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#ifndef Magnum_Object_h
#define Magnum_Object_h
/*
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::Object
*/
#include <set>
#include "Magnum.h"
namespace Magnum {
class Scene;
class Camera;
/**
@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)
*/
/** @ingroup scene
* @brief Base for all positioned objects
*
* @todo Transform transformation when changing parent, so the object stays in
* place.
*/
class MAGNUM_EXPORT Object {
Object(const Object& other) = delete;
Object(Object&& other) = delete;
Object& operator=(const Object& other) = delete;
Object& operator=(Object&& other) = delete;
friend class Scene;
public:
/**
* @brief Constructor
* @param parent Parent object
*
* Sets all transformations to their default values.
*/
inline Object(Object* parent = nullptr): _parent(nullptr), dirty(true) {
setParent(parent);
}
/**
* @brief Destructor
*
* Removes itself from parent's children list and destroys all own
* children.
*/
virtual ~Object();
/** @{ @name Scene hierarchy */
/**
* @brief %Scene
* @return If the object is not assigned to any scene, returns nullptr.
*/
Scene* scene();
/** @brief Parent object */
inline Object* parent() { return _parent; }
/** @brief Child objects */
inline const std::set<Object*>& children() { return _children; }
/** @brief Set parent object */
Object* setParent(Object* 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 Matrix4 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 Matrix4 absoluteTransformation(Camera* camera = nullptr);
/** @brief Set transformation */
Object* setTransformation(const Matrix4& transformation);
/**
* @brief Multiply transformation
* @param transformation Transformation
* @param type Transformation type
*/
inline Object* multiplyTransformation(const Matrix4& transformation, Transformation type = Transformation::Global) {
setTransformation(type == Transformation::Global ?
transformation*_transformation : _transformation*transformation);
return this;
}
/**
* @brief Translate object
*
* Same as calling multiplyTransformation() with Matrix4::translation().
*/
inline Object* translate(Vector3 vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix4::translation(vec), type);
return this;
}
/**
* @brief Scale object
*
* Same as calling multiplyTransformation() with Matrix4::scaling().
*/
inline Object* scale(Vector3 vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix4::scaling(vec), type);
return this;
}
/**
* @brief Rotate object
*
* Same as calling multiplyTransformation() with Matrix4::rotation().
*/
inline Object* rotate(GLfloat angle, Vector3 vec, Transformation type = Transformation::Global) {
multiplyTransformation(Matrix4::rotation(angle, vec), type);
return 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 Matrix4& transformationMatrix, Camera* 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 Matrix4& absoluteTransformation);
/*@}*/
private:
Object* _parent;
std::set<Object*> _children;
Matrix4 _transformation;
bool dirty;
};
/* Implementations for inline functions with unused parameters */
inline void Object::draw(const Matrix4&, Camera*) {}
inline void Object::clean(const Matrix4&) { dirty = false; }
}
#endif