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366 lines
14 KiB
366 lines
14 KiB
#ifndef Magnum_SceneGraph_Object_h |
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#define Magnum_SceneGraph_Object_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::SceneGraph::Object, Magnum::SceneGraph::Object2D, Magnum::SceneGraph::Object3D |
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*/ |
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#include <Containers/LinkedList.h> |
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#include "Magnum.h" |
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#include "magnumSceneGraphVisibility.h" |
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namespace Magnum { namespace SceneGraph { |
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/** |
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@todo User-specified Object implementation: |
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- for front-to-back sorting, LoD changes etc. |
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- for different parent/children implementation (e.g. no std::set, direct |
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access to scene etc.) |
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- for using doubles/halves instead of floats |
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- for using quat + position instead of matrices (where (asymmetric) scaling is |
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not needed) |
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*/ |
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/** |
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* @brief Base for all positioned objects |
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* |
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* @todo Transform transformation when changing parent, so the object stays in |
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* place. |
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*/ |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> class SCENEGRAPH_EXPORT Object: public Corrade::Containers::LinkedList<ObjectType>, public Corrade::Containers::LinkedListItem<ObjectType, ObjectType> { |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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Object(const Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>& other) = delete; |
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Object(Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>&& other) = delete; |
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Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>& operator=(const Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>& other) = delete; |
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Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>& operator=(Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>&& other) = delete; |
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#endif |
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public: |
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/** |
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* @brief Constructor |
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* @param parent Parent object |
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* |
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* Sets all transformations to their default values. |
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*/ |
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inline Object(ObjectType* parent = nullptr): dirty(true) { |
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setParent(parent); |
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} |
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/** |
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* @brief Destructor |
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* |
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* Removes itself from parent's children list and destroys all own |
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* children. |
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*/ |
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virtual inline ~Object() {} |
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/** @{ @name Scene hierarchy */ |
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/** @brief Whether this object is scene */ |
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virtual inline bool isScene() const { return false; } |
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/** |
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* @brief %Scene |
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* @return If the object is not assigned to any scene, returns nullptr. |
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*/ |
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SceneType* scene(); |
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/** @brief Parent object or `nullptr`, if this is root object */ |
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inline ObjectType* parent() { return Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::list(); } |
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/** @brief Previous sibling object or `nullptr`, if this is first object */ |
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inline ObjectType* previousSibling() { return Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::previous(); } |
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/** @brief Next sibling object or `nullptr`, if this is last object */ |
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inline ObjectType* nextSibling() { return Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::next(); } |
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/** @brief Whether this object has children */ |
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inline bool hasChildren() const { return !Corrade::Containers::LinkedList<ObjectType>::isEmpty(); } |
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/** @brief First child object or `nullptr`, if this object has no children */ |
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inline ObjectType* firstChild() { return Corrade::Containers::LinkedList<ObjectType>::first(); } |
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/** @brief Last child object or `nullptr`, if this object has no children */ |
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inline ObjectType* lastChild() { return Corrade::Containers::LinkedList<ObjectType>::last(); } |
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/** @brief Set parent object */ |
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ObjectType* setParent(ObjectType* parent); |
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/*@}*/ |
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/** @{ @name Object transformation |
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* |
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* All transformations (except absoluteTransformation()) are relative |
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* to parent. |
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*/ |
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/** @brief Transformation type */ |
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enum class Transformation: char { |
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/** Global transformation, applied after all other transformations. */ |
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Global = 0x00, |
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/** Local transformation, applied before all other transformations. */ |
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Local = 0x01 |
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}; |
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/** @brief Transformation */ |
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inline MatrixType transformation() const { |
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return _transformation; |
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} |
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/** |
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* @brief Absolute transformation |
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* |
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* Returns absolute transformation matrix relative to the camera or |
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* root object, if no camera is specified. If the camera is specified, |
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* it should be part of the same scene as object. |
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* |
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* Note that the absolute transformation is computed from all parent |
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* objects every time it is asked, unless this function is |
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* reimplemented in a different way. |
