SceneOrient增加GetSceneMatrix/SetSceneMatrix
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@ -76,7 +76,7 @@ private:
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{
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SceneNode *root=GetSceneRoot();
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root->Add(Duplication(sm_move));
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root->Add(sm_move->Duplication());
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//root.Add(Duplication(sm_rotate->GetScene()));
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//root.CreateSubNode(sm_scale->GetScene());
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}
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@ -25,15 +25,19 @@ namespace hgl::graph
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scene_matrix.Clear();
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}
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void SetSceneMatrix(const SceneMatrix &sm){scene_matrix=sm;} ///<设置场景矩阵
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void SetLocalNormal(const Vector3f &nor) {scene_matrix.SetLocalNormal(nor);} ///<设置本地法线
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void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
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void SetParentMatrix(const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
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public:
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const uint32 GetLocalToWorldMatrixVersion()const {return scene_matrix.GetNewestVersion();} ///<取得版本号
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const SceneMatrix & GetSceneMatrix ()const {return scene_matrix;} ///<取得场景矩阵
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const Vector3f & GetWorldPosition() const {return scene_matrix.GetWorldPosition();} ///<取得世界坐标
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const uint32 GetLocalToWorldMatrixVersion ()const {return scene_matrix.GetNewestVersion();} ///<取得版本号
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const Vector3f & GetWorldPosition ()const {return scene_matrix.GetWorldPosition();} ///<取得世界坐标
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const Matrix4f & GetLocalMatrix ()const {return scene_matrix.GetLocalMatrix();} ///<取得本地矩阵
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TransformManager & GetTransform () {return scene_matrix.GetTransform();} ///<取得变换管理器
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