hierachy and parent child system updates
- started working on an editor hierarchy window - testing filters - testing parent child relations without system - testing root component - thinking about how to get all entities that are not a child, but also don't have an other identifying component
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@@ -2,6 +2,7 @@
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Util;
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using System.Numerics;
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using static System.Runtime.InteropServices.JavaScript.JSType;
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// TODO:
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// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
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@@ -19,7 +20,7 @@ namespace Nerfed.Runtime.Systems
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public LocalToWorldSystem(World world) : base(world)
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{
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Parent>().Build();
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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}
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public override void Update(TimeSpan delta)
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@@ -32,20 +33,23 @@ namespace Nerfed.Runtime.Systems
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}
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}
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private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld)
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private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
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{
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// TODO: Only update dirty transforms.
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// If a parent is dirty all the children need to update their localToWorld matrix.
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// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
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LocalTransform localTransform = Get<LocalTransform>(entity);
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Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorld, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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Set(entity, localToWorld);
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if (Has<LocalTransform>(entity))
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{
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LocalTransform localTransform = Get<LocalTransform>(entity);
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localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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Set(entity, localToWorld);
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Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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}
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ReverseSpanEnumerator<Entity> childEntities = World.OutRelations<ChildRelation>(entity);
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ReverseSpanEnumerator<Entity> childEntities = World.OutRelations<ChildParentRelation>(entity);
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foreach (Entity childEntity in childEntities)
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{
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UpdateWorldTransform(childEntity, localToWorldMatrix);
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