SceneGraph.h 2.7 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #pragma once
  24. #include "Types.h"
  25. #include "Matrix4x4.h"
  26. #include "List.h"
  27. namespace crown
  28. {
  29. struct SceneGraph
  30. {
  31. SceneGraph();
  32. /// Creates a new node with @a parent parent at position @a pos and rotation @a rot.
  33. /// @note
  34. /// The @a parent node must be either -1 (meaning no parent), or an index lesser
  35. /// than the being created node.
  36. int32_t create_node(int32_t parent, const Vector3& pos, const Quaternion& rot);
  37. /// Links the @a child node to the @a parent node.
  38. /// After the linking the @a child pose is reset to identity.
  39. /// @note
  40. /// The @a parent node must be either -1 (meaning no parent), or an index lesser than child
  41. void link(int32_t child, int32_t parent);
  42. /// Unlinks the @a child node from its parent if it has any.
  43. /// After unlinking, the @child local pose is set to its previous world pose.
  44. void unlink(int32_t child);
  45. void set_local_position(int32_t node, const Vector3& pos);
  46. void set_local_rotation(int32_t node, const Quaternion& rot);
  47. void set_local_pose(int32_t node, const Matrix4x4& pose);
  48. Vector3 local_position(int32_t node) const;
  49. Quaternion local_rotation(int32_t node) const;
  50. Matrix4x4 local_pose(int32_t node) const;
  51. Vector3 world_position(int32_t node) const;
  52. Quaternion world_rotation(int32_t node) const;
  53. Matrix4x4 world_pose(int32_t node) const;
  54. // Clears the content of the scene graph.
  55. void clear();
  56. /// Transforms local poses to world poses.
  57. void update();
  58. public:
  59. List<Matrix4x4> m_world_poses;
  60. List<Matrix4x4> m_local_poses;
  61. List<int32_t> m_parents;
  62. };
  63. } // namespace crown