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#include "transformcomponent.h"
TransformComponent::TransformComponent(std::shared_ptr<ModelTransform> mt,
std::string entity_id,
std::map<std::string,
BlackboardData>& global_blackboard, bool isAI):
m_model_transform(mt),
m_global_blackboard(global_blackboard),
isAIObject(isAI)
{
old_pos = mt->getPos();
estimated_final_pos = mt->getPos();
m_entity_id = entity_id;
// initialize blackboard data for entity
BlackboardData data;
m_global_blackboard.insert(std::pair<std::string, BlackboardData>(m_entity_id, data));
m_global_blackboard[m_entity_id].locationData.currPos = old_pos;
}
std::shared_ptr<ModelTransform> TransformComponent::getMT(){
return m_model_transform;
}
std::vector<std::shared_ptr<ModelTransform>> TransformComponent::getAllMT(){
return m_all_model_transforms;
}
bool TransformComponent::hasMultipleMT(){
return multipleMT;
}
void TransformComponent::translate(const glm::vec3 &delta){
m_model_transform->translate(delta);
// update old pos for collisions
old_pos = m_model_transform->getPos();
if (isAIObject){
m_global_blackboard[m_entity_id].locationData.currPos = old_pos;
}
}
void TransformComponent::setPos(const glm::vec3 &new_pos){
m_model_transform->setPos(new_pos);
// update old pos for collisions
old_pos = new_pos;
if (isAIObject){
m_global_blackboard[m_entity_id].locationData.currPos = old_pos;
}
}
glm::vec3 TransformComponent::getPos(){
return m_model_transform->getPos();
}
void TransformComponent::setScale(const glm::vec3 &scale){
m_model_transform->setScale(scale);
}
glm::vec3 TransformComponent::getScale(){
return m_model_transform->getScale();
}
float TransformComponent::getYRotationAngle(){
glm::mat4 rotMat = m_model_transform->getRotation();
float ry0 = rotMat[0][2];
// float ry1 = rotMat[1][2];
// float ry2 = rotMat[2][2];
// float sign = 1.f;
// if (ry1*ry2 < 0) sign = -1.f;
// float angley = std::atan2(-ry0, sign*pow((pow(ry1,2) + pow(ry2,2)), .5));
float angley = -std::asin(ry0);
float angley2 = M_PI - angley;
//std::cout << "angle 1: " << angley << std::endl;
std::cout << "angle 2: " << angley2 << std::endl;
return angley;
}
void TransformComponent::setRotation(float angle, glm::vec3 axis){
m_model_transform->rotate(angle, axis);
}
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