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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page scenegraph Using scene graph
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@brief Overview of scene management capabilities.
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Scene graph provides way to hiearchically manage your objects, their
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transformation, physics interaction, animation and rendering. The library is
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contained in @ref SceneGraph namespace, see its documentation for more
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information about building and usage with CMake.
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@tableofcontents
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@m_footernavigation
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There are naturally many possible feature combinations (2D vs. 3D, different
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transformation representations, animated vs. static, object can have collision
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shape, participate in physics events, have forward vs. deferred rendering...)
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and to make everything possible without combinatiorial explosion and allow the
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users to provide their own features, scene graph in Magnum is composed of
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three main components:
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- objects, providing parent/children hierarchy
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- transformations, implementing particular transformation type
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- features, providing rendering capabilities, collision detection, physics
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etc.
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@note Fully contained applications with initial scene graph setup are available
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in `scenegraph2D` and `scenegraph3D` branches of
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[Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap) repository.
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@section scenegraph-transformation Transformations
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Transformation handles object position, rotation etc. and its basic property
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is dimension count (2D or 3D) and underlying floating-point type. All classes
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in @ref SceneGraph are templated on underlying type. However, in most cases
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@ref Float "Float" is used and thus nearly all classes have convenience aliases
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so you don't have to explicitly specify it.
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Scene graph has various transformation implementations for both 2D and 3D. Each
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implementation has its own advantages and disadvantages --- for example when
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using matrices you can have nearly arbitrary transformations, but composing
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transformations, computing their inverse and accounting for floating-point
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drift is rather costly operation. On the other hand quaternions won't allow you
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to scale or shear objects, but have far better performance characteristics.
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It's also possible to implement your own transformation class for specific
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needs, see source of builtin transformation classes for more information.
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Magnum provides the following transformation classes. See documentation of each
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class for more detailed information:
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- @ref SceneGraph::BasicMatrixTransformation2D "SceneGraph::MatrixTransformation2D" ---
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arbitrary 2D transformations but with slow inverse transformations and no
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floating-point drift reduction
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- @ref SceneGraph::BasicMatrixTransformation3D "SceneGraph::MatrixTransformation3D" ---
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arbitrary 3D transformations but with slow inverse transformations and no
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floating-point drift reduction
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- @ref SceneGraph::BasicRigidMatrixTransformation2D "SceneGraph::RigidMatrixTransformation2D" ---
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2D translation, rotation and reflection (no scaling), with relatively fast
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inverse transformations and floating-point drift reduction
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- @ref SceneGraph::BasicRigidMatrixTransformation3D "SceneGraph::RigidMatrixTransformation3D" ---
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3D translation, rotation and reflection (no scaling), with relatively fast
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inverse transformations and floating-point drift reduction
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- @ref SceneGraph::BasicDualComplexTransformation "SceneGraph::DualComplexTransformation" ---
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2D translation and rotation with fast inverse transformations and
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floating-point drift reduction
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- @ref SceneGraph::BasicDualQuaternionTransformation "SceneGraph::DualQuaternionTransformation" ---
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3D translation and rotation with fast inverse transformation and
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floating-point drift reduction
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- @ref SceneGraph::TranslationTransformation "SceneGraph::TranslationTransformation*D" ---
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Just 2D/3D translation (no rotation, scaling or anything else)
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Common usage of transformation classes is to typedef Scene and Object with
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desired transformation type to save unnecessary typing later:
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@code{.cpp}
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typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D;
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typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D;
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@endcode
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@attention Note that you have to include both @ref Magnum/SceneGraph/Object.h
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and desired transformation class (e.g. @ref Magnum/SceneGraph/MatrixTransformation3D.h)
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to be able to use the resulting type.
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The object type is subclassed from the transformation type and so the
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`Object3D` type will then contain all members from both @ref SceneGraph::Object
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and @ref SceneGraph::MatrixTransformation3D. For convenience you can use method
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chaining:
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@code{.cpp}
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Scene3D scene;
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Object3D object;
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object.setParent(&scene)
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.rotateY(15.0_degf)
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.translate(Vector3::xAxis(5.0f));
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@endcode
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@section scenegraph-hierarchy Scene hierarchy
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Scene hierarchy is skeleton part of scene graph. In the root there is
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@ref SceneGraph::Scene and its children are @ref SceneGraph::Object instances.
