Nerfed/Nerfed.Runtime/Systems/LocalToWorldSystem.cs
max ba88432e77 unsafe drag drop test
- unsafe because of entity reference
- unsafe because of unsafe code lol
- fixes in parent/child system
2024-10-15 22:29:19 +02:00

58 lines
2.3 KiB
C#

using MoonTools.ECS;
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Util;
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
{
public class LocalToWorldSystem : MoonTools.ECS.System
{
private readonly Filter rootEntitiesFilter;
public LocalToWorldSystem(World world) : base(world)
{
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
}
public override void Update(TimeSpan delta)
{
Matrix4x4 rootMatrix = Matrix4x4.Identity;
foreach (Entity entity in rootEntitiesFilter.Entities)
{
UpdateWorldTransform(entity, rootMatrix);
}
}
private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
{
// TODO: Only update dirty transforms.
// If a parent 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?
if (Has<LocalTransform>(entity))
{
LocalTransform localTransform = Get<LocalTransform>(entity);
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
Set(entity, localToWorld);
//Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
}
ReverseSpanEnumerator<Entity> childEntities = World.OutRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
UpdateWorldTransform(childEntity, localToWorldMatrix);
}
}
}
}