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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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#include "Object.h"
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#include "Scene.h"
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using namespace std;
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namespace Magnum {
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void Object::setParent(Object* parent) {
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if(_parent == parent) return;
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/* Set new parent and add the object to new parent children list */
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if(parent != 0) {
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/* Only Fry can be his own grandfather */
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Object* p = parent;
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while(p != 0 && p->parent() != p) {
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if(p == this) return;
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p = p->parent();
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}
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parent->_children.insert(this);
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}
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/* Remove the object from old parent children list */
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if(_parent != 0)
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_parent->_children.erase(this);
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_parent = parent;
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setDirty();
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}
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Matrix4 Object::transformation(bool absolute) {
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if(!absolute) return _transformation;
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Matrix4 t = _transformation;
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Object* p = parent();
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while(p != 0) {
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t = p->transformation()*t;
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/* We got to the scene, multiply with camera matrix */
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if(p->parent() == p) {
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Camera* camera = static_cast<Scene*>(p)->camera();
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if(camera && camera != this) t = camera->cameraMatrix()*t;
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break;
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}
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p = p->parent();
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}
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return t;
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}
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Object::~Object() {
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/* Remove the object from parent's children */
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setParent(0);
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/* Delete all children */
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for(set<Object*>::const_iterator it = _children.begin(); it != _children.end(); ++it)
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delete *it;
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}
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Scene* Object::scene() const {
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/* Goes up the family tree until it finds object which is parent of itself
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(that's the scene) */
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Object* p = parent();
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while(p != 0) {
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if(p->parent() == p) return static_cast<Scene*>(p);
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p = p->parent();
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}
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return 0;
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}
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void Object::setDirty() {
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/* The object (and all its children) are already dirty, nothing to do */
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if(dirty) return;
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dirty = true;
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/* Make all children dirty */
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for(set<Object*>::iterator it = _children.begin(); it != _children.end(); ++it)
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(*it)->setDirty();
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}
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void Object::setClean() {
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/* The object (and all its parents) is already clean, nothing to do */
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if(!dirty) return;
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dirty = false;
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/* Make all parents clean */
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if(_parent != 0 && _parent != this) _parent->setClean();
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}
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}
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