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#ifndef Magnum_Object_h
#define Magnum_Object_h
/*
Copyright © 2010, 2011 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;
/**
* @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<Object*>& 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<Object*> _children;
Matrix4 _transformation;
bool dirty;
};
}
#endif