Naming, comments and local to world update

This commit is contained in:
max 2024-10-13 01:05:46 +02:00
parent 30deeca452
commit b3adef3a40
3 changed files with 48 additions and 6 deletions

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@ -1,5 +1,6 @@
using MoonTools.ECS; using MoonTools.ECS;
using Nerfed.Runtime; using Nerfed.Runtime;
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Systems; using Nerfed.Runtime.Systems;
using System.Numerics; using System.Numerics;
@ -23,7 +24,7 @@ private static void Main(string[] args)
private static void HandleOnInitialize() private static void HandleOnInitialize()
{ {
systems.Add(new ParentSystem(world)); systems.Add(new ParentSystem(world));
systems.Add(new TransformSystem(world)); systems.Add(new LocalToWorldSystem(world));
Entity ent1 = world.CreateEntity(); Entity ent1 = world.CreateEntity();
world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One)); world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));

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@ -3,13 +3,21 @@
using Nerfed.Runtime.Util; using Nerfed.Runtime.Util;
using System.Numerics; using System.Numerics;
// TODO:
// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
// Often you need to either get or set these values.
// 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.
// TODO:
// When modifying transform all the children need to be updated as well.
namespace Nerfed.Runtime.Systems namespace Nerfed.Runtime.Systems
{ {
public class TransformSystem : MoonTools.ECS.System public class LocalToWorldSystem : MoonTools.ECS.System
{ {
private readonly Filter rootEntitiesFilter; private readonly Filter rootEntitiesFilter;
public TransformSystem(World world) : base(world) public LocalToWorldSystem(World world) : base(world)
{ {
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Parent>().Build(); rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Parent>().Build();
} }
@ -27,8 +35,8 @@ public override void Update(TimeSpan delta)
private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld) private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld)
{ {
// TODO: Only update dirty transforms. // TODO: Only update dirty transforms.
// Maybe store the local transform matrix. // If a parent is dirty all the children need to update their localToWorld matrix.
// If something is dirty all the children need to update their localToWorld matrix. // How do we check if something is dirty? How do we know if a LocalTransform has been changed?
LocalTransform localTransform = Get<LocalTransform>(entity); LocalTransform localTransform = Get<LocalTransform>(entity);
Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorld, localTransform.TRS()); Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorld, localTransform.TRS());

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@ -1,4 +1,6 @@
using Nerfed.Runtime.Components; using MoonTools.ECS;
using Nerfed.Runtime.Components;
using System.Collections.Generic;
using System.Numerics; using System.Numerics;
namespace Nerfed.Runtime.Util namespace Nerfed.Runtime.Util
@ -21,5 +23,36 @@ public static Matrix4x4 TRS(in this LocalTransform localTransform)
Matrix4x4.CreateFromQuaternion(localTransform.rotation) * Matrix4x4.CreateFromQuaternion(localTransform.rotation) *
Matrix4x4.CreateTranslation(localTransform.position); Matrix4x4.CreateTranslation(localTransform.position);
} }
// Force update the transform data of an entity (and children).
// Useful for when you need precise up to date transform data.
public static void ForceUpdateLocalToWorld(in World world, in Entity entity)
{
Matrix4x4 parentLocalToWorldMatrix = Matrix4x4.Identity;
if (world.Has<Parent>(entity))
{
Entity parent = world.Get<Parent>(entity).parentEntity;
parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
}
ForceUpdateLocalToWorld(world, entity, parentLocalToWorldMatrix);
}
private static void ForceUpdateLocalToWorld(in World world, in Entity entity, in Matrix4x4 parentLocalToWorldMatrix)
{
LocalTransform localTransform = world.Get<LocalTransform>(entity);
Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorldMatrix, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
world.Set(entity, localToWorld);
Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
ReverseSpanEnumerator<Entity> childEntities = world.OutRelations<ChildRelation>(entity);
foreach (Entity childEntity in childEntities)
{
ForceUpdateLocalToWorld(world, childEntity, parentLocalToWorldMatrix);
}
}
} }
} }