first pass of changing transform to use float for scale internally rather than Vector3

This commit is contained in:
greerdv
2021-04-27 18:12:46 +01:00
parent 540f0dcd98
commit b113f09a71
76 changed files with 487 additions and 546 deletions
@@ -447,29 +447,12 @@ namespace AzFramework
static AZ::Transform RotateAroundLocalHelper(float eulerAngleRadian, const AZ::Transform& localTM, AZ::Vector3 axis)
{
//get the existing translation and scale
AZ::Vector3 translation = localTM.GetTranslation();
AZ::Vector3 scale = localTM.GetScale();
//normalize the axis before creating rotation
axis.Normalize();
AZ::Quaternion rotate = AZ::Quaternion::CreateFromAxisAngle(axis, eulerAngleRadian);
//create new rotation transform
AZ::Quaternion currentRotate = localTM.GetRotation();
AZ::Quaternion newRotate = rotate * currentRotate;
newRotate.Normalize();
//scale
AZ::Transform newLocalTM = AZ::Transform::CreateScale(scale);
//rotate
AZ::Transform rotateLocalTM = AZ::Transform::CreateFromQuaternion(newRotate);
newLocalTM = rotateLocalTM * newLocalTM;
//translate
newLocalTM.SetTranslation(translation);
AZ::Transform newLocalTM = localTM;
newLocalTM.SetRotation((rotate * localTM.GetRotation()).GetNormalized());
return newLocalTM;
}
@@ -527,6 +510,23 @@ namespace AzFramework
return m_worldTM.GetScale();
}
void TransformComponent::SetLocalUniformScale(float scale)
{
AZ::Transform newLocalTM = m_localTM;
newLocalTM.SetUniformScale(scale);
SetLocalTM(newLocalTM);
}
float TransformComponent::GetLocalUniformScale()
{
return m_localTM.GetUniformScale();
}
float TransformComponent::GetWorldUniformScale()
{
return m_worldTM.GetUniformScale();
}
AZStd::vector<AZ::EntityId> TransformComponent::GetChildren()
{
AZStd::vector<AZ::EntityId> children;
@@ -146,10 +146,13 @@ namespace AzFramework
// Scale Modifiers
void SetLocalScale(const AZ::Vector3& scale) override;
AZ::Vector3 GetLocalScale() override;
AZ::Vector3 GetWorldScale() override;
void SetLocalUniformScale(float scale) override;
float GetLocalUniformScale() override;
float GetWorldUniformScale() override;
// Transform hierarchy
AZStd::vector<AZ::EntityId> GetChildren() override;
AZStd::vector<AZ::EntityId> GetAllDescendants() override;