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Whole hierarchy has one transformation type, identical for all objects (because
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for example having part of the tree in 2D and part in 3D just wouldn't make
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sense).
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Then you can start building the hierarchy by *parenting* one object to another.
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Parent object can be either passed in constructor or set using
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@ref SceneGraph::Object::setParent(). Scene is always root object, so it
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naturally cannot have parent object. Parent and children relationships can be
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observed through @ref SceneGraph::Object::parent() and
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@ref SceneGraph::Object::children().
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@code{.cpp}
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Scene3D scene;
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Object3D* first = new Object3D{&scene};
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Object3D* second = new Object3D{first};
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@endcode
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The hierarchy takes care of memory management --- when an object is destroyed,
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all its children are destroyed too. See detailed explanation of
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@ref scenegraph-object-construction-order "construction and destruction order"
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below for information about possible issues. To reflect the implicit memory
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management in the code better, you can use @ref SceneGraph::Object::addChild()
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instead of the naked `new` call in the code above:
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@code{.cpp}
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Scene3D scene;
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Object3D& first = scene.addChild<Object3D>();
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Object3D& second = first.addChild<Object3D>();
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@endcode
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@section scenegraph-features Object features
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The object itself handles only parent/child relationship and transformation.
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To make the object renderable, animable, add collision shape to it etc., you
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have to add a *feature* to it.
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Magnum provides the following builtin features. See documentation of each class
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for more detailed information and usage examples:
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- @ref SceneGraph::Camera "SceneGraph::Camera*D" --- Handles projection
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matrix, aspect ratio correction etc.. Used for rendering parts of the
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scene.
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- @ref SceneGraph::Drawable "SceneGraph::Drawable*D" --- Adds drawing
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functionality to given object. Group of drawables can be then rendered
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using the camera feature.
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- @ref SceneGraph::Animable "SceneGraph::Animable*D" --- Adds animation
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functionality to given object. Group of animables can be then controlled
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using @ref SceneGraph::AnimableGroup "SceneGraph::AnimableGroup*D".
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- @ref Shapes::Shape --- Adds collision shape to given object. Group of shapes
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can be then controlled using @ref Shapes::ShapeGroup "Shapes::ShapeGroup*D".
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See @ref shapes for more information.
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- @ref DebugTools::ObjectRenderer "DebugTools::ObjectRenderer*D",
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@ref DebugTools::ShapeRenderer "DebugTools::ShapeRenderer*D",
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@ref DebugTools::ForceRenderer "DebugTools::ForceRenderer*D" --- Visualize
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object properties, object shape or force vector for debugging purposes. See
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@ref debug-tools for more information.
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Each feature takes reference to *holder object* in constructor, so adding a
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feature to an object might look just like the following, as in some cases you
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don't even need to keep the pointer to it. List of object features is
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accessible through @ref SceneGraph::Object::features().
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@code{.cpp}
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Object3D& o;
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new MyFeature{o, ...};
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@endcode
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Some features are passive, some active. Passive features can be just added to
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an object, with no additional work except for possible configuration (for
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example collision shape). Active features require the user to implement some
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virtual function (for example to draw the object on screen or perform animation
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step). To make things convenient, features can be added directly to object
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itself using multiple inheritance, so you can conveniently add all the active
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features you want and implement needed functions in your own @ref SceneGraph::Object
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subclass without having to subclass each feature individually (and making the
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code overly verbose). Simplified example:
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@code{.cpp}
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class BouncingBall: public Object3D, SceneGraph::Drawable3D, SceneGraph::Animable3D {
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public:
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explicit BouncingBall(Object3D* parent): Object3D{parent}, SceneGraph::Drawable3D{*this}, SceneGraph::Animable3D{*this} {}
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private:
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// drawing implementation for Drawable feature
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void draw(...) override;
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// animation step for Animable feature
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void animationStep(...) override;
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};
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@endcode
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From the outside there is no difference between features added "at runtime" and
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features added using multiple inheritance, they can be both accessed from
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feature list.
