Dawn/src/dawn/display/Transform.hpp

180 lines
5.8 KiB
C++

// 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;
};
}