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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, 2011 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 = nullptr): _parent(nullptr), dirty(true) {
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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 nullptr.
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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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/**
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* @brief Transformation matrix
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*
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* If the object is part of an scene and @c absolute is set to true,
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* returns absolute transformation matrix (thus relative to actual
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* camera), if the object is not part of an scene, returns
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* transformation matrix composed of all matrices of parent objects.
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* If @c absolute is set to false, returns transformation matrix
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* relative to parent.
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*/
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virtual Matrix4 transformation(bool absolute = false);
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/** @brief Set transformation matrix */
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inline void setTransformation(const Matrix4& transformation) {
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_transformation = transformation;
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setDirty();
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}
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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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setDirty();
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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(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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/** @{ @name Caching helpers
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*
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* If the object transformation is used many times when drawing (such
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* as e.g. position of light object), it's good to cache these values,
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* so they don't have to be computed again on every request.
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*
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* If the object or any parent is transformed, the transformed object
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* and all its children are marked as dirty. If currently active camera
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* is transformed, the scene goes through all children and calls
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* setDirty() recursively on every clean object (if the object is
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* already dirty, it and all its children are skipped, because they are
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* dirty too).
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*
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* These functions are used to manage dirty status of the object. If
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* the object doesn't cache anything, it's no need to bother about them,
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* but if does, setClean() should be reimplemented and used to
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* regenerate the cache. Thus the dirty status is managed only for
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* these objects, which are calling setClean().
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*/
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/**
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* @brief Whether the object is dirty
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* @return True, if transformation of the object, any parent or camera
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* has changed since last asking, false otherwise.
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*/
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inline bool isDirty() const { return dirty; }
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/**
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* @brief Set object and all its children as dirty
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*
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* Recursively calls setDirty() on every child. If the object is already
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* marked as dirty, the function does nothing.
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* @attention Reimplementations must also call this function!
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*/
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virtual void setDirty();
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/**
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* @brief Set object and all its parents as clean
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*
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* Recursively calls setClean() on every parent. Default implementation
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* only marks the object as clean, but if the object does any caching,
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* this function should be reimplemented to regenerate the cache.
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* @attention Reimplementations must also call this function!
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*/
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virtual void setClean();
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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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bool dirty;
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};
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}
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#endif
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