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- #include <algorithm>
- #include "SceneNode.h"
- #include "Renderer.h"
- #include "collision.h"
- #include "Controller.h"
- #include "Scene.h"
- #include "App.h"
- //=====================================================================================================================================
- // commonConstructorCode =
- //=====================================================================================================================================
- void SceneNode::commonConstructorCode()
- {
- parent = NULL;
- isCompound = false;
- bvolumeLspace = NULL;
- getWorldTransform().setIdentity();
- getLocalTransform().setIdentity();
- DEBUG_ERR( app->getScene() == NULL );
- app->getScene()->registerNode( this );
- }
- //=====================================================================================================================================
- // Destructor =
- //=====================================================================================================================================
- SceneNode::~SceneNode()
- {
- DEBUG_ERR( app->getScene() == NULL );
- app->getScene()->unregisterNode( this );
- }
- //=====================================================================================================================================
- // updateWorldTransform =
- //=====================================================================================================================================
- void SceneNode::updateWorldTransform()
- {
- if( parent )
- {
- worldTransform = Transform::combineTransformations( parent->getWorldTransform(), localTransform );
- }
- else // else copy
- {
- worldTransform = localTransform;
- }
- // transform the bvolume
- /*if( bvolumeLspace != NULL )
- {
- DEBUG_ERR( bvolumeLspace->type!=bvolume_t::BSPHERE && bvolumeLspace->type!=bvolume_t::AABB && bvolumeLspace->type!=bvolume_t::OBB );
- switch( bvolumeLspace->type )
- {
- case bvolume_t::BSPHERE:
- {
- bsphere_t sphere = static_cast<bsphere_t*>(bvolumeLspace)->Transformed( translationWspace, rotationWspace, scaleWspace );
- *static_cast<bsphere_t*>(bvolumeLspace) = sphere;
- break;
- }
- case bvolume_t::AABB:
- {
- aabb_t aabb = static_cast<aabb_t*>(bvolumeLspace)->Transformed( translationWspace, rotationWspace, scaleWspace );
- *static_cast<aabb_t*>(bvolumeLspace) = aabb;
- break;
- }
- case bvolume_t::OBB:
- {
- obb_t obb = static_cast<obb_t*>(bvolumeLspace)->Transformed( translationWspace, rotationWspace, scaleWspace );
- *static_cast<obb_t*>(bvolumeLspace) = obb;
- break;
- }
- default:
- FATAL( "What the fuck" );
- }
- }*/
- }
- //=====================================================================================================================================
- // Move(s) =
- // Move the object according to it's local axis =
- //=====================================================================================================================================
- void SceneNode::moveLocalX( float distance )
- {
- Vec3 x_axis = localTransform.getRotation().getColumn(0);
- getLocalTransform().getOrigin() += x_axis * distance;
- }
- void SceneNode::moveLocalY( float distance )
- {
- Vec3 y_axis = localTransform.getRotation().getColumn(1);
- getLocalTransform().getOrigin() += y_axis * distance;
- }
- void SceneNode::moveLocalZ( float distance )
- {
- Vec3 z_axis = localTransform.getRotation().getColumn(2);
- getLocalTransform().getOrigin() += z_axis * distance;
- }
- //=====================================================================================================================================
- // addChild =
- //=====================================================================================================================================
- void SceneNode::addChild( SceneNode* node )
- {
- if( node->parent != NULL )
- {
- ERROR( "Node already has parent" );
- return;
- }
- node->parent = this;
- childs.push_back( node );
- }
- //=====================================================================================================================================
- // removeChild =
- //=====================================================================================================================================
- void SceneNode::removeChild( SceneNode* node )
- {
- Vec<SceneNode*>::iterator it = find( childs.begin(), childs.end(), node );
- if( it == childs.end() )
- {
- ERROR( "Child not found" );
- return;
- }
- node->parent = NULL;
- childs.erase( it );
- }
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