2024-04-04 10:50:40 +02:00

164 lines
3.5 KiB
C++

#include "object.h"
Object::Object() : ModelClass()
{
m_scaleMatrix = XMMatrixIdentity();
m_rotateMatrix = XMMatrixIdentity();
m_translateMatrix = XMMatrixIdentity();
m_srMatrix = XMMatrixIdentity();
m_worldMatrix = XMMatrixIdentity();
}
Object::~Object()
{
}
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
{
m_scaleMatrix = scaleMatrix;
}
void Object::SetRotateMatrix(XMMATRIX rotateMatrix)
{
m_rotateMatrix = rotateMatrix;
}
void Object::SetTranslateMatrix(XMMATRIX translateMatrix)
{
m_translateMatrix = translateMatrix;
}
void Object::SetSRMatrix(XMMATRIX srMatrix)
{
m_srMatrix = srMatrix;
}
void Object::SetWorldMatrix(XMMATRIX worldMatrix)
{
m_worldMatrix = worldMatrix;
}
XMMATRIX Object::GetScaleMatrix()
{
return m_scaleMatrix;
}
XMMATRIX Object::GetRotateMatrix()
{
return m_rotateMatrix;
}
XMMATRIX Object::GetTranslateMatrix()
{
return m_translateMatrix;
}
XMMATRIX Object::GetSRMatrix()
{
return m_srMatrix;
}
XMMATRIX Object::GetWorldMatrix()
{
return m_worldMatrix;
}
XMVECTOR Object::GetPosition()
{
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_translateMatrix);
return XMVectorSet(matrix._41, matrix._42, matrix._43, 0.0f);
}
XMVECTOR Object::GetRotation()
{
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_rotateMatrix);
float rotationX = atan2f(matrix._32, matrix._33);
float rotationY = atan2f(-matrix._31, sqrtf(matrix._32 * matrix._32 + matrix._33 * matrix._33));
float rotationZ = atan2f(matrix._21, matrix._11);
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
}
XMVECTOR Object::GetScale()
{
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_scaleMatrix);
float scaleX = XMVectorGetX(XMVector3Length(XMVectorSet(matrix._11, matrix._12, matrix._13, 0.0f)));
float scaleY = XMVectorGetX(XMVector3Length(XMVectorSet(matrix._21, matrix._22, matrix._23, 0.0f)));
float scaleZ = XMVectorGetX(XMVector3Length(XMVectorSet(matrix._31, matrix._32, matrix._33, 0.0f)));
return XMVectorSet(scaleX, scaleY, scaleZ, 0.0f);
}
void Object::SetPosition(XMVECTOR position)
{
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_translateMatrix);
matrix._41 = XMVectorGetX(position);
matrix._42 = XMVectorGetY(position);
matrix._43 = XMVectorGetZ(position);
m_translateMatrix = XMLoadFloat4x4(&matrix);
}
void Object::SetRotation(XMVECTOR rotation)
{
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_rotateMatrix);
XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(XMVectorGetX(rotation), XMVectorGetY(rotation), XMVectorGetZ(rotation));
m_rotateMatrix = rotationMatrix;
}
void Object::SetScale(XMVECTOR scale)
{
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_scaleMatrix);
matrix._11 = XMVectorGetX(scale);
matrix._22 = XMVectorGetY(scale);
matrix._33 = XMVectorGetZ(scale);
m_scaleMatrix = XMLoadFloat4x4(&matrix);
}
void Object::UpdateWorldMatrix()
{
m_worldMatrix = m_scaleMatrix * m_rotateMatrix * m_translateMatrix;
}
void Object::UpdateSRMatrix()
{
m_srMatrix = m_scaleMatrix * m_rotateMatrix;
}
void Object::UpdateTranslateMatrix()
{
m_translateMatrix = XMMatrixTranslationFromVector(GetPosition());
}
void Object::UpdateRotateMatrix()
{
m_rotateMatrix = XMMatrixRotationRollPitchYawFromVector(GetRotation());
}
void Object::UpdateScaleMatrix()
{
m_scaleMatrix = XMMatrixScalingFromVector(GetScale());
}
void Object::Update()
{
UpdateWorldMatrix();
UpdateSRMatrix();
UpdateTranslateMatrix();
UpdateRotateMatrix();
UpdateScaleMatrix();
}
std::string Object::GetName()
{
return m_name;
}
void Object::SetName(std::string name)
{
m_name = name;
}