Nuked Transform

This commit is contained in:
2023-11-12 10:41:47 -06:00
parent 7b1933159b
commit 9363e6bc17
34 changed files with 433 additions and 460 deletions

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@ -7,7 +7,6 @@
target_sources(${DAWN_TARGET_NAME}
PRIVATE
RenderPipeline.cpp
Transform.cpp
Tileset.cpp
Color.cpp
)

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@ -105,7 +105,7 @@ void RenderPipeline::renderSceneCamera(std::shared_ptr<Scene> scene, std::shared
// Update shader parameter buffers with current knowledge
struct RenderPipelineShaderBufferData shaderBufferData;
shaderBufferData.projection = camera->getProjection();
shaderBufferData.view = camera->transform->getWorldTransform();
shaderBufferData.view = camera->item->getWorldTransform();
shaderBuffer.buffer(&shaderBufferData);
// Prepare a render context. This is just a nice way of letting renderables

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@ -54,7 +54,10 @@ namespace Dawn {
* @param scene Scene to render.
* @param camera Camera within the scene to render.
*/
virtual void renderSceneCamera(std::shared_ptr<Scene> scene, std::shared_ptr<Camera> camera);
virtual void renderSceneCamera(
std::shared_ptr<Scene> scene,
std::shared_ptr<Camera> camera
);
/**
* Cleanup a render pipeline that has been initialized.

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@ -1,195 +0,0 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Transform.hpp"
#include "scene/SceneItem.hpp"
#include "util/mathutils.hpp"
using namespace Dawn;
Transform::Transform(SceneItem *item) :
transformLocal(1.0f),
transformWorld(1.0f)
{
assertNotNull(item, "Transform::Transform: Item cannot be null");
this->item = item;
this->updateLocalValuesFromLocalTransform();
}
void Transform::updateLocalValuesFromLocalTransform() {
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(
this->transformLocal,
this->localScale,
this->localRotation,
this->localPosition,
skew, perspective
);
}
void Transform::updateLocalTransformFromLocalValues() {
glm::mat4 translate = glm::translate(glm::mat4(1.0), this->localPosition);
glm::mat4 rotate = glm::mat4_cast(this->localRotation);
glm::mat4 scale = glm::scale(glm::mat4(1.0), this->localScale);
this->transformLocal = translate * rotate * scale;
this->updateWorldTransformFromLocalTransform();
}
void Transform::updateWorldTransformFromLocalTransform() {
auto parent = this->getParent();
if(parent != nullptr) {
auto newWorld = parent->getWorldTransform();
this->transformWorld = newWorld * transformLocal;
} else {
this->transformWorld = transformLocal;
}
}
void Transform::updateLocalTransformFromWorldTransform() {
glm::mat4 parentMat(1.0f);
auto parent = this->getParent();
if(parent != nullptr) parentMat = parent->getWorldTransform();
this->transformLocal = parentMat / this->transformWorld;
this->updateLocalValuesFromLocalTransform();
}
void Transform::updateChildrenTransforms() {
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->updateWorldTransformFromLocalTransform();
++it;
}
}
void Transform::lookAt(glm::vec3 pos, glm::vec3 look) {
this->lookAt(pos, look, glm::vec3(0, 1, 0));
}
void Transform::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
this->setWorldTransform(glm::lookAt(pos, look, up));
}
float_t Transform::lookAtPixelPerfect(
glm::vec3 position, glm::vec3 look, float_t viewportHeight, float_t fov
) {
float_t z = (
tanf((mathDeg2Rad(180.0f) - fov) / 2.0f) *
(viewportHeight/2.0f)
);
this->lookAt(glm::vec3(position.x, position.y, position.z + z), look);
return z;
}
glm::vec3 Transform::getLocalPosition() {
return this->localPosition;
}
void Transform::setLocalPosition(glm::vec3 position) {
this->localPosition = position;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
this->eventTransformUpdated.invoke();
}
glm::vec3 Transform::getLocalScale() {
return this->localScale;
}
void Transform::setLocalScale(glm::vec3 scale) {
this->localScale = scale;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
this->eventTransformUpdated.invoke();
}
glm::quat Transform::getLocalRotation() {
return this->localRotation;
}
void Transform::setLocalRotation(glm::quat rotation) {
this->localRotation = rotation;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
this->eventTransformUpdated.invoke();
}
glm::mat4 Transform::getLocalTransform() {
return this->transformLocal;
}
void Transform::setLocalTransform(glm::mat4 transform) {
this->transformLocal = transform;
this->updateLocalValuesFromLocalTransform();
this->updateChildrenTransforms();
this->eventTransformUpdated.invoke();
}
glm::vec3 Transform::getWorldPosition() {
return this->transformWorld[3];
}
glm::mat4 Transform::getWorldTransform() {
return this->transformWorld;
}
void Transform::setWorldTransform(glm::mat4 transform) {
this->transformWorld = transform;
this->updateLocalTransformFromWorldTransform();
this->updateChildrenTransforms();
this->eventTransformUpdated.invoke();
}
void Transform::setParent(Transform *parent) {
assertTrue(parent == nullptr || parent != this, "Transform::setParent: Cannot set parent to self");
auto currentParent = this->getParent();
if(currentParent == parent) return;
if(currentParent != nullptr) {
auto it = currentParent->children.begin();
while(it != currentParent->children.end()) {
if(*it == this) {
currentParent->children.erase(it);
break;
}
++it;
}
}
this->parent = parent;
if(parent != nullptr) parent->children.push_back(this);
this->updateLocalTransformFromWorldTransform();
this->updateChildrenTransforms();
this->eventTransformUpdated.invoke();
}
Transform * Transform::getParent() {
return this->parent;
}
bool_t Transform::isChildOf(Transform *parent) {
Transform *current = this->getParent();
while(current != nullptr) {
if(current == parent) return true;
current = current->getParent();
}
return false;
}
Transform::~Transform() {
this->setParent(nullptr);
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->setParent(nullptr);
it = this->children.begin();
}
}

