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#ifndef Magnum_SceneGraph_Object_h
#define Magnum_SceneGraph_Object_h
/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::SceneGraph::AbstractObject, Magnum::SceneGraph::Object2D, Magnum::SceneGraph::Object3D
*/
#include <Containers/LinkedList.h>
#include "Math/Matrix3.h"
#include "Math/Matrix4.h"
#include "Magnum.h"
#include "DimensionTraits.h"
#include "magnumSceneGraphVisibility.h"
namespace Magnum { namespace SceneGraph {
class Camera2D;
class Camera3D;
class Object2D;
class Object3D;
template<std::uint8_t dimensions> class Scene;
typedef Scene<2> Scene2D;
typedef Scene<3> Scene3D;
#ifndef DOXYGEN_GENERATING_OUTPUT
namespace Implementation {
template<std::uint8_t dimensions> struct ObjectDimensionTraits {};
template<> struct ObjectDimensionTraits<2> {
typedef Object2D ObjectType;
typedef Camera2D CameraType;
typedef Scene2D SceneType;
};
template<> struct ObjectDimensionTraits<3> {
typedef Object3D ObjectType;
typedef Camera3D CameraType;
typedef Scene3D SceneType;
};
}
#endif
14 years ago
/**
@todo User-specified Object implementation:
- for front-to-back sorting, LoD changes etc.
- for different parent/children implementation (e.g. no std::set, direct
access to scene etc.)
- for using doubles/halves instead of floats
- for using quat + position instead of matrices (where (asymmetric) scaling is
not needed)
*/
/**
@brief Base for all positioned objects
@todo Transform transformation when changing parent, so the object stays in
place.
*/
template<std::uint8_t dimensions> class SCENEGRAPH_EXPORT AbstractObject: public Corrade::Containers::LinkedList<typename Implementation::ObjectDimensionTraits<dimensions>::ObjectType>, public Corrade::Containers::LinkedListItem<typename Implementation::ObjectDimensionTraits<dimensions>::ObjectType, typename Implementation::ObjectDimensionTraits<dimensions>::ObjectType> {
#ifndef DOXYGEN_GENERATING_OUTPUT
AbstractObject(const AbstractObject<dimensions>& other) = delete;
AbstractObject(AbstractObject<dimensions>&& other) = delete;
AbstractObject<dimensions>& operator=(const AbstractObject<dimensions>& other) = delete;
AbstractObject<dimensions>& operator=(AbstractObject<dimensions>&& other) = delete;
#endif
public:
static const std::uint8_t Dimensions = dimensions; /**< @brief %Object dimension count */
/** @brief %Object type for given dimension count */
typedef typename Implementation::ObjectDimensionTraits<Dimensions>::ObjectType ObjectType;
/** @brief %Camera type for given dimension count */
typedef typename Implementation::ObjectDimensionTraits<Dimensions>::CameraType CameraType;
/** @brief %Scene type for given dimension count */
typedef typename Implementation::ObjectDimensionTraits<Dimensions>::SceneType SceneType;
/**
* @brief Constructor
* @param parent Parent object
*
* Sets all transformations to their default values.
*/
inline AbstractObject(ObjectType* parent = nullptr): dirty(true) {
setParent(parent);
}
/**
* @brief Destructor
*
* Removes itself from parent's children list and destroys all own
* children.
*/
virtual ~AbstractObject() = 0;
/** @{ @name Scene hierarchy */
/** @brief Whether this object is scene */
virtual inline bool isScene() const { return false; }
/**
* @brief %Scene
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* @return %Scene or `nullptr`, if the object is not part of any scene.
