Initial commit
This commit is contained in:
351
engines/hpl1/engine/scene/Node3D.cpp
Normal file
351
engines/hpl1/engine/scene/Node3D.cpp
Normal file
@@ -0,0 +1,351 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program 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 General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Copyright (C) 2006-2010 - Frictional Games
|
||||
*
|
||||
* This file is part of HPL1 Engine.
|
||||
*/
|
||||
|
||||
#include "hpl1/engine/scene/Node3D.h"
|
||||
#include "hpl1/engine/math/Math.h"
|
||||
#include "hpl1/engine/scene/Entity3D.h"
|
||||
#include "hpl1/engine/system/low_level_system.h"
|
||||
|
||||
namespace hpl {
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// CONSTRUCTORS
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cNode3D::cNode3D(const tString &asName, bool abAutoDeleteChildren) : iNode() {
|
||||
m_mtxLocalTransform = cMatrixf::Identity;
|
||||
m_mtxWorldTransform = cMatrixf::Identity;
|
||||
|
||||
mvWorldPosition = cVector3f(0, 0, 0);
|
||||
|
||||
mbTransformUpdated = true;
|
||||
|
||||
mpParent = NULL;
|
||||
|
||||
msName = asName;
|
||||
|
||||
mbAutoDeleteChildren = abAutoDeleteChildren;
|
||||
|
||||
m_mtxRotation = cMatrixf::Identity;
|
||||
mvScale = cVector3f(1, 1, 1);
|
||||
mvTranslation = cVector3f(0, 0, 0);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cNode3D::~cNode3D() {
|
||||
if (mbAutoDeleteChildren) {
|
||||
STLDeleteAll(mlstNode);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// PUBLIC METHODS
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
iNode *cNode3D::CreateChild() {
|
||||
return CreateChild3D();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cNode3D *cNode3D::CreateChild3D(const tString &asName, bool abAutoDeleteChildren) {
|
||||
cNode3D *pNode = hplNew(cNode3D, (asName, abAutoDeleteChildren));
|
||||
|
||||
pNode->mpParent = this;
|
||||
mlstNode.push_back(pNode);
|
||||
|
||||
return pNode;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cVector3f cNode3D::GetLocalPosition() {
|
||||
return m_mtxLocalTransform.GetTranslation();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cMatrixf &cNode3D::GetLocalMatrix() {
|
||||
return m_mtxLocalTransform;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cVector3f cNode3D::GetWorldPosition() {
|
||||
UpdateWorldTransform();
|
||||
|
||||
return m_mtxWorldTransform.GetTranslation();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cMatrixf &cNode3D::GetWorldMatrix() {
|
||||
UpdateWorldTransform();
|
||||
|
||||
return m_mtxWorldTransform;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SetPosition(const cVector3f &avPos) {
|
||||
m_mtxLocalTransform.m[0][3] = avPos.x;
|
||||
m_mtxLocalTransform.m[1][3] = avPos.y;
|
||||
m_mtxLocalTransform.m[2][3] = avPos.z;
|
||||
|
||||
SetWorldTransformUpdated();
|
||||
}
|
||||
|
||||
void cNode3D::SetMatrix(const cMatrixf &a_mtxTransform, bool abSetChildrenUpdated) {
|
||||
m_mtxLocalTransform = a_mtxTransform;
|
||||
|
||||
if (abSetChildrenUpdated)
|
||||
SetWorldTransformUpdated();
|
||||
else
|
||||
mbTransformUpdated = true;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SetWorldPosition(const cVector3f &avWorldPos) {
|
||||
if (mpParent) {
|
||||
SetPosition(avWorldPos - mpParent->GetWorldPosition());
|
||||
} else {
|
||||
SetPosition(avWorldPos);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SetWorldMatrix(const cMatrixf &a_mtxWorldTransform) {
|
||||
if (mpParent) {
|
||||
SetMatrix(cMath::MatrixMul(cMath::MatrixInverse(mpParent->GetWorldMatrix()),
|
||||
a_mtxWorldTransform));
|
||||
} else {
|
||||
SetMatrix(a_mtxWorldTransform);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
const char *cNode3D::GetName() {
|
||||
return msName.c_str();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cNode3D *cNode3D::GetParent() {
|
||||
return mpParent;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SetParent(cNode3D *apNode) {
|
||||
mpParent = apNode;
|
||||
|
||||
mpParent->mlstNode.push_back(this);
|
||||
}
|
||||
|
||||
void cNode3D::AddChild(cNode3D *apChild) {
|
||||
mlstNode.push_back(apChild);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::AddRotation(const cVector3f &avRot, eEulerRotationOrder aOrder) {
|
||||
m_mtxRotation = cMath::MatrixMul(cMath::MatrixRotate(avRot, aOrder), m_mtxRotation);
|
||||
}
|
||||
|
||||
void cNode3D::AddRotation(const cQuaternion &aqRotation) {
|
||||
// Would be better to have the rotation as a quaternion and
|
||||
// then just multiply so that it NOT becomes order dependant.
|
||||
m_mtxRotation = cMath::MatrixMul(cMath::MatrixQuaternion(aqRotation), m_mtxRotation);
|
||||
}
|
||||
|
||||
void cNode3D::AddScale(const cVector3f &avScale) {
|
||||
mvScale *= avScale;
|
||||
}
|
||||
|
||||
void cNode3D::AddTranslation(const cVector3f &avTrans) {
|
||||
mvTranslation += avTrans;
|
||||
}
|
||||
|
||||
void cNode3D::UpdateMatrix(bool abSetChildrenUpdated) {
|
||||
cMatrixf mtxTransform = GetLocalMatrix();
|
||||
|
||||
// Save the translation and set it to 0 so that only the rotation is altered.
