Skylicht Engine
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Transform
CTransform.h
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/*
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!@
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MIT License
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Copyright (c) 2019 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "Components/CComponentSystem.h"
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namespace
Skylicht
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{
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class
CEntity
;
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namespace
Transform
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{
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SKYLICHT_EXPORT
extern
core::vector3df Ox;
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SKYLICHT_EXPORT
extern
core::vector3df Oy;
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SKYLICHT_EXPORT
extern
core::vector3df Oz;
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SKYLICHT_EXPORT
void
getNonScaleTransform(
const
core::matrix4& src, core::matrix4& dst);
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}
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class
SKYLICHT_API CTransform :
public
CComponentSystem
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{
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protected
:
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bool
m_hasChanged;
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bool
m_attached;
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bool
m_isWorldTransform;
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public
:
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CTransform();
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virtual
~CTransform();
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virtual
void
initComponent();
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virtual
void
updateComponent();
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void
attachTransform(
CEntity
* entity);
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virtual
core::vector3df getRelativePosition() = 0;
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core::vector3df getWorldPosition();
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inline
void
setChanged(
bool
b)
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{
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m_hasChanged = b;
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}
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inline
bool
hasChanged()
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{
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return
m_hasChanged;
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}
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inline
bool
isAttached()
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{
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return
m_attached;
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}
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inline
bool
isWorldTransform()
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{
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return
m_isWorldTransform;
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}
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inline
void
setIsWorldTransform(
bool
b)
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{
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m_isWorldTransform = b;
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m_hasChanged =
true
;
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}
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CTransform* getParent();
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CGameObject* getParentObject();
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CEntity
* getParentEntity();
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core::matrix4 calcWorldTransform();
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void
setWorldMatrix(
const
core::matrix4& world);
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public
:
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virtual
void
setRelativeTransform(
const
core::matrix4& mat) = 0;
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virtual
const
core::matrix4& getRelativeTransform() = 0;
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virtual
void
getRelativeTransform(core::matrix4& matrix) = 0;
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DECLARE_GETTYPENAME(CTransform)
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};
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}
Skylicht::CEntity
This is the object class that describes an entity.
Definition
CEntity.h:58
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
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