*/
SceneType* scene();
/** @brief Parent object or `nullptr`, if this is root object */
inline ObjectType* parent() { return Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::list(); }
/** @brief Previous sibling object or `nullptr`, if this is first object */
inline ObjectType* previousSibling() { return Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::previous(); }
/** @brief Next sibling object or `nullptr`, if this is last object */
inline ObjectType* nextSibling() { return Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::next(); }
/** @brief Whether this object has children */
inline bool hasChildren() const { return !Corrade::Containers::LinkedList<ObjectType>::isEmpty(); }
/** @brief First child object or `nullptr`, if this object has no children */
inline ObjectType* firstChild() { return Corrade::Containers::LinkedList<ObjectType>::first(); }
/** @brief Last child object or `nullptr`, if this object has no children */
inline ObjectType* lastChild() { return Corrade::Containers::LinkedList<ObjectType>::last(); }
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/**
* @brief Set parent object
* @return Pointer to self (for method chaining)
*/
ObjectType* setParent(ObjectType* parent);
/*@}*/
/** @{ @name Object transformation
*
* All transformations (except absoluteTransformation()) are relative
* to parent.
*/
/** @brief Transformation type */
enum class Transformation: char {
/** Global transformation, applied after all other transformations. */
Global = 0x00,
/** Local transformation, applied before all other transformations. */
Local = 0x01
};
/** @brief Transformation */
inline typename DimensionTraits<dimensions, GLfloat>::MatrixType transformation() const {
return _transformation;
}
/**
* @brief Absolute transformation
*
* Returns absolute transformation matrix relative to the camera or
* root object, if no camera is specified. If the camera is specified,
* it should be part of the same scene as object.
*
* Note that the absolute transformation is computed from all parent
* objects every time it is asked, unless this function is
* reimplemented in a different way.
*/
virtual typename DimensionTraits<dimensions, GLfloat>::MatrixType absoluteTransformation(CameraType* camera = nullptr);
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/**
* @brief Set transformation
* @return Pointer to self (for method chaining)
*/
ObjectType* setTransformation(const typename DimensionTraits<dimensions, GLfloat>::MatrixType& transformation);
/**
* @brief Multiply transformation
* @param transformation Transformation
* @param type Transformation type
14 years ago
* @return Pointer to self (for method chaining)
*/
inline ObjectType* multiplyTransformation(const typename DimensionTraits<dimensions, GLfloat>::MatrixType& transformation, Transformation type = Transformation::Global) {
setTransformation(type == Transformation::Global ?
transformation*_transformation : _transformation*transformation);
return static_cast<ObjectType*>(this);
}
/*@}*/
/**
* @brief Draw object
* @param transformationMatrix %Matrix specifying object
* transformation relative to the scene.
* @param camera Active camera (containing
* projection matrix)
*
* Default implementation does nothing.
*/
virtual void draw(const typename DimensionTraits<dimensions, GLfloat>::MatrixType& transformationMatrix, CameraType* camera);
/** @{ @name Caching helpers
*
* If the object (absolute) transformation or anything depending on it
* is used many times when drawing (such as e.g. position of light
* object), it's good to cache these values, so they don't have to be
* recalculated again on every request.
*
* If setDirty() is called on an object (or the object is transformed),
* it and all its children are marked as dirty. If any object is
* already dirty, it and all its children are skipped, because they
* are already dirty too.
*
* If setClean() is called on an object, it and all its parents are
* cleaned. If any object is already clean, it and all its parents are
* skipped, because they are already clean too.
*
* These functions are used to manage dirty status of the object. If
* the object doesn't cache anything, it's no need to bother about
* them, but if does, clean() should be reimplemented and used to
* regenerate the cache.
*/
/**
* @brief Whether the object is dirty
* @return True, if transformation of the object, any parent or camera
* has changed since last asking, false otherwise.
*/
inline bool isDirty() const { return dirty; }
/**
* @brief Set object and all its children as dirty
*
* Recursively calls setDirty() on every child. If the object is
* already marked as dirty, the function does nothing. It is usually
* not needed to reimplement this function, only if you for example
* need to reset some state on object which is not child of this. All
* computations should be done in setClean().
*
* Reimplementations should call this function at the end, i.e.:
* @code
* void setDirty() {
* // ...
*
* Object::setDirty();
* }
* @endcode
*/
virtual void setDirty();
/**
* @brief Set object and all its parents as clean
*
* Recursively calls clean() on every parent which is not already
* clean.
