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#ifndef Magnum_Object_h
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#define Magnum_Object_h
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/*
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Copyright © 2010 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Object
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*/
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#include <set>
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#include "Magnum.h"
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namespace Magnum {
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class Scene;
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/**
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* @brief Base for all positioned objects
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*
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* @todo Transform transformation when changing parent, so the object stays in
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* place.
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*/
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class Object {
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DISABLE_COPY(Object)
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friend class Scene;
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public:
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/**
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* @brief Constructor
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* @param parent Parent object
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*
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* Sets all transformations to their default values.
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*/
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inline Object(Object* parent = 0): _parent(0) {
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setParent(parent);
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}
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/**
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* @brief Destructor
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*
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* Removes itself from parent's children list and destroys all own
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* children.
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*/
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virtual ~Object();
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/**
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* @brief Scene
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* @return If the object is not assigned to any scene, returns 0.
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*/
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Scene* scene() const;
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/** @brief Parent object */
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inline Object* parent() const { return _parent; }
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/** @brief Child objects */
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inline const std::set<Object*>& children() const { return _children; }
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/** @brief Set parent object */
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virtual void setParent(Object* parent);
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/** @brief Transformation matrix */
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inline Matrix4 transformation() const { return _transformation; }
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/** @brief Set transformation matrix */
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inline void setTransformation(const Matrix4& transformation) { _transformation = transformation; }
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/**
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* @brief Multiply transformation matrix
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* @param transformation Transformation matrix
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* @param global Whether to apply transformation as global
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* (multiply from left side) or as local (multiply from right
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* side)
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*
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* Multiplies current transformation matrix by new matrix.
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*/
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inline void multiplyTransformation(const Matrix4& transformation, bool global = true) {
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_transformation = global ? transformation*_transformation : _transformation*transformation;
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}
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/**
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* @brief Set transformation and parent from another object
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*
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* Sets parent and transformation from another object, so they will
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* appear in the same place.
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*/
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inline void setTransformationFrom(const Object& another) {
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setParent(another.parent());
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setTransformation(another.transformation());
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}
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/**
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* @brief Translate object
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*
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* Same as calling multiplyTransformation() with Matrix4::translation().
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*/
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inline void translate(Vector3 vec, bool global = true) {
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multiplyTransformation(Matrix4::translation(vec), global);
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}
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/** @copydoc translate(Vector3, bool) */
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inline void translate(GLfloat x, GLfloat y, GLfloat z, bool global = true) {
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translate(Vector3(x, y, z), global);
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}
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/**
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* @brief Scale object
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*
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* Same as calling multiplyTransformation() with Matrix4::scaling().
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*/
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inline void scale(Vector3 vec, bool global = true) {
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multiplyTransformation(Matrix4::scaling(vec), global);
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}
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/** @copydoc scale(Vector3, bool) */
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inline void scale(GLfloat x, GLfloat y, GLfloat z, bool global = true) {
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scale(Vector3(x, y, z), global);
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}
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/**
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* @brief Rotate object
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*
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* Same as calling multiplyTransformation() with Matrix4::rotation().
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*/
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inline void rotate(GLfloat angle, Vector3 vec, bool global = true) {
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multiplyTransformation(Matrix4::rotation(angle, vec), global);
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}
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/** @copydoc rotate(GLfloat, Vector3, bool) */
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inline void rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z, bool global = true) {
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rotate(angle, Vector3(x, y, z), global);
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}
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/**
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* @brief Draw object
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*
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* Default implementation does nothing.
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*/
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virtual void draw(const Matrix4& transformationMatrix, const Matrix4& projectionMatrix) {}
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private:
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Object* _parent;
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std::set<Object*> _children;
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Matrix4 _transformation;
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};
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}
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#endif
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