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Similarly to object hierarchy, when destroying object, all its features (both
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member and inherited) are destroyed. See detailed explanation of
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@ref scenegraph-feature-construction-order "construction and destruction order"
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for information about possible issues. Also, there is a
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@ref SceneGraph::AbstractObject::addFeature() counterpart to
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@ref SceneGraph::Object::addChild():
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@code{.cpp}
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Object3D& o;
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o.addFeature<MyFeature>(...);
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@endcode
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@subsection scenegraph-features-caching Transformation caching in features
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Some features need to operate with absolute transformations and their
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inversions --- for example camera needs its inverse transformation to render the
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scene, collision detection needs to know about positions of surrounding
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objects etc. To avoid computing the transformations from scratch every time,
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the feature can cache them.
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The cached data stay until the object is marked as dirty --- that is by changing
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transformation, changing parent or explicitly calling @ref SceneGraph::Object::setDirty().
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If the object is marked as dirty, all its children are marked as dirty too and
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@ref SceneGraph::AbstractFeature::markDirty() is called on every feature.
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Calling @ref SceneGraph::Object::setClean() cleans the dirty object and all its
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dirty parents. The function goes through all object features and calls
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@ref SceneGraph::AbstractFeature::clean() or
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@ref SceneGraph::AbstractFeature::cleanInverted() depending on which caching is
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enabled on given feature. If the object is already clean,
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@ref SceneGraph::Object::setClean() does nothing.
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Most probably you will need caching in @ref SceneGraph::Object itself --- which
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doesn't support it on its own --- however you can take advantage of multiple
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inheritance and implement it using @ref SceneGraph::AbstractFeature. In order
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to have caching, you must enable it first, because by default the caching is
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disabled. You can enable it using @ref SceneGraph::AbstractFeature::setCachedTransformations()
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and then implement corresponding cleaning function(s):
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@code{.cpp}
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class CachingObject: public Object3D, SceneGraph::AbstractFeature3D {
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public:
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explicit CachingObject(Object3D* parent): Object3D{parent}, SceneGraph::AbstractFeature3D{*this} {
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setCachedTransformations(SceneGraph::CachedTransformation::Absolute);
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}
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protected:
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void clean(const Matrix4& absoluteTransformation) override {
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_absolutePosition = absoluteTransformation.translation();
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}
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private:
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Vector3 _absolutePosition;
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};
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@endcode
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When you need to use the cached value, you can explicitly request the cleanup
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by calling @ref SceneGraph::Object::setClean(). @ref SceneGraph::Camera3D "Camera",
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for example, calls it automatically before it starts rendering, as it needs its
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own inverse transformation to properly draw the objects.
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@subsection scenegraph-features-transformation Polymorphic access to object transformation
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Features by default have access only to @ref SceneGraph::AbstractObject, which
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doesn't know about any particular transformation implementation. This has the
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advantage that features don't have to be implemented for all possible
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transformation implementations. But, as a consequence, it is impossible to
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transform the object using only pointer to @ref SceneGraph::AbstractObject.
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To solve this, the transformation classes are subclassed from interfaces
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sharing common functionality, so the feature can use that interface instead of
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being specialized for all relevant transformation implementations. The
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following interfaces are available, each having its own set of virtual
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functions to control the transformation:
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- @ref SceneGraph::AbstractTransformation "SceneGraph::AbstractTransformation*D" ---
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base for all transformations
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- @ref SceneGraph::AbstractTranslation "SceneGraph::AbstractTranslation*D" ---
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base for all transformations providing translation
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- @ref SceneGraph::AbstractBasicTranslationRotation2D "SceneGraph::AbstractTranslationRotation2D",
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@ref SceneGraph::AbstractBasicTranslationRotation3D "SceneGraph::AbstractTranslationRotation3D" ---
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base for all transformations providing translation and rotation
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- @ref SceneGraph::AbstractBasicTranslationRotationScaling2D "SceneGraph::AbstractBasicTranslationRotationScaling2D",
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@ref SceneGraph::AbstractBasicTranslationRotationScaling3D "SceneGraph::AbstractBasicTranslationRotationScaling3D" ---
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base for all transformations providing translation, rotation and scaling
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These interfaces provide virtual functions which can be used to modify object
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transformations. The virtual calls are used only when calling through the
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interface and not when using the concrete implementation directly to avoid
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negative performance effects. There are no functions to retrieve object
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transformation, you need to use the above transformation caching mechanism for
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that.
