#ifndef Magnum_Object_h #define Magnum_Object_h /* Copyright © 2010, 2011 Vladimír Vondruš 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::Object */ #include #include "Magnum.h" namespace Magnum { class Scene; /** * @brief Base for all positioned objects * * @todo Transform transformation when changing parent, so the object stays in * place. */ class Object { DISABLE_COPY(Object) friend class Scene; public: /** * @brief Constructor * @param parent Parent object * * Sets all transformations to their default values. */ inline Object(Object* parent = 0): _parent(0), dirty(true) { setParent(parent); } /** * @brief Destructor * * Removes itself from parent's children list and destroys all own * children. */ virtual ~Object(); /** * @brief Scene * @return If the object is not assigned to any scene, returns 0. */ Scene* scene() const; /** @brief Parent object */ inline Object* parent() const { return _parent; } /** @brief Child objects */ inline const std::set& children() const { return _children; } /** @brief Set parent object */ virtual void setParent(Object* parent); /** * @brief Transformation matrix * * If the object is part of an scene and @c absolute is set to true, * returns absolute transformation matrix (thus relative to actual * camera), if the object is not part of an scene, returns * transformation matrix composed of all matrices of parent objects. * If @c absolute is set to false, returns transformation matrix * relative to parent. */ virtual Matrix4 transformation(bool absolute = false); /** @brief Set transformation matrix */ inline void setTransformation(const Matrix4& transformation) { _transformation = transformation; setDirty(); } /** * @brief Multiply transformation matrix * @param transformation Transformation matrix * @param global Whether to apply transformation as global * (multiply from left side) or as local (multiply from right * side) * * Multiplies current transformation matrix by new matrix. */ inline void multiplyTransformation(const Matrix4& transformation, bool global = true) { _transformation = global ? transformation*_transformation : _transformation*transformation; setDirty(); } /** * @brief Set transformation and parent from another object * * Sets parent and transformation from another object, so they will * appear in the same place. */ inline void setTransformationFrom(Object* another) { setParent(another->parent()); setTransformation(another->transformation()); } /** * @brief Translate object * * Same as calling multiplyTransformation() with Matrix4::translation(). */ inline void translate(Vector3 vec, bool global = true) { multiplyTransformation(Matrix4::translation(vec), global); } /** @copydoc translate(Vector3, bool) */ inline void translate(GLfloat x, GLfloat y, GLfloat z, bool global = true) { translate(Vector3(x, y, z), global); } /** * @brief Scale object * * Same as calling multiplyTransformation() with Matrix4::scaling(). */ inline void scale(Vector3 vec, bool global = true) { multiplyTransformation(Matrix4::scaling(vec), global); } /** @copydoc scale(Vector3, bool) */ inline void scale(GLfloat x, GLfloat y, GLfloat z, bool global = true) { scale(Vector3(x, y, z), global); } /** * @brief Rotate object * * Same as calling multiplyTransformation() with Matrix4::rotation(). */ inline void rotate(GLfloat angle, Vector3 vec, bool global = true) { multiplyTransformation(Matrix4::rotation(angle, vec), global); } /** @copydoc rotate(GLfloat, Vector3, bool) */ inline void rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z, bool global = true) { rotate(angle, Vector3(x, y, z), global); } /** @{ @name Caching helpers * * If the object transformation 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 computed again on every request. * * If the object or any parent is transformed, the transformed object * and all its children are marked as dirty. If currently active camera * is transformed, the scene goes through all children and calls * setDirty() recursively on every clean object (if the object is * already dirty, it and all its children are skipped, because they are * dirty 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, setClean() should be reimplemented and used to * regenerate the cache. Thus the dirty status is managed only for * these objects, which are calling setClean(). */ /** * @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. * @attention Reimplementations must also call this function! */ virtual void setDirty(); /** * @brief Set object and all its parents as clean * * Recursively calls setClean() on every parent. Default implementation * only marks the object as clean, but if the object does any caching, * this function should be reimplemented to regenerate the cache. * @attention Reimplementations must also call this function! */ virtual void setClean(); /*@}*/ /** * @brief Draw object * * Default implementation does nothing. */ virtual void draw(const Matrix4& transformationMatrix, const Matrix4& projectionMatrix) {} private: Object* _parent; std::set _children; Matrix4 _transformation; bool dirty; }; } #endif