|
||||
cVector3f vPos = mtxTransform.GetTranslation();
|
||||
mtxTransform.SetTranslation(cVector3f(0, 0, 0));
|
||||
|
||||
// Log("Startpos: %s",vPos.ToString().c_str());
|
||||
// Log("World pos: %s\n",GetWorldMatrix().GetTranslation().ToString().c_str());
|
||||
|
||||
// The animation rotation is applied before the local.
|
||||
mtxTransform = cMath::MatrixMul(mtxTransform, m_mtxRotation);
|
||||
|
||||
// Skip scale for now.
|
||||
// mtxTransform = cMath::MatrixMul(cMath::MatrixScale(mvScale), mtxTransform);
|
||||
|
||||
mtxTransform.SetTranslation(vPos + mvTranslation);
|
||||
|
||||
SetMatrix(mtxTransform, abSetChildrenUpdated);
|
||||
|
||||
// Log("World pos: %s\n",GetWorldMatrix().GetTranslation().ToString().c_str());
|
||||
|
||||
// Reset values
|
||||
m_mtxRotation = cMatrixf::Identity;
|
||||
mvScale = cVector3f(1, 1, 1);
|
||||
mvTranslation = cVector3f(0, 0, 0);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SetSource(const tString &asSource) {
|
||||
msSource = asSource;
|
||||
}
|
||||
|
||||
const char *cNode3D::GetSource() {
|
||||
return msSource.c_str();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// PRIVATE METHODS
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
void cNode3D::UpdateWorldTransform() {
|
||||
if (mbTransformUpdated) {
|
||||
// if(msName == "WeaponJoint") LogUpdate(" update world transform!\n");
|
||||
|
||||
mbTransformUpdated = false;
|
||||
|
||||
if (mpParent) {
|
||||
m_mtxWorldTransform = cMath::MatrixMul(mpParent->GetWorldMatrix(), m_mtxLocalTransform);
|
||||
} else {
|
||||
m_mtxWorldTransform = m_mtxLocalTransform;
|
||||
}
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SetWorldTransformUpdated() {
|
||||
// if(msName == "WeaponJoint") LogUpdate(" setworldtransform updated!\n");
|
||||
|
||||
mbTransformUpdated = true;
|
||||
|
||||
// Set all entities as updated
|
||||
tEntityListIt EIt = mlstEntity.begin();
|
||||
for (; EIt != mlstEntity.end(); ++EIt) {
|
||||
iEntity3D *pEntity = static_cast<iEntity3D *>(*EIt);
|
||||
|
||||
pEntity->SetTransformUpdated();
|
||||
}
|
||||
|
||||
// Set all child nodes as updated
|
||||
tNodeListIt NIt = mlstNode.begin();
|
||||
for (; NIt != mlstNode.end(); ++NIt) {
|
||||
cNode3D *pNode = static_cast<cNode3D *>(*NIt);
|
||||
|
||||
pNode->SetWorldTransformUpdated();
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// SAVE OBJECT STUFF
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
kBeginSerialize(cSaveData_cNode3D, cSaveData_iNode)
|
||||
kSerializeVar(msName, eSerializeType_String)
|
||||
kSerializeVar(msSource, eSerializeType_String)
|
||||
kSerializeVar(mbAutoDeleteChildren, eSerializeType_Bool)
|
||||
kSerializeVar(m_mtxLocalTransform, eSerializeType_Matrixf)
|
||||
kSerializeVar(mlParentId, eSerializeType_Int32)
|
||||
kEndSerialize()
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
iSaveObject *cSaveData_cNode3D::CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
|
||||
return hplNew(cNode3D, (msName, mbAutoDeleteChildren));
|
||||
}
|
||||
|
||||
int cSaveData_cNode3D::GetSaveCreatePrio() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
iSaveData *cNode3D::CreateSaveData() {
|
||||
return hplNew(cSaveData_cNode3D, ());
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SaveToSaveData(iSaveData *apSaveData) {
|
||||
kSaveData_SaveToBegin(cNode3D);
|
||||
|
||||
kSaveData_SaveTo(msName);
|
||||
kSaveData_SaveTo(msSource);
|
||||
kSaveData_SaveTo(mbAutoDeleteChildren);
|
||||
kSaveData_SaveTo(m_mtxLocalTransform);
|
||||
|
||||
kSaveData_SaveObject(mpParent, mlParentId);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::LoadFromSaveData(iSaveData *apSaveData) {
|
||||
kSaveData_LoadFromBegin(cNode3D);
|
||||
|
||||
kSaveData_LoadFrom(msName);
|
||||
kSaveData_LoadFrom(msSource);
|
||||
kSaveData_LoadFrom(mbAutoDeleteChildren);
|
||||
kSaveData_LoadFrom(m_mtxLocalTransform);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cNode3D::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
|
||||
kSaveData_SetupBegin(cNode3D);
|
||||
|
||||
kSaveData_LoadObject(mpParent, mlParentId, cNode3D *);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
} // namespace hpl
|
||||
Reference in New Issue
Block a user