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*/ |
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virtual MatrixType absoluteTransformation(CameraType* camera = nullptr); |
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/** @brief Set transformation */ |
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ObjectType* setTransformation(const MatrixType& transformation); |
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/** |
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* @brief Multiply transformation |
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* @param transformation Transformation |
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* @param type Transformation type |
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*/ |
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inline ObjectType* multiplyTransformation(const MatrixType& transformation, Transformation type = Transformation::Global) { |
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setTransformation(type == Transformation::Global ? |
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transformation*_transformation : _transformation*transformation); |
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return static_cast<ObjectType*>(this); |
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} |
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/*@}*/ |
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/** |
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* @brief Draw object |
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* @param transformationMatrix %Matrix specifying object |
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* transformation relative to the scene. |
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* @param camera Active camera (containing |
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* projection matrix) |
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* |
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* Default implementation does nothing. |
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*/ |
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virtual void draw(const MatrixType& transformationMatrix, CameraType* camera); |
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/** @{ @name Caching helpers |
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* |
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* If the object (absolute) transformation or anything depending on it |
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* is used many times when drawing (such as e.g. position of light |
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* object), it's good to cache these values, so they don't have to be |
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* recalculated again on every request. |
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* |
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* If setDirty() is called on an object (or the object is transformed), |
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* it and all its children are marked as dirty. If any object is |
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* already dirty, it and all its children are skipped, because they |
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* are already dirty too. |
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* |
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* If setClean() is called on an object, it and all its parents are |
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* cleaned. If any object is already clean, it and all its parents are |
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* skipped, because they are already clean too. |
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* |
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* These functions are used to manage dirty status of the object. If |
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* the object doesn't cache anything, it's no need to bother about |
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* them, but if does, clean() should be reimplemented and used to |
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* regenerate the cache. |
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*/ |
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/** |
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* @brief Whether the object is dirty |
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* @return True, if transformation of the object, any parent or camera |
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* has changed since last asking, false otherwise. |
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*/ |
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inline bool isDirty() const { return dirty; } |
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/** |
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* @brief Set object and all its children as dirty |
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* |
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* Recursively calls setDirty() on every child. If the object is |
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* already marked as dirty, the function does nothing. It is usually |
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* not needed to reimplement this function, only if you for example |
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* need to reset some state on object which is not child of this. All |
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* computations should be done in setClean(). |
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* |
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* Reimplementations should call this function at the end, i.e.: |
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* @code |
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* void setDirty() { |
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* // ... |
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* |
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* Object::setDirty(); |
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* } |
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* @endcode |
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*/ |
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virtual void setDirty(); |
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/** |
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* @brief Set object and all its parents as clean |
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* |
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* Recursively calls clean() on every parent which is not already |
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* clean. |
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*/ |
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void setClean(); |
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protected: |
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/** |
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* @brief Clean the object |
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* |
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* When reimplementing, use absolute transformation passed as |
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* parameter instead of absoluteTransformation(), which is not |
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* efficient. The reimplementation should call this function at the |
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* beginning, i.e.: |
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* @code |
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* void clean(const Matrix4& absoluteTransformation) { |
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* Object::clean(absoluteTransformation); |
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* |
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* // ... |
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* } |
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* @endcode |
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*/ |
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virtual void clean(const MatrixType& absoluteTransformation); |
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/*@}*/ |
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private: |
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/* Hide base class members, as they are aliased to more meaningful names */ |
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using Corrade::Containers::LinkedList<ObjectType>::first; |
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using Corrade::Containers::LinkedList<ObjectType>::last; |
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using Corrade::Containers::LinkedList<ObjectType>::isEmpty; |
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using Corrade::Containers::LinkedList<ObjectType>::insert; |
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using Corrade::Containers::LinkedList<ObjectType>::cut; |
