Naming, comments and local to world update
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@ -1,5 +1,6 @@
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using MoonTools.ECS;
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using MoonTools.ECS;
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using Nerfed.Runtime;
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using Nerfed.Runtime;
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Systems;
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using Nerfed.Runtime.Systems;
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using System.Numerics;
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using System.Numerics;
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@ -23,7 +24,7 @@ private static void Main(string[] args)
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private static void HandleOnInitialize()
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private static void HandleOnInitialize()
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{
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{
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systems.Add(new ParentSystem(world));
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systems.Add(new ParentSystem(world));
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systems.Add(new TransformSystem(world));
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systems.Add(new LocalToWorldSystem(world));
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Entity ent1 = world.CreateEntity();
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Entity ent1 = world.CreateEntity();
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world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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@ -3,13 +3,21 @@
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using Nerfed.Runtime.Util;
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using Nerfed.Runtime.Util;
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using System.Numerics;
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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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namespace Nerfed.Runtime.Systems
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{
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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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{
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private readonly Filter rootEntitiesFilter;
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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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{
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Parent>().Build();
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Parent>().Build();
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}
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}
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@ -27,8 +35,8 @@ public override void Update(TimeSpan delta)
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private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld)
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private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld)
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{
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{
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// TODO: Only update dirty transforms.
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// TODO: Only update dirty transforms.
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// Maybe store the local transform matrix.
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// If a parent is dirty all the children need to update their localToWorld matrix.
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// If something 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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LocalTransform localTransform = Get<LocalTransform>(entity);
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Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorld, localTransform.TRS());
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Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorld, localTransform.TRS());
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@ -1,4 +1,6 @@
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using Nerfed.Runtime.Components;
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using MoonTools.ECS;
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using Nerfed.Runtime.Components;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Numerics;
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namespace Nerfed.Runtime.Util
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namespace Nerfed.Runtime.Util
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@ -21,5 +23,36 @@ public static Matrix4x4 TRS(in this LocalTransform localTransform)
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Matrix4x4.CreateFromQuaternion(localTransform.rotation) *
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Matrix4x4.CreateFromQuaternion(localTransform.rotation) *
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Matrix4x4.CreateTranslation(localTransform.position);
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Matrix4x4.CreateTranslation(localTransform.position);
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}
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}
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// Force update the transform data of an entity (and children).
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// Useful for when you need precise up to date transform data.
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public static void ForceUpdateLocalToWorld(in World world, in Entity entity)
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{
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Matrix4x4 parentLocalToWorldMatrix = Matrix4x4.Identity;
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if (world.Has<Parent>(entity))
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{
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Entity parent = world.Get<Parent>(entity).parentEntity;
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parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
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}
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ForceUpdateLocalToWorld(world, entity, parentLocalToWorldMatrix);
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}
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private static void ForceUpdateLocalToWorld(in World world, in Entity entity, in Matrix4x4 parentLocalToWorldMatrix)
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{
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LocalTransform localTransform = world.Get<LocalTransform>(entity);
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Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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world.Set(entity, localToWorld);
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Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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ReverseSpanEnumerator<Entity> childEntities = world.OutRelations<ChildRelation>(entity);
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foreach (Entity childEntity in childEntities)
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{
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ForceUpdateLocalToWorld(world, childEntity, parentLocalToWorldMatrix);
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}
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}
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}
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}
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}
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}
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