mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
141 lines
2.7 KiB
Beef
141 lines
2.7 KiB
Beef
using System;
|
|
using GlitchyEngine.Math;
|
|
|
|
namespace GlitchyEngine.World
|
|
{
|
|
[Ordered]
|
|
public struct TransformComponent
|
|
{
|
|
EcsEntity _parent = .InvalidEntity;
|
|
|
|
Vector3 _position = .(0, 0, 0);
|
|
Quaternion _rotation = .(0, 0, 0, 1);
|
|
Vector3 _scale = .(1, 1, 1);
|
|
|
|
Vector3 _editorRotationEuler = .Zero;
|
|
|
|
Matrix _localTransform = .Identity;
|
|
public bool IsDirty = false;
|
|
|
|
public Matrix WorldTransform = .Identity;
|
|
|
|
/// The frame when the transform was recalculated
|
|
public uint Frame;
|
|
|
|
public EcsEntity Parent
|
|
{
|
|
get => _parent;
|
|
set mut
|
|
{
|
|
if (_parent == value)
|
|
return;
|
|
|
|
_parent = value;
|
|
IsDirty = true;
|
|
}
|
|
}
|
|
|
|
public Matrix LocalTransform
|
|
{
|
|
get => _localTransform;
|
|
set mut
|
|
{
|
|
if(_localTransform == value)
|
|
return;
|
|
|
|
_localTransform = value;
|
|
|
|
Matrix.Decompose(_localTransform, out _position, out _rotation, out _scale);
|
|
IsDirty = true;
|
|
}
|
|
}
|
|
|
|
public Vector3 Position
|
|
{
|
|
get => _position;
|
|
set mut
|
|
{
|
|
if(_position == value)
|
|
return;
|
|
|
|
_position = value;
|
|
IsDirty = true;
|
|
}
|
|
}
|
|
|
|
/// Gets or sets the rotation.
|
|
public Quaternion Rotation
|
|
{
|
|
get => _rotation;
|
|
set mut
|
|
{
|
|
if(_rotation == value)
|
|
return;
|
|
|
|
_rotation = value;
|
|
IsDirty = true;
|
|
|
|
_editorRotationEuler = Quaternion.ToEulerAngles(_rotation);
|
|
}
|
|
}
|
|
|
|
/// Allows the user to edit the euler angles in the editor without rotations getting funky because of singularities or ambiguity of angles.
|
|
internal Vector3 EditorRotationEuler
|
|
{
|
|
get => _editorRotationEuler;
|
|
set mut
|
|
{
|
|
if (_editorRotationEuler == value)
|
|
return;
|
|
|
|
_editorRotationEuler = value;
|
|
|
|
_rotation = Quaternion.FromEulerAngles(_editorRotationEuler.Y, _editorRotationEuler.X, _editorRotationEuler.Z);
|
|
IsDirty = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Gets or sets the rotation using euler angles.
|
|
* @Note The rotations will be applied in the following order: YZX (the order in the vector is still XYZ!)
|
|
*/
|
|
public Vector3 RotationEuler
|
|
{
|
|
get => Quaternion.ToEulerAngles(_rotation);
|
|
set mut => Rotation = Quaternion.FromEulerAngles(value.Y, value.X, value.Z);
|
|
}
|
|
|
|
/**
|
|
* Gets or sets the rotation using axis angle, where Axis is the axis around which will be rotated and angle is the angle
|
|
* that was rotated around the axis in radians.
|
|
*/
|
|
public (Vector3 Axis, float Angle) RotationAxisAngle
|
|
{
|
|
get => _rotation.ToAxisAngle();
|
|
set mut
|
|
{
|
|
Quaternion quat = Quaternion.FromAxisAngle(value.Axis, value.Angle);
|
|
|
|
if(_rotation == quat)
|
|
return;
|
|
|
|
_rotation = quat;
|
|
IsDirty = true;
|
|
}
|
|
}
|
|
|
|
public Vector3 Scale
|
|
{
|
|
get => _scale;
|
|
set mut
|
|
{
|
|
if(_scale == value)
|
|
return;
|
|
|
|
_scale = value;
|
|
IsDirty = true;
|
|
}
|
|
}
|
|
}
|
|
}
|