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@ -1,180 +0,0 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "assert/assert.hpp"
#include "util/flag.hpp"
#include "state/StateEvent.hpp"
namespace Dawn {
class SceneItem;
class Transform {
private:
// Local (real) values
glm::vec3 localPosition;
glm::vec3 localScale;
glm::quat localRotation;
// Cached (non-real) values
glm::mat4 transformLocal;
glm::mat4 transformWorld;
// glm::vec3 position;
// glm::vec3 scale;
// glm::quat rotation;
// Heirarchy
Transform *parent = nullptr;
std::vector<Transform *> children;
// Hidden methods
void updateLocalValuesFromLocalTransform();
void updateLocalTransformFromLocalValues();
void updateWorldTransformFromLocalTransform();
void updateLocalTransformFromWorldTransform();
void updateChildrenTransforms();
public:
// I have no idea if I'm keeping this
// Event<> eventTransformUpdated;
StateEvent<> eventTransformUpdated;
SceneItem *item;
/**
* Constructs a new transform instance. Currently I have bound transforms
* to their parent SceneItem, but in future I may allow them to become
* disconnected from each other, for example I really could use a special
* transform designed purely for UI elements, since they don't act like
* normal scene items, but for now Transforms and SceneItems are 1:1
*
* @param item Item that this transform belongs to.
*/
Transform(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.
*/
void lookAt(glm::vec3 position, glm::vec3 look);
void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
/**
* Shorthand combined for lookAt and perspectivePixelPerfectDistance
* to allow you to create pixel perfect lookAt camera view matricies.
*
* @param position Position of the camera. Z is for an offset.
* @param look Position in world space this transform looks at.
* @param viewportHeight Height of the viewport.
* @param fov Field of view (in radians).
* @return The Z distance that was calculated.
*/
float_t lookAtPixelPerfect(
glm::vec3 position, glm::vec3 look, float_t viewportHeight, float_t fov
);
/**
* Returns the local position (position relative to "my parent").
* @return The 3D local position in parent-relative space.
*/
glm::vec3 getLocalPosition();
/**
* Update / Set the local position of this transform relative to my parent
* @param position Position to set for the local transform.
*/
void setLocalPosition(glm::vec3 position);
/**
* Retusn the scale of this item, relative to my parent.
* @return 3D Scale vector of this item in parent-relative space.
*/
glm::vec3 getLocalScale();
/**
* Set the local scale of this item.
* @param scale Scale of this item, relative to its parent.
*/
void setLocalScale(glm::vec3 scale);
/**
* Returns the local rotation for this transform.
* @return The local rotation (parent-relative).
*/
glm::quat getLocalRotation();
/**
* Set the local (parent-relative) rotation for this transform.
* @param rotation Rotation in parent relative space.
*/
void setLocalRotation(glm::quat rotation);
/**
* Returns the transform matrix for this transform, in parent-relative
* space.
* @return The transform origin in parent-relative space.
*/
glm::mat4 getLocalTransform();
/**
* Sets the local transform matrix for this transform.
* @param transform Local (parent-relative) transform to set.
*/
void setLocalTransform(glm::mat4 transform);
/**
* Returns the position of the origin of this transform in world-space.
*
* @return Transform origin in world-space.
*/
glm::vec3 getWorldPosition();
/**
* Returns the transformation matrix for this transform, in world-space.
* @return The transform origin in world-space.
*/
glm::mat4 getWorldTransform();
/**
* Updates the transform's world-space.
* @param transform Sets the transform position in world-space.
*/
void setWorldTransform(glm::mat4 transform);
/**
* Updates the transform that this transform is a child of. Will also
* handle disconnecting any existing parent.
*
* @param p Parent that this transform is now a child of.
*/
void setParent(Transform *p);
/**
* Returns the parent transform of this transform, or nullptr if there is
* no parent for this transform.
* @return Pointer to the parent transform, or nullptr.
*/
Transform * getParent();
/**
* Returns true if this transform is a child of the given transform, this
* climbs up the heirarchy until it finds a match.
*
* @param p Transform to check if this transform is a child of.
* @return True if this transform is a child of the given transform.
*/
bool_t isChildOf(Transform *p);
/**
* Dispose and clenaup this transform, also removes self from parent.
*/
~Transform();
friend SceneItem;
};
}