SceneNode.cpp 5.1 KB

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  1. #include <algorithm>
  2. #include "SceneNode.h"
  3. #include "Renderer.h"
  4. #include "collision.h"
  5. #include "Controller.h"
  6. #include "Scene.h"
  7. #include "App.h"
  8. //=====================================================================================================================================
  9. // commonConstructorCode =
  10. //=====================================================================================================================================
  11. void SceneNode::commonConstructorCode()
  12. {
  13. parent = NULL;
  14. isCompound = false;
  15. bvolumeLspace = NULL;
  16. getWorldTransform().setIdentity();
  17. getLocalTransform().setIdentity();
  18. DEBUG_ERR( app->getScene() == NULL );
  19. app->getScene()->registerNode( this );
  20. }
  21. //=====================================================================================================================================
  22. // Destructor =
  23. //=====================================================================================================================================
  24. SceneNode::~SceneNode()
  25. {
  26. DEBUG_ERR( app->getScene() == NULL );
  27. app->getScene()->unregisterNode( this );
  28. }
  29. //=====================================================================================================================================
  30. // updateWorldTransform =
  31. //=====================================================================================================================================
  32. void SceneNode::updateWorldTransform()
  33. {
  34. if( parent )
  35. {
  36. worldTransform = Transform::combineTransformations( parent->getWorldTransform(), localTransform );
  37. }
  38. else // else copy
  39. {
  40. worldTransform = localTransform;
  41. }
  42. // transform the bvolume
  43. /*if( bvolumeLspace != NULL )
  44. {
  45. DEBUG_ERR( bvolumeLspace->type!=bvolume_t::BSPHERE && bvolumeLspace->type!=bvolume_t::AABB && bvolumeLspace->type!=bvolume_t::OBB );
  46. switch( bvolumeLspace->type )
  47. {
  48. case bvolume_t::BSPHERE:
  49. {
  50. bsphere_t sphere = static_cast<bsphere_t*>(bvolumeLspace)->Transformed( translationWspace, rotationWspace, scaleWspace );
  51. *static_cast<bsphere_t*>(bvolumeLspace) = sphere;
  52. break;
  53. }
  54. case bvolume_t::AABB:
  55. {
  56. aabb_t aabb = static_cast<aabb_t*>(bvolumeLspace)->Transformed( translationWspace, rotationWspace, scaleWspace );
  57. *static_cast<aabb_t*>(bvolumeLspace) = aabb;
  58. break;
  59. }
  60. case bvolume_t::OBB:
  61. {
  62. obb_t obb = static_cast<obb_t*>(bvolumeLspace)->Transformed( translationWspace, rotationWspace, scaleWspace );
  63. *static_cast<obb_t*>(bvolumeLspace) = obb;
  64. break;
  65. }
  66. default:
  67. FATAL( "What the fuck" );
  68. }
  69. }*/
  70. }
  71. //=====================================================================================================================================
  72. // Move(s) =
  73. // Move the object according to it's local axis =
  74. //=====================================================================================================================================
  75. void SceneNode::moveLocalX( float distance )
  76. {
  77. Vec3 x_axis = localTransform.getRotation().getColumn(0);
  78. getLocalTransform().getOrigin() += x_axis * distance;
  79. }
  80. void SceneNode::moveLocalY( float distance )
  81. {
  82. Vec3 y_axis = localTransform.getRotation().getColumn(1);
  83. getLocalTransform().getOrigin() += y_axis * distance;
  84. }
  85. void SceneNode::moveLocalZ( float distance )
  86. {
  87. Vec3 z_axis = localTransform.getRotation().getColumn(2);
  88. getLocalTransform().getOrigin() += z_axis * distance;
  89. }
  90. //=====================================================================================================================================
  91. // addChild =
  92. //=====================================================================================================================================
  93. void SceneNode::addChild( SceneNode* node )
  94. {
  95. if( node->parent != NULL )
  96. {
  97. ERROR( "Node already has parent" );
  98. return;
  99. }
  100. node->parent = this;
  101. childs.push_back( node );
  102. }
  103. //=====================================================================================================================================
  104. // removeChild =
  105. //=====================================================================================================================================
  106. void SceneNode::removeChild( SceneNode* node )
  107. {
  108. Vec<SceneNode*>::iterator it = find( childs.begin(), childs.end(), node );
  109. if( it == childs.end() )
  110. {
  111. ERROR( "Child not found" );
  112. return;
  113. }
  114. node->parent = NULL;
  115. childs.erase( it );
  116. }