Example #1
0
void GameObject::SetParent(GameObject *newParent, bool keepWorldTransform)
{
    if (keepWorldTransform)
        Debug_Log("Set parent of " << this << " to " << newParent);

    if (m_parent != newParent)
    {
        if (m_parent)
        {
            m_parent->m_children.Remove(this);
        }

        if (keepWorldTransform)
        {
            // TODO: Not working yet (sometimes scaling breaks)

            Matrix4 oldParentToWorld;
            parent->transform->GetLocalToWorldMatrix(&oldParentToWorld);
            //Debug_Log("LOCAL TO WORLD: " << Transform::FromTransformMatrix(oldParentToWorld));

            Matrix4 worldToNewParent;
            if (newParent)
            {
                newParent->transform->GetLocalToWorldMatrix(&worldToNewParent);
                worldToNewParent = worldToNewParent.Inversed();
                //Debug_Log("WORLD TO NEW PARENT: " << Transform::FromTransformMatrix(worldToNewParent));
            }

            Matrix4 keepWorldTransformMatrix =
                    worldToNewParent * oldParentToWorld * transform->GetLocalToParentMatrix();
            //Debug_Log("LOCALTOPARENT: " <<
            //          Quaternion::EulerAngles(
            //              Transform::GetRotationFromMatrix4(transform->GetLocalToParentMatrix())));
            //Debug_Log("KEEPWORLDMATRIX: " << Transform::FromTransformMatrix(keepWorldTransformMatrix));

            Transform t = Transform::FromTransformMatrix(keepWorldTransformMatrix);
            transform->SetLocalPosition(t.GetLocalPosition());
            transform->SetLocalRotation(t.GetLocalRotation());
            transform->SetLocalScale   (t.GetLocalScale());
        }

        m_parent = newParent;

        if (m_parent)
        {
            m_parent->m_children.PushBack(this);
        }
    }
}