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using Corrade::Containers::LinkedList<ObjectType>::move; |
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using Corrade::Containers::LinkedList<ObjectType>::erase; |
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using Corrade::Containers::LinkedList<ObjectType>::clear; |
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using Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::list; |
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using Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::previous; |
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using Corrade::Containers::LinkedListItem<ObjectType, ObjectType>::next; |
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MatrixType _transformation; |
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bool dirty; |
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}; |
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/* Implementations for inline functions with unused parameters */ |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> inline void Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>::draw(const MatrixType&, CameraType*) {} |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> inline void Object<MatrixType, VectorType, ObjectType, SceneType, CameraType>::clean(const MatrixType&) { dirty = false; } |
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class Camera2D; |
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class Camera3D; |
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class Object2D; |
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class Object3D; |
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template<class MatrixType, class VectorType, class ObjectType, class CameraType> class Scene; |
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typedef Scene<Matrix3, Vector2, Object2D, Camera2D> Scene2D; |
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typedef Scene<Matrix4, Vector3, Object3D, Camera3D> Scene3D; |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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/* These templates are instantiated in source file */ |
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extern template class SCENEGRAPH_EXPORT Object<Matrix3, Vector2, Object2D, Scene2D, Camera2D>; |
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extern template class SCENEGRAPH_EXPORT Object<Matrix4, Vector3, Object3D, Scene3D, Camera3D>; |
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#endif |
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/** @brief Two-dimensional object */ |
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class SCENEGRAPH_EXPORT Object2D: public Object<Matrix3, Vector2, Object2D, Scene2D, Camera2D> { |
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public: |
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/** @copydoc Object::Object */ |
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inline Object2D(Object2D* parent = nullptr): Object(parent) {} |
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/** |
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* @brief Translate object |
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* |
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* Same as calling multiplyTransformation() with Matrix3::translation(). |
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*/ |
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inline Object2D* translate(const Vector2& vec, Transformation type = Transformation::Global) { |
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multiplyTransformation(Matrix3::translation(vec), type); |
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return this; |
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} |
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/** |
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* @brief Scale object |
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* |
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* Same as calling multiplyTransformation() with Matrix3::scaling(). |
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*/ |
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inline Object2D* scale(const Vector2& vec, Transformation type = Transformation::Global) { |
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multiplyTransformation(Matrix3::scaling(vec), type); |
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return this; |
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} |
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/** |
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* @brief Rotate object |
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* |
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* Same as calling multiplyTransformation() with Matrix3::rotation(). |
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*/ |
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inline Object2D* rotate(GLfloat angle, Transformation type = Transformation::Global) { |
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multiplyTransformation(Matrix3::rotation(angle), type); |
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return this; |
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} |
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/** |
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* @brief Move object in stacking order |
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* @param under Sibling object under which to move or `nullptr`, |
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* if you want to move it above all. |
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*/ |
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inline Object2D* move(Object2D* under) { |
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parent()->Corrade::Containers::LinkedList<Object2D>::move(this, under); |
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return this; |
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} |
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}; |
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/** @brief Three-dimensional object */ |
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class SCENEGRAPH_EXPORT Object3D: public Object<Matrix4, Vector3, Object3D, Scene3D, Camera3D> { |
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public: |
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/** @copydoc Object::Object */ |
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inline Object3D(Object3D* parent = nullptr): Object(parent) {} |
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/** |
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* @brief Translate object |
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* |
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* Same as calling multiplyTransformation() with Matrix4::translation(). |
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*/ |
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inline Object3D* translate(const Vector3& vec, Transformation type = Transformation::Global) { |
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multiplyTransformation(Matrix4::translation(vec), type); |
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return this; |
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} |
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/** |
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* @brief Scale object |
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* |
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* Same as calling multiplyTransformation() with Matrix4::scaling(). |
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*/ |
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inline Object3D* scale(const Vector3& vec, Transformation type = Transformation::Global) { |
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multiplyTransformation(Matrix4::scaling(vec), type); |
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return this; |
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} |
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/** |
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* @brief Rotate object |
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* |
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* Same as calling multiplyTransformation() with Matrix4::rotation(). |
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*/ |
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inline Object3D* rotate(GLfloat angle, const Vector3& vec, Transformation type = Transformation::Global) { |
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multiplyTransformation(Matrix4::rotation(angle, vec), type); |
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return this; |
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} |
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}; |
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}} |
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#endif
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