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332 lines
17 KiB
332 lines
17 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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namespace Magnum { |
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/** @page scenegraph Using scene graph |
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@brief Overview of scene management capabilities. |
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Scene graph provides way to hiearchically manage your objects, their |
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transformation, physics interaction, animation and rendering. The library is |
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contained in @ref SceneGraph namespace, see its documentation for more |
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information about building and usage with CMake. |
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@tableofcontents |
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@m_footernavigation |
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There are naturally many possible feature combinations (2D vs. 3D, different |
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transformation representations, animated vs. static, object can have collision |
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shape, participate in physics events, have forward vs. deferred rendering...) |
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and to make everything possible without combinatiorial explosion and allow the |
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users to provide their own features, scene graph in Magnum is composed of |
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three main components: |
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- objects, providing parent/children hierarchy |
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- transformations, implementing particular transformation type |
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- features, providing rendering capabilities, collision detection, physics |
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etc. |
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@note Fully contained applications with initial scene graph setup are available |
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in `scenegraph2D` and `scenegraph3D` branches of |
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[Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap) repository. |
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@section scenegraph-transformation Transformations |
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Transformation handles object position, rotation etc. and its basic property |
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is dimension count (2D or 3D) and underlying floating-point type. All classes |
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in @ref SceneGraph are templated on underlying type. However, in most cases |
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@ref Float "Float" is used and thus nearly all classes have convenience aliases |
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so you don't have to explicitly specify it. |
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Scene graph has various transformation implementations for both 2D and 3D. Each |
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implementation has its own advantages and disadvantages --- for example when |
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using matrices you can have nearly arbitrary transformations, but composing |
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transformations, computing their inverse and accounting for floating-point |
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drift is rather costly operation. On the other hand quaternions won't allow you |
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to scale or shear objects, but have far better performance characteristics. |
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It's also possible to implement your own transformation class for specific |
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needs, see source of builtin transformation classes for more information. |
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Magnum provides the following transformation classes. See documentation of each |
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class for more detailed information: |
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- @ref SceneGraph::BasicMatrixTransformation2D "SceneGraph::MatrixTransformation2D" --- |
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arbitrary 2D transformations but with slow inverse transformations and no |
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floating-point drift reduction |
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- @ref SceneGraph::BasicMatrixTransformation3D "SceneGraph::MatrixTransformation3D" --- |
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arbitrary 3D transformations but with slow inverse transformations and no |
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floating-point drift reduction |
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- @ref SceneGraph::BasicRigidMatrixTransformation2D "SceneGraph::RigidMatrixTransformation2D" --- |
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2D translation, rotation and reflection (no scaling), with relatively fast |
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inverse transformations and floating-point drift reduction |
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- @ref SceneGraph::BasicRigidMatrixTransformation3D "SceneGraph::RigidMatrixTransformation3D" --- |
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3D translation, rotation and reflection (no scaling), with relatively fast |
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inverse transformations and floating-point drift reduction |
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- @ref SceneGraph::BasicDualComplexTransformation "SceneGraph::DualComplexTransformation" --- |
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2D translation and rotation with fast inverse transformations and |
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floating-point drift reduction |
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- @ref SceneGraph::BasicDualQuaternionTransformation "SceneGraph::DualQuaternionTransformation" --- |
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3D translation and rotation with fast inverse transformation and |
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floating-point drift reduction |
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- @ref SceneGraph::TranslationTransformation "SceneGraph::TranslationTransformation*D" --- |
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Just 2D/3D translation (no rotation, scaling or anything else) |
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Common usage of transformation classes is to typedef Scene and Object with |
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desired transformation type to save unnecessary typing later: |
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@snippet MagnumSceneGraph.cpp typedef |
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@attention Note that you have to include both @ref Magnum/SceneGraph/Object.h |
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and desired transformation class (e.g. @ref Magnum/SceneGraph/MatrixTransformation3D.h) |
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to be able to use the resulting type. |
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The object type is subclassed from the transformation type and so the |
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`Object3D` type will then contain all members from both @ref SceneGraph::Object |
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and @ref SceneGraph::MatrixTransformation3D. For convenience you can use method |
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chaining: |
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@snippet MagnumSceneGraph.cpp method-chaining |
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@section scenegraph-hierarchy Scene hierarchy |
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Scene hierarchy is skeleton part of scene graph. In the root there is |
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@ref SceneGraph::Scene and its children are @ref SceneGraph::Object instances. |
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Whole hierarchy has one transformation type, identical for all objects (because |
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for example having part of the tree in 2D and part in 3D just wouldn't make |
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sense). |
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Then you can start building the hierarchy by *parenting* one object to another. |
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Parent object can be either passed in constructor or set using |
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@ref SceneGraph::Object::setParent(). Scene is always root object, so it |
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naturally cannot have parent object. Parent and children relationships can be |
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observed through @ref SceneGraph::Object::parent() and |
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@ref SceneGraph::Object::children(). |
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@snippet MagnumSceneGraph.cpp hierarchy |
