Vec3 TransformComponent::GetScale(bool Relative) const { //Entity* P = m_Entity->GetParent(); Vec3 Sc = m_Scale; if(m_HasParent) { TransformComponent* t = (TransformComponent*)m_RelativeTo->GetComponentByType(CT_TRANSFORM); if(t) Sc *= t->GetScale(Relative); } /*if(P && !Relative && m_InheritScale) { TransformComponent* t = GetTransformComponent(P); if(t) Sc *= t->GetScale(Relative); P->Destroy(); }*/ return Sc; }
CollisionComponent* CollisionComponent::Factory(GameObject &gameObject, Collider *collider) { if (nullptr == collider) { TransformComponent *transform = static_cast<TransformComponent*>(gameObject.FilterComponent("Transform").front().get()); SDL_Rect pos = transform->GetPosition(); SDL_Rect *scale = transform->GetScale(); collider = new CircleCollider(Vector2D((float)pos.x, (float)pos.y), (scale->h/2)); } CollisionComponent *collisionComponent = new CollisionComponent(collider); gameObject.RegisterComponent(Component(new CollisionComponent(collider))); return collisionComponent; }
Mat4 TransformComponent::GetTransform(bool Relative) { if(m_Updated) { /* To do: Optimize. */ m_Transform = Mat4::Identity; if(m_Position.x + m_Position.y + m_Position.z != 0.0f) m_Transform = Translation(m_Position); if(!m_FirstPerson) { if(m_Orientation.w != 0.0f) m_Transform *= m_Orientation.ToMat(); } else { Quat pitch = Quat(Vec3(1,0,0), m_FirstPersonYRot); Quat yaw = Quat(Vec3(0,1,0), m_FirstPersonXRot); m_Orientation = yaw * pitch; if(m_Orientation.w != 0.0f) m_Transform *= m_Orientation.ToMat(); } m_Transform *= SandboxSimulator::Scale(m_Scale); m_NormalMatrix = m_Orientation.ToMat().Inverse().Transpose(); m_Updated = false; } //Entity* Parent = m_Entity->GetParent(); if(m_HasParent) { TransformComponent* t = (TransformComponent*)m_RelativeTo->GetComponentByType(CT_TRANSFORM); if(t) { Mat4 ret = m_Transform; ret = t->GetOrientation(false).ToMat() * ret; ret = SandboxSimulator::Translation(t->GetPosition(false)) * ret; ret = SandboxSimulator::Scale(t->GetScale()) * ret; return ret; } } /*if(Parent && !m_Simulated && !Relative && (m_InheritPosition || m_InheritOrientation || m_InheritScale)) { TransformComponent* t = GetTransformComponent(Parent); if(t) { if(m_InheritPosition && m_InheritOrientation && m_InheritScale) return t->GetTransform(Relative) * m_Transform; Matrix4 ret = m_Transform; if(m_InheritOrientation) ret = t->GetOrientation(false).ToMatrix() * ret; if(m_InheritPosition ) ret = Translation(t->GetPosition(false)) * ret; if(m_InheritScale ) ret = Reality::Scale(t->GetScale()) * ret; return ret; } }*/ return m_Transform; }
void GraphicsComponent::Draw(SpriteBatch* spriteBatch) { TransformComponent* transformComponent = owner->GetComponent<TransformComponent>(TransformComponent::name); sprite->Draw(spriteBatch, transformComponent->GetPosition(), transformComponent->GetRotation(), transformComponent->GetScale()); }