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#ifndef Magnum_Object_h
#define Magnum_Object_h
/*
Copyright © 2010 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) {
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 */
inline Matrix4 transformation() const { return _transformation; }
/** @brief Set transformation matrix */
inline void setTransformation(const Matrix4& transformation) { _transformation = transformation; }
/**
* @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;
}
/**
* @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);
}
/**
* @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;
};
}
#endif