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The hierarchy takes care of memory management --- when an object is destroyed, |
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all its children are destroyed too. See detailed explanation of |
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@ref scenegraph-object-construction-order "construction and destruction order" |
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below for information about possible issues. To reflect the implicit memory |
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management in the code better, you can use @ref SceneGraph::Object::addChild() |
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instead of the naked @cpp new @ce call in the code above: |
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@snippet MagnumSceneGraph.cpp hierarchy-addChild |
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@section scenegraph-features Object features |
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The object itself handles only parent/child relationship and transformation. |
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To make the object renderable, animable, add collision shape to it etc., you |
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have to add a *feature* to it. |
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Magnum provides the following builtin features. See documentation of each class |
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for more detailed information and usage examples: |
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- @ref SceneGraph::Camera "SceneGraph::Camera*D" --- Handles projection |
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matrix, aspect ratio correction etc.. Used for rendering parts of the |
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scene. |
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- @ref SceneGraph::Drawable "SceneGraph::Drawable*D" --- Adds drawing |
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functionality to given object. Group of drawables can be then rendered |
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using the camera feature. |
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- @ref SceneGraph::Animable "SceneGraph::Animable*D" --- Adds animation |
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functionality to given object. Group of animables can be then controlled |
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using @ref SceneGraph::AnimableGroup "SceneGraph::AnimableGroup*D". |
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- @ref Shapes::Shape --- Adds collision shape to given object. Group of shapes |
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can be then controlled using @ref Shapes::ShapeGroup "Shapes::ShapeGroup*D". |
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See @ref shapes for more information. |
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- @ref DebugTools::ObjectRenderer "DebugTools::ObjectRenderer*D", |
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@ref DebugTools::ShapeRenderer "DebugTools::ShapeRenderer*D", |
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@ref DebugTools::ForceRenderer "DebugTools::ForceRenderer*D" --- Visualize |
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object properties, object shape or force vector for debugging purposes. See |
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@ref debug-tools for more information. |
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Each feature takes reference to *holder object* in constructor, so adding a |
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feature to an object might look just like the following, as in some cases you |
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don't even need to keep the pointer to it. List of object features is |
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accessible through @ref SceneGraph::Object::features(). |
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@snippet MagnumSceneGraph.cpp feature |
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Some features are passive, some active. Passive features can be just added to |
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an object, with no additional work except for possible configuration (for |
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example collision shape). Active features require the user to implement some |
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virtual function (for example to draw the object on screen or perform animation |
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step). To make things convenient, features can be added directly to object |
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itself using multiple inheritance, so you can conveniently add all the active |
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features you want and implement needed functions in your own @ref SceneGraph::Object |
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subclass without having to subclass each feature individually (and making the |
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code overly verbose). Simplified example: |
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@snippet MagnumSceneGraph.cpp feature-inherit |
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From the outside there is no difference between features added "at runtime" and |
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features added using multiple inheritance, they can be both accessed from |
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feature list. |
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Similarly to object hierarchy, when destroying object, all its features (both |
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member and inherited) are destroyed. See detailed explanation of |
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@ref scenegraph-feature-construction-order "construction and destruction order" |
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for information about possible issues. Also, there is a |
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@ref SceneGraph::AbstractObject::addFeature() counterpart to |
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@ref SceneGraph::Object::addChild(): |
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@snippet MagnumSceneGraph.cpp feature-addFeature |
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@subsection scenegraph-features-caching Transformation caching in features |
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Some features need to operate with absolute transformations and their |
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inversions --- for example camera needs its inverse transformation to render the |
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scene, collision detection needs to know about positions of surrounding |
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objects etc. To avoid computing the transformations from scratch every time, |
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the feature can cache them. |
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The cached data stay until the object is marked as dirty --- that is by changing |
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transformation, changing parent or explicitly calling @ref SceneGraph::Object::setDirty(). |
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If the object is marked as dirty, all its children are marked as dirty too and |
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@ref SceneGraph::AbstractFeature::markDirty() is called on every feature. |
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Calling @ref SceneGraph::Object::setClean() cleans the dirty object and all its |
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dirty parents. The function goes through all object features and calls |
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@ref SceneGraph::AbstractFeature::clean() or |
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@ref SceneGraph::AbstractFeature::cleanInverted() depending on which caching is |
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enabled on given feature. If the object is already clean, |
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@ref SceneGraph::Object::setClean() does nothing. |
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Most probably you will need caching in @ref SceneGraph::Object itself --- which |
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doesn't support it on its own --- however you can take advantage of multiple |
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inheritance and implement it using @ref SceneGraph::AbstractFeature. In order |
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to have caching, you must enable it first, because by default the caching is |
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disabled. You can enable it using @ref SceneGraph::AbstractFeature::setCachedTransformations() |
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and then implement corresponding cleaning function(s): |
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@snippet MagnumSceneGraph.cpp caching |
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When you need to use the cached value, you can explicitly request the cleanup |
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by calling @ref SceneGraph::Object::setClean(). @ref SceneGraph::Camera3D "Camera", |
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for example, calls it automatically before it starts rendering, as it needs its |
