-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathCollisionComponent.cpp
More file actions
61 lines (45 loc) · 1.83 KB
/
CollisionComponent.cpp
File metadata and controls
61 lines (45 loc) · 1.83 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
#include "CollisionComponent.h"
#include "Entity.h"
#include "PositionComponent.h"
CollisionComponent::CollisionComponent(Type type, const XMFLOAT3 &relativePosition) : mType(type), mRelativePosition(relativePosition)
{
XMStoreFloat4x4(&mOffsetMatrix, XMMatrixIdentity());
mOffsetMatrix._41 = mRelativePosition.x;
mOffsetMatrix._42 = mRelativePosition.y;
mOffsetMatrix._43 = mRelativePosition.z;
}
XMFLOAT3 const CollisionComponent::GetPosition() const
{
Entity *owner = GetOwner();
PositionComponent *positionComponent = owner->GetComponent<PositionComponent>();
XMFLOAT4X4 worldMatrix = positionComponent->GetWorldMatrix();
XMFLOAT3 position;
XMStoreFloat3(&position, XMVector3Transform(XMLoadFloat3(&mRelativePosition), XMLoadFloat4x4(&worldMatrix)));
return position;
}
XMFLOAT4X4 const CollisionComponent::GetWorldMatrix() const
{
Entity *owner = GetOwner();
PositionComponent *positionComponent = owner->GetComponent<PositionComponent>();
XMFLOAT4X4 entityWorldMatrix = positionComponent->GetWorldMatrix();
XMFLOAT4X4 worldMatrix;
XMStoreFloat4x4(&worldMatrix, XMMatrixMultiply(XMLoadFloat4x4(&mOffsetMatrix), XMLoadFloat4x4(&entityWorldMatrix)));
return worldMatrix;
}
XMFLOAT4X4 const CollisionComponent::GetInverseWorldMatrix() const
{
XMFLOAT4X4 worldMatrix = GetWorldMatrix();
XMFLOAT4X4 inverseWorldMatrix;
XMStoreFloat4x4(&inverseWorldMatrix, XMMatrixInverse(nullptr, XMLoadFloat4x4(&worldMatrix)));
return inverseWorldMatrix;
}
const XMFLOAT3 CollisionComponent::GetAxis(int axis) const
{
PositionComponent *positionComponent = GetOwner()->GetComponent<PositionComponent>(); // TODO: when relative orientation is introduced calculate axis
if (axis == 0)
return positionComponent->GetAxisX();
else if (axis == 1)
return positionComponent->GetAxisY();
else // axis == 2
return positionComponent->GetAxisZ();
}