PolyEntity.cpp 12 KB

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  1. /*
  2. * PolyEntity.cpp
  3. * Poly
  4. *
  5. * Created by Ivan Safrin on 1/18/09.
  6. * Copyright 2009 __MyCompanyName__. All rights reserved.
  7. *
  8. */
  9. #include "PolyEntity.h"
  10. using namespace Polycode;
  11. Entity::Entity() {
  12. scale.set(1,1,1);
  13. pitch = 0;
  14. yaw = 0;
  15. roll = 0;
  16. renderer = NULL;
  17. enabled = true;
  18. depthTest = true;
  19. visible = true;
  20. bBoxRadius = 0;
  21. color.setColor(1.0f,1.0f,1.0f,1.0f);
  22. parentEntity = NULL;
  23. matrixDirty = true;
  24. matrixAdj = 1.0f;
  25. billboardMode = false;
  26. billboardRoll = false;
  27. backfaceCulled = true;
  28. depthOnly = false;
  29. depthWrite = true;
  30. ignoreParentMatrix = false;
  31. alphaTest = false;
  32. blendingMode = Renderer::BLEND_MODE_NORMAL;
  33. lockMatrix = false;
  34. renderWireframe = false;
  35. colorAffectsChildren = true;
  36. maskEntity = NULL;
  37. isMask = false;
  38. hasMask = false;
  39. }
  40. Entity *Entity::getParentEntity() {
  41. return parentEntity;
  42. }
  43. Color Entity::getCombinedColor() {
  44. if(parentEntity) {
  45. if(parentEntity->colorAffectsChildren)
  46. return color * parentEntity->getCombinedColor();
  47. else
  48. return color;
  49. } else {
  50. return color;
  51. }
  52. }
  53. Matrix4 Entity::getLookAtMatrix(const Vector3 &loc, const Vector3 &upVector) {
  54. rebuildTransformMatrix();
  55. Vector3 D;
  56. if(parentEntity)
  57. D = loc - (parentEntity->getConcatenatedMatrix() *position);
  58. else
  59. D = loc - position;
  60. Vector3 back = D * -1;
  61. back.Normalize();
  62. Vector3 right = back.crossProduct(upVector) ;
  63. right.Normalize();
  64. right = right * -1;
  65. Vector3 up = back.crossProduct(right);
  66. Matrix4 newMatrix(right.x, right.y, right.z, 0,
  67. up.x, up.y, up.z, 0,
  68. back.x, back.y, back.z, 0,
  69. 0, 0 , 0, 1);
  70. return newMatrix;
  71. }
  72. void Entity::lookAt(const Vector3 &loc, const Vector3 &upVector) {
  73. Matrix4 newMatrix = getLookAtMatrix(loc, upVector);
  74. rotationQuat.createFromMatrix(newMatrix);
  75. matrixDirty = true;
  76. }
  77. void Entity::lookAtEntity(Entity *entity, const Vector3 &upVector) {
  78. if(entity->getParentEntity())
  79. lookAt(entity->getParentEntity()->getConcatenatedMatrix() * (entity->getPosition()), upVector);
  80. else
  81. lookAt(entity->getPosition(), upVector);
  82. }
  83. void Entity::removeChild(Entity *entityToRemove) {
  84. for(int i=0;i<children.size();i++) {
  85. if(children[i] == entityToRemove) {
  86. children.erase(children.begin()+i);
  87. }
  88. }
  89. }
  90. void Entity::addChild(Entity *newChild) {
  91. addEntity(newChild);
  92. }
  93. void Entity::setColor(Color color) {
  94. this->color.setColor(&color);
  95. }
  96. void Entity::setColorInt(int r, int g, int b, int a) {
  97. color.setColorRGBA(r,g, b, a);
  98. }
  99. void Entity::setColor(Number r, Number g, Number b, Number a) {
  100. color.setColor(r,g,b,a);
  101. }
  102. void Entity::recalculateBBox() {
  103. }
  104. void Entity::setBlendingMode(int newBlendingMode) {
  105. blendingMode = newBlendingMode;
  106. }
  107. Number Entity::getBBoxRadius() {
  108. Number compRad;
  109. Number biggest = bBoxRadius;
  110. for(int i=0;i<children.size();i++) {
  111. compRad = children[i]->getCompoundBBoxRadius();
  112. if(compRad > biggest)
  113. biggest = compRad;
  114. }
  115. return biggest;
  116. }
  117. Number Entity::getCompoundBBoxRadius() {
  118. Number compRad;
  119. Number biggest = bBoxRadius + position.distance(Vector3(0,0,0));
  120. for(int i=0;i<children.size();i++) {
  121. compRad = children[i]->getCompoundBBoxRadius();
  122. if(compRad > biggest)
  123. biggest = compRad;
  124. }
  125. return biggest;
  126. }
  127. void Entity::setBBoxRadius(Number rad) {
  128. bBoxRadius = rad;
  129. }
  130. Entity::~Entity() {
  131. }
  132. Vector3 Entity::getChildCenter() {
  133. return childCenter;
  134. }
  135. void Entity::setMatrix(Matrix4 matrix) {
  136. transformMatrix = matrix;
  137. matrixDirty = false;
  138. }
  139. Matrix4 Entity::buildPositionMatrix() {
  140. Matrix4 posMatrix;
  141. posMatrix.m[3][0] = position.x*matrixAdj;
  142. posMatrix.m[3][1] = position.y*matrixAdj;
  143. posMatrix.m[3][2] = position.z*matrixAdj