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Sock5

How do you handle entities which have a parent of a different type?

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For instance if I set an entity to be the parent of another entity and then polymorphically create one to be a PhysicsEntity and the other a RenderEntity, should this even be allowed?Because right now each UpdateForParent the RenderEntities cast their parent IEntity to a RenderEntity, take its transform and use it to calculate the transform of the entity.Not sure how to implement the PhysicsEntity into this tho.Maybe when a PhysicsEntity has a RenderEntity child, it should turn the centerof the bounding volume into a transform matrix and use it to affect the transform of the child RenderEntity and when it's a PhysicsEntity being a child of the RenderEntity, to create a transform from the center of the bounding volume of the PhysicsEntity and offset it by the parent's transform matrix?Or is it better if I just make it assert(parent->GetType() == this->GetType()); ? Which would make things easier but disallow some flexibility.

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If you do not want to go with a full entity/component approach, you probably will need a base scene node class that has a transform, and derive both RenderEntity and PhysicsEntity from that. At the point when you implement eg. skeletal animation, you will likely need these kinds of scene nodes anyway to represent bones.

 

Going this route, you will then likely need a virtual function that is called when the transform changes, which actually updates the transform into the relevant (physics or rendering) subsystem.

 

Parented physical objects will need special attention, because usually physics libraries deal only in world coordinates and do not use parent-child hierarchies themselves. Just be sure to transform the coordinates to the correct space when handling updates into either direction (from your scene graph to the physics engine, or the other way around), and update parents first and then recurse to children.

Edited by AgentC
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