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