/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "spatial-system.hpp" #include "game/components/parent-component.hpp" #include "game/components/transform-component.hpp" using namespace ecs; spatial_system::spatial_system(entt::registry& registry): entity_system(registry) {} void spatial_system::update(double t, double dt) { /// @TODO: sort transforms by parent, for more multi-level hierarchies // Process parent transforms first registry.view().each( [&](auto entity, auto& transform) { if (!registry.has(entity)) { transform.world = transform.local; } }); // Process child transforms second registry.view().each( [&](auto entity, auto& transform) { if (registry.has(entity)) { entt::entity parent = registry.get(entity).parent; const transform_component& parent_transform = registry.get(parent); transform.world = parent_transform.world * transform.local; transform.warp = parent_transform.warp; } }); }