Naming, comments and local to world update
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@ -3,13 +3,21 @@ using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Util;
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using System.Numerics;
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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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// Often you need to either get or set these values.
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// If so, we probably need a utility funciton to do so. Since changing these values means that we need to update all the related data + children as well.
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// TODO:
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// When modifying transform all the children need to be updated as well.
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namespace Nerfed.Runtime.Systems
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{
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public class TransformSystem : MoonTools.ECS.System
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public class LocalToWorldSystem : MoonTools.ECS.System
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{
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private readonly Filter rootEntitiesFilter;
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public TransformSystem(World world) : base(world)
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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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}
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@ -27,8 +35,8 @@ namespace Nerfed.Runtime.Systems
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private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld)
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{
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// TODO: Only update dirty transforms.
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// Maybe store the local transform matrix.
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// If something is dirty all the children need to update their localToWorld matrix.
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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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