#ifndef HGL_GRAPH_SCENE_ORIENT_INCLUDE #define HGL_GRAPH_SCENE_ORIENT_INCLUDE #include #include namespace hgl { namespace graph { /** * 场景节点矩阵类
* * 用于描述一个物体在3D空间中的位置、旋转、缩放等信息。
* 构成说明:
* * * LocalToWorldMatrix=ParnetMatrix * LocalMatrix * TraansformMatrix
*/ class SceneMatrix :public VersionData { protected: Matrix4f parent_matrix; Matrix4f local_matrix; TransformManager transform_manager; Matrix4f transform_matrix; Vector3f OriginWorldPosition; //原始世界坐标 Vector3f FinalWorldPosition; //最终世界坐标 protected: Matrix4f inverse_local_to_world_matrix; ///<世界到本地矩阵 Matrix4f inverse_transpose_local_to_world_matrix; ///<世界到本地矩阵的转置矩阵 void MakeNewestData(Matrix4f &local_to_world_matrix) override ///<生成最新的数据(需要派生类重载) { local_to_world_matrix=parent_matrix*local_matrix; OriginWorldPosition=TransformPosition(local_to_world_matrix,ZeroVector3f); if(transform_manager.IsEmpty()) { FinalWorldPosition=OriginWorldPosition; } else { transform_manager.GetMatrix(transform_matrix,OriginWorldPosition); local_to_world_matrix*=transform_matrix; FinalWorldPosition=TransformPosition(local_to_world_matrix,ZeroVector3f); } inverse_local_to_world_matrix =inverse(local_to_world_matrix); inverse_transpose_local_to_world_matrix=transpose(inverse_local_to_world_matrix); } public: void Clear() { parent_matrix=Identity4f; local_matrix=Identity4f; transform_matrix=Identity4f; UpdateVersion(); } const Matrix4f &GetLocalMatrix()const{return local_matrix;} ///<取得本地矩阵 const Matrix4f &GetLocalToWorldMatrix(){return GetNewestVersionData();} ///<取得本地到世界矩阵 const Matrix4f &GetInverseLocalToWorldMatrix(){UpdateNewestData();return inverse_local_to_world_matrix;} ///<取得世界到本地矩阵 const Matrix4f &GetInverseTransposeLocalToWorldMatrix() ///<取得世界到本地矩阵的转置矩阵 { UpdateNewestData(); return inverse_transpose_local_to_world_matrix; } TransformManager &GetTransform(){return transform_manager;} ///<取得变换管理器 const Vector3f &GetWorldPosition()const{return FinalWorldPosition;} ///<取得世界坐标 public: SceneMatrix():VersionData(Identity4f) { Clear(); } SceneMatrix(SceneMatrix &so):VersionData(so.GetLocalToWorldMatrix()) { parent_matrix=so.parent_matrix; local_matrix=so.local_matrix; transform_manager=so.transform_manager; transform_matrix=so.transform_matrix; inverse_local_to_world_matrix=so.inverse_local_to_world_matrix; inverse_transpose_local_to_world_matrix=so.inverse_transpose_local_to_world_matrix; UpdateVersion(); } SceneMatrix(const Matrix4f &mat):VersionData(Identity4f) { SetLocalMatrix(mat); UpdateVersion(); } void SetLocalMatrix(const Matrix4f &mat) { //if (IsNearlyEqual(local_matrix,mat)) if(!hgl_cmp(local_matrix,mat)) return; local_matrix=mat; UpdateVersion(); } void SetParentMatrix(const Matrix4f &pm) { //if (IsNearlyEqual(parent_matrix,pm)) if(!hgl_cmp(parent_matrix,pm)) return; parent_matrix=pm; UpdateVersion(); } };//class SceneMatrix /** * 方向定位数据基类
*/ class SceneOrient ///场景定位类 { protected: SceneMatrix scene_matrix; public: SceneOrient()=default; SceneOrient(const SceneOrient &); SceneOrient(const Matrix4f &); virtual ~SceneOrient()=default; virtual void Clear() { scene_matrix.Clear(); } void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵 void SetParentMatrix (const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵 public: const uint32 GetLocalToWorldMatrixVersion()const {return scene_matrix.GetNewestVersion();} ///<取得版本号 const Vector3f & GetWorldPosition() const {return scene_matrix.GetWorldPosition();} ///<取得世界坐标 const Matrix4f & GetLocalMatrix ()const {return scene_matrix.GetLocalMatrix();} ///<取得本地矩阵 TransformManager & GetTransform () {return scene_matrix.GetTransform();} ///<取得变换管理器 const Matrix4f & GetLocalToWorldMatrix () {return scene_matrix.GetLocalToWorldMatrix();} ///<取得本地到世界矩阵 const Matrix4f & GetInverseLocalToWorldMatrix () {return scene_matrix.GetInverseLocalToWorldMatrix();} const Matrix4f & GetInverseTransposeLocalToWorldMatrix () {return scene_matrix.GetInverseTransposeLocalToWorldMatrix();} public: virtual void RefreshMatrix(); };//class SceneOrient }//namespace graph }//namespace hgl #endif//HGL_GRAPH_SCENE_ORIENT_INCLUDE