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In the following example we are able to get pointer to both
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@ref SceneGraph::AbstractObject and needed transformation from one
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constructor parameter using small trick:
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@code{.cpp}
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class TransformingFeature: public SceneGraph::AbstractFeature3D {
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public:
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template<class T> TransformingFeature(SceneGraph::Object<T>& object):
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SceneGraph::AbstractFeature3D(object), transformation(object) {}
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private:
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SceneGraph::AbstractTranslationRotation3D& transformation;
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};
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@endcode
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If we take for example @ref SceneGraph::Object "SceneGraph::Object<MatrixTransformation3D>",
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it is derived from @ref SceneGraph::AbstractObject "SceneGraph::AbstractObject3D"
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and @ref SceneGraph::BasicMatrixTransformation3D "SceneGraph::MatrixTransformation3D",
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thus the reference to @ref SceneGraph::AbstractBasicTranslationRotation3D "SceneGraph::AbstractTranslationRotation3D",
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is automatically extracted from the reference in our constructor.
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@section scenegraph-construction-order Construction and destruction order
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There aren't any limitations and usage trade-offs of what you can and can't do
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when working with objects and features, but there are two issues which you
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should be aware of:
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@subsection scenegraph-object-construction-order Object hierarchy
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When objects are created on the heap (the preferred way, using @cpp new @ce),
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they can be constructed in any order and they will be destroyed when their
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parent is destroyed. When creating them on the stack, however, they will be
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destroyed when they go out of scope. Normally, the natural order of creation is
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not a problem:
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@code{.cpp}
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{
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Scene3D scene;
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Object3D object(&scene);
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}
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@endcode
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The object is created last, so it will be destroyed first, removing itself
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from `scene`'s children list, causing no problems when destroying `scene`
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object later. However, if their order is swapped, it will cause problems:
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@code{.cpp}
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{
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Object3D object;
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Scene3D scene;
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object.setParent(&scene);
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} // crash!
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@endcode
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The scene will be destroyed first, deleting all its children, which is wrong,
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because `object` is created on stack. If this doesn't already crash, the
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`object` destructor is called (again), making things even worse.
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@subsection scenegraph-feature-construction-order Member and inherited features
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When destroying the object, all its features are destroyed. For features added
|
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as member it's no issue, features added using multiple inheritance must be
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|
inherited after the Object class:
|
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|
@code{.cpp}
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|
class MyObject: public Object3D, MyFeature {
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public:
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|
MyObject(Object3D* parent): Object3D(parent), MyFeature(*this) {}
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};
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@endcode
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When constructing `MyObject`, `Object3D` constructor is called first and then
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`MyFeature` constructor adds itself to `Object3D`'s list of features. When
|
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destroying `MyObject`, its destructor is called and then the destructors of
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|
ancestor classes --- first `MyFeature` destructor, which will remove itself
|
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|
from `Object3D`'s list, then `Object3D` destructor.
|
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However, if we would inherit `MyFeature` first, it will cause problems:
|
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|
|
@code{.cpp}
|
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|
|
|
class MyObject: MyFeature, public Object3D {
|
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|
|
public:
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|
|
MyObject(Object3D* parent): MyFeature(*this), Object3D(parent) {} // crash!
|
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|
|
};
|
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|
|
@endcode
|
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|
|
|
|
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|
|
`MyFeature` tries to add itself to feature list in not-yet-constructed
|
|
|
|
|
`Object3D`, causing undefined behavior. Then, if this doesn't already crash,
|
|
|
|
|
`Object3D` is created, creating empty feature list, making the feature
|
|
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|
|
invisible.
|
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|
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|
|
If we would construct them in swapped order (if it is even possible), it
|
|
|
|
|
wouldn't help either:
|
|
|
|
|
|
|
|
|
|
@code{.cpp}
|
|
|
|
|
class MyObject: MyFeature, public Object3D {
|
|
|
|
|
public:
|
|
|
|
|
MyObject(Object3D* parent): Object3D(parent), MyFeature(*this) {}
|
|
|
|
|
|
|
|
|
|
// crash on destruction!
|
|
|
|
|
};
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
On destruction, `Object3D` destructor is called first, deleting `MyFeature`,
|
|
|
|
|
which is wrong, because `MyFeature` is in the same object. After that (if the
|
|
|
|
|
program didn't already crash) destructor of `MyFeature` is called (again).
|
|
|
|
|
*/
|
|
|
|
|
}
|