*/
void setClean();
protected:
/**
* @brief Clean the object
*
* When reimplementing, use absolute transformation passed as
* parameter instead of absoluteTransformation(), which is not
* efficient. The reimplementation should call this function at the
* beginning, i.e.:
* @code
* void clean(const Matrix4& absoluteTransformation) {
* Object::clean(absoluteTransformation);
*
* // ...
* }
* @endcode
*/
virtual void clean(const typename DimensionTraits<dimensions, GLfloat>::MatrixType& absoluteTransformation);
/*@}*/
private:
/* Hide base class members, as they are aliased to more meaningful names */
using Corrade::Containers::LinkedList<ObjectType>::first;
using Corrade::Containers::LinkedList<ObjectType>::last;
using Corrade::Containers::LinkedList<ObjectType>::isEmpty;
using Corrade::Containers::LinkedList<ObjectType>::insert;
using Corrade::Containers::LinkedList<ObjectType>::cut;
using Corrade::Containers::LinkedList<ObjectType>::move;
using Corrade::Containers::LinkedList<ObjectType>::erase;
using Corrade::Containers::LinkedList<ObjectType>::clear;
using Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::list;
using Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::previous;
using Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::next;
typename DimensionTraits<dimensions, GLfloat>::MatrixType _transformation;
bool dirty;
};
template<std::uint8_t dimensions> inline AbstractObject<dimensions>::~AbstractObject() {}
/* Implementations for inline functions with unused parameters */
template<std::uint8_t dimensions> inline void AbstractObject<dimensions>::draw(const typename DimensionTraits<dimensions, GLfloat>::MatrixType&, CameraType*) {}
template<std::uint8_t dimensions> inline void AbstractObject<dimensions>::clean(const typename DimensionTraits<dimensions, GLfloat>::MatrixType&) { dirty = false; }
/**
@brief Two-dimensional object
@see Object3D
*/
class SCENEGRAPH_EXPORT Object2D: public AbstractObject<2> {
public:
/** @copydoc AbstractObject::AbstractObject() */
inline Object2D(Object2D* parent = nullptr): AbstractObject(parent) {}
/**
* @brief Translate object
* @return Pointer to self (for method chaining)
*
* Same as calling multiplyTransformation() with Matrix3::translation().
*/
inline Object2D* translate(const Vector2& vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix3::translation(vec), type);
return this;
}
/**
* @brief Scale object
* @return Pointer to self (for method chaining)
*
* Same as calling multiplyTransformation() with Matrix3::scaling().
*/
inline Object2D* scale(const Vector2& vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix3::scaling(vec), type);
return this;
}
/**
* @brief Rotate object
* @return Pointer to self (for method chaining)
*
* Same as calling multiplyTransformation() with Matrix3::rotation().
*/
inline Object2D* rotate(GLfloat angle, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix3::rotation(angle), type);
return this;
}
/**
* @brief Move object in stacking order
* @param under Sibling object under which to move or `nullptr`,
* if you want to move it above all.
* @return Pointer to self (for method chaining)
*/
inline Object2D* move(Object2D* under) {
parent()->Corrade::Containers::LinkedList<Object2D>::move(this, under);
return this;
}
};
/**
@brief Three-dimensional object
@see Object2D
*/
class SCENEGRAPH_EXPORT Object3D: public AbstractObject<3> {
public:
/** @copydoc AbstractObject::AbstractObject() */
inline Object3D(Object3D* parent = nullptr): AbstractObject(parent) {}
/**
* @brief Translate object
* @return Pointer to self (for method chaining)
*
* Same as calling multiplyTransformation() with Matrix4::translation().
*/
inline Object3D* translate(const Vector3& vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix4::translation(vec), type);
return this;
}
/**
* @brief Scale object
* @return Pointer to self (for method chaining)
*
* Same as calling multiplyTransformation() with Matrix4::scaling().
*/
inline Object3D* scale(const Vector3& vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix4::scaling(vec), type);
return this;
}
/**
* @brief Rotate object
* @return Pointer to self (for method chaining)
*
* Same as calling multiplyTransformation() with Matrix4::rotation().
*/
inline Object3D* rotate(GLfloat angle, const Vector3& vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix4::rotation(angle, vec), type);
return this;
}
};
}}
#endif