::shared_ptr<SceneComponent> component
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) {
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auto it = std::find(components.begin(), components.end(), component);
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if(it == components.end()) return; //Not found?
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components.erase(it);
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}
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SceneItemComponents::~SceneItemComponents() {
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}
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54
src/dawn/scene/item/SceneItemComponents.hpp
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54
src/dawn/scene/item/SceneItemComponents.hpp
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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/SceneComponent.hpp"
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namespace Dawn {
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class SceneItem;
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class SceneItemComponents {
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protected:
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std::vector<std::shared_ptr<SceneComponent>> components;
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/**
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* Shorthand way of allowing this class to retreive itself as a SceneItem.
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*
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* @return This as a shared pointer to a SceneItem.
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*/
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virtual std::shared_ptr<SceneItem> sceneItemComponentsSelf() = 0;
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public:
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SceneItemComponents();
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/**
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* Removes a component from this item.
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*
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* @param component Component to remove.
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*/
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void removeComponent(const std::shared_ptr<SceneComponent> component);
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/**
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* Adds a component to this item. You are given a shared pointer back but
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* you are not intended to take responsibility for the component.
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*
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* @return Shared pointer to the created component.
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*/
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template<class T>
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std::shared_ptr<T> addComponent() {
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//Create the component and add it.
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std::shared_ptr<T> component = std::make_shared<T>();
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this->components.push_back(
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static_pointer_cast<SceneComponent>(component)
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);
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// Init compoonent and return
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component->init(sceneItemComponentsSelf());
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return component;
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}
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virtual ~SceneItemComponents();
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};
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}
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122
src/dawn/scene/item/SceneItemTransform.cpp
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122
src/dawn/scene/item/SceneItemTransform.cpp
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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 "assert/assert.hpp"
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#include "scene/item/SceneItemTransform.hpp"
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#include "scene/SceneItem.hpp"
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using namespace Dawn;
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SceneItemTransform::SceneItemTransform() :
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transformLocal(1.0f),
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transformWorld(1.0f)
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{
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this->updateLocalValuesFromLocalTransform();
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}
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void SceneItemTransform::updateLocalValuesFromLocalTransform() {
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::decompose(
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this->transformLocal,
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this->localScale,
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this->localRotation,
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this->localPosition,
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skew,
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perspective
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);
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}
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void SceneItemTransform::updateLocalTransformFromWorldTransform() {
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auto parent = this->getParent();
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if(!parent) {
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this->transformLocal = this->transformWorld;
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} else {
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this->transformLocal = (
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glm::inverse(parent->transformWorld) * this->transformWorld
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);
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}
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this->updateLocalValuesFromLocalTransform();
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}
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void SceneItemTransform::updateChildrenWorldTransforms() {
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std::for_each(
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this->children.begin(),
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this->children.end(),
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[](std::weak_ptr<SceneItem> &item) {
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if(auto child = item.lock()) child->updateWorldTransformFromParent();
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}
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);
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}
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void SceneItemTransform::updateWorldTransformFromParent() {
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auto parent = this->getParent();
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if(!parent) {
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this->transformWorld = this->transformLocal;
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} else {
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this->transformWorld = (
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parent->transformWorld * this->transformLocal
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);
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}
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this->updateLocalValuesFromLocalTransform();
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this->updateChildrenWorldTransforms();
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}
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std::shared_ptr<SceneItem> SceneItemTransform::getParent() {
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return parent.lock();
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}
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std::vector<std::shared_ptr<SceneItem>> SceneItemTransform::getChildren() {
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std::vector<std::shared_ptr<SceneItem>> children;
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std::for_each(
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this->children.begin(),
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this->children.end(),
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[&children](std::weak_ptr<SceneItem> &item) {
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if(auto child = item.lock()) children.push_back(child);
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}
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);
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return children;
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}
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glm::mat4 SceneItemTransform::getLocalTransform() {
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return this->transformLocal;
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}
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void SceneItemTransform::setWorldTransform(const glm::mat4 transform) {
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this->transformWorld = transform;
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this->updateLocalTransformFromWorldTransform();
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this->updateChildrenWorldTransforms();
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}
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bool_t SceneItemTransform::isChildOf(std::shared_ptr<SceneItem> item) {
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assertNotNull(item, "Cannot check if child of null item.");
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auto parent = this->getParent();
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while(parent) {
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if(parent == item) return true;
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parent = parent->getParent();
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}
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return false;
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}
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void SceneItemTransform::lookAt(
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const glm::vec3 position,
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const glm::vec3 target,
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const glm::vec3 up
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) {
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this->setWorldTransform(glm::lookAt(position, target, up));
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}
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SceneItemTransform::~SceneItemTransform() {
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std::for_each(
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this->children.begin(),
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this->children.end(),
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[](std::weak_ptr<SceneItem> &item) {
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if(auto child = item.lock()) {
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child->parent.reset();
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child->updateWorldTransformFromParent();
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}
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}
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);
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}
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103
src/dawn/scene/item/SceneItemTransform.hpp
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103
src/dawn/scene/item/SceneItemTransform.hpp
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@@ -0,0 +1,103 @@
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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 SceneItem;
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class SceneItemTransform {
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protected:
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// Local (real) values
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glm::vec3 localPosition;
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glm::vec3 localScale;
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glm::quat localRotation;
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// Cached (non-real) values
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glm::mat4 transformLocal;
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glm::mat4 transformWorld;
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// Heirarchy
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std::weak_ptr<SceneItem> parent;
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std::vector<std::weak_ptr<SceneItem>> children;
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/**
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* Unpacks the local transform into the local transform matrix values.
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*/
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void updateLocalValuesFromLocalTransform();
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/**
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* Sets the local transform (and all local real values) to match the world
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* transform values.
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*/
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void updateLocalTransformFromWorldTransform();
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/**
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* Updates the world transform of this items children.
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*/
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void updateChildrenWorldTransforms();
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/**
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* Called by the parent of this item when it's transform changes.
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*/
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void updateWorldTransformFromParent();
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public:
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SceneItemTransform();
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/**
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* Returns the parent of this scene item.
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*
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* @return Pointer to the parent of this scene item.
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*/
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std::shared_ptr<SceneItem> getParent();
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/**
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* Returns the children of this scene item.
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*
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* @return Vector of pointers to the children of this scene item.
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*/
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std::vector<std::shared_ptr<SceneItem>> getChildren();
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/**
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* Returns the local transform of this item (relative to its parent).
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*
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* @return Local transform of this item.
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*/
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glm::mat4 getLocalTransform();
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/**
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* Sets the transform of this item within world space (relative to scene
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* root)
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*
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* @param transform Transform of this item in world space.
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*/
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void setWorldTransform(const glm::mat4 transform);
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/**
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* Returns whether or not this item is a child of the given item. This
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* will traverse up the entire heirarchy to confirm.
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*
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* @return True if this item is within the given item's heirarchy.
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*/
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bool_t isChildOf(std::shared_ptr<SceneItem> item);
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/**
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* Orients this transform to look at a given point in world space.
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*
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* @param position Position of the origin of this transform.
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* @param look Position in world space this transform looks at.
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* @param up Up vector of this transform.
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*/
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void lookAt(
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const glm::vec3 position,
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const glm::vec3 look,
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const glm::vec3 up
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);
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virtual ~SceneItemTransform();
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};
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}
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