EditVector: Allow Disabling individual components

+ Disable XY-Angle when Entity has Rigidbody2D Component (This is something for future me, I couldn't figure it out...)
+ Start of handling of non trivial tranform nesting and rotations on XY axes
+ TranformComponent.RotationEuler: Normalize quaternion before converison
This commit is contained in:
Simon Lübeß
2023-09-05 23:14:51 +02:00
parent 2f58f0e142
commit cd333f4f02
4 changed files with 41 additions and 15 deletions
@@ -103,7 +103,7 @@ namespace GlitchyEngine.World
*/
public float3 RotationEuler
{
get => Quaternion.ToEulerAngles(_rotation);
get => Quaternion.ToEulerAngles(normalize(_rotation));
set mut => Rotation = Quaternion.FromEulerAngles(value.Y, value.X, value.Z);
}
+17 -3
View File
@@ -644,7 +644,13 @@ namespace GlitchyEngine.World
b2Body* body = rigidbody.RuntimeBody;
b2Vec2 position = Box2D.Body.GetPosition(body);
float angle = Box2D.Body.GetAngle(body);
b2Transform bodyTransform = Box2D.Body.GetTransform(body);
float cos = sqrt((1 + bodyTransform.q.c) / 2);
float sin = sqrt((1 - bodyTransform.q.c) / 2) * sign(bodyTransform.q.s);
Quaternion rotation = .(0, 0, sin, cos)..Normalize();
if (entity.Parent != null)
{
Matrix worldToParent = entity.Parent.Value.Transform.WorldTransform.Invert();
@@ -654,14 +660,22 @@ namespace GlitchyEngine.World
// TODO: when the parent of the rigidbody-entity is rotated, the rotation is applied wrong...
Matrix.Decompose(worldToParent, let p, var worldToParentRotation, let s);
Quaternion newLocalRotation = (worldToParentRotation * Quaternion.FromEulerAngles(0, 0, angle))..Normalize();
//Quaternion newLocalRotation = (worldToParentRotation..Normalize() * rotation..Normalize())..Normalize();
//Quaternion newLocalRotation = (rotation * worldToParentRotation..Normalize())..Normalize();
//Quaternion newLocalRotation = (worldToParentRotation * rotation)..Normalize();
Quaternion newLocalRotation = rotation..Normalize();
//Quaternion newLocalRotation = Quaternion.FromEulerAngles(0, 0, angle)..Normalize();
// TODO: when the parent has rotation on X or Y everything breaks even more...
transform.Rotation = (newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
//transform.Rotation = (Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0)..Normalize() * newLocalRotation)..Normalize();//(newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
//transform.Rotation = ((transform.Rotation..Normalize() * Quaternion.FromEulerAngles(0, 0, transform.RotationEuler.Z)..Normalize())..Normalize() * newLocalRotation)..Normalize();//(newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
transform.Rotation = (newLocalRotation)..Normalize();//(newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
}
else
{
transform.Position = .(position.x, position.y, transform.Position.Z);
transform.RotationEuler = .(transform.RotationEuler.XY, angle);
//transform.RotationEuler = .(transform.RotationEuler.XY, angle);
//transform.RotationEuler = .(0, 0, angle);
transform.Rotation = normalize(rotation * normalize(Quaternion.FromEulerAngles(transform.RotationEuler.X, transform.RotationEuler.Y, 0)));
}
}
}