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own inverse transformation to properly draw the objects. |
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@subsection scenegraph-features-transformation Polymorphic access to object transformation |
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Features by default have access only to @ref SceneGraph::AbstractObject, which |
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doesn't know about any particular transformation implementation. This has the |
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advantage that features don't have to be implemented for all possible |
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transformation implementations. But, as a consequence, it is impossible to |
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transform the object using only pointer to @ref SceneGraph::AbstractObject. |
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To solve this, the transformation classes are subclassed from interfaces |
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sharing common functionality, so the feature can use that interface instead of |
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being specialized for all relevant transformation implementations. The |
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following interfaces are available, each having its own set of virtual |
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functions to control the transformation: |
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- @ref SceneGraph::AbstractTransformation "SceneGraph::AbstractTransformation*D" --- |
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base for all transformations |
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- @ref SceneGraph::AbstractTranslation "SceneGraph::AbstractTranslation*D" --- |
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base for all transformations providing translation |
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- @ref SceneGraph::AbstractBasicTranslationRotation2D "SceneGraph::AbstractTranslationRotation2D", |
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@ref SceneGraph::AbstractBasicTranslationRotation3D "SceneGraph::AbstractTranslationRotation3D" --- |
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base for all transformations providing translation and rotation |
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- @ref SceneGraph::AbstractBasicTranslationRotationScaling2D "SceneGraph::AbstractBasicTranslationRotationScaling2D", |
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@ref SceneGraph::AbstractBasicTranslationRotationScaling3D "SceneGraph::AbstractBasicTranslationRotationScaling3D" --- |
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base for all transformations providing translation, rotation and scaling |
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These interfaces provide virtual functions which can be used to modify object |
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transformations. The virtual calls are used only when calling through the |
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interface and not when using the concrete implementation directly to avoid |
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negative performance effects. There are no functions to retrieve object |
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transformation, you need to use the above transformation caching mechanism for |
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that. |
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In the following example we are able to get pointer to both |
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@ref SceneGraph::AbstractObject and needed transformation from one |
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constructor parameter using small trick: |
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@snippet MagnumSceneGraph.cpp transformation |
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If we take for example @ref SceneGraph::Object "SceneGraph::Object<MatrixTransformation3D>", |
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it is derived from @ref SceneGraph::AbstractObject "SceneGraph::AbstractObject3D" |
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and @ref SceneGraph::BasicMatrixTransformation3D "SceneGraph::MatrixTransformation3D", |
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thus the reference to @ref SceneGraph::AbstractBasicTranslationRotation3D "SceneGraph::AbstractTranslationRotation3D", |
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is automatically extracted from the reference in our constructor. |
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@section scenegraph-construction-order Construction and destruction order |
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There aren't any limitations and usage trade-offs of what you can and can't do |
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when working with objects and features, but there are two issues which you |
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should be aware of: |
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@subsection scenegraph-object-construction-order Object hierarchy |
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When objects are created on the heap (the preferred way, using @cpp new @ce), |
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they can be constructed in any order and they will be destroyed when their |
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parent is destroyed. When creating them on the stack, however, they will be |
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destroyed when they go out of scope. Normally, the natural order of creation is |
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not a problem: |
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@snippet MagnumSceneGraph.cpp construction-order |
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The object is created last, so it will be destroyed first, removing itself |
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from `scene`'s children list, causing no problems when destroying `scene` |
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object later. However, if their order is swapped, it will cause problems: |
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@snippet MagnumSceneGraph.cpp construction-order-crash |
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The scene will be destroyed first, deleting all its children, which is wrong, |
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because `object` is created on stack. If this doesn't already crash, the |
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`object` destructor is called (again), making things even worse. |
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@subsection scenegraph-feature-construction-order Member and inherited features |
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When destroying the object, all its features are destroyed. For features added |
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as member it's no issue, features added using multiple inheritance must be |
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inherited after the Object class: |
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@snippet MagnumSceneGraph.cpp feature-construction-order |
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When constructing `MyObject`, `Object3D` constructor is called first and then |
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`MyFeature` constructor adds itself to `Object3D`'s list of features. When |
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destroying `MyObject`, its destructor is called and then the destructors of |
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ancestor classes --- first `MyFeature` destructor, which will remove itself |
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from `Object3D`'s list, then `Object3D` destructor. |
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However, if we would inherit `MyFeature` first, it will cause problems: |
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@snippet MagnumSceneGraph.cpp feature-construction-order-crash |
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`MyFeature` tries to add itself to feature list in not-yet-constructed |
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`Object3D`, causing undefined behavior. Then, if this doesn't already crash, |
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`Object3D` is created, creating empty feature list, making the feature |
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invisible. |
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If we would construct them in swapped order (if it is even possible), it |
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wouldn't help either: |
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@snippet MagnumSceneGraph.cpp feature-construction-order-crash-destruction |
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On destruction, `Object3D` destructor is called first, deleting `MyFeature`, |
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which is wrong, because `MyFeature` is in the same object. After that (if the |
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program didn't already crash) destructor of `MyFeature` is called (again). |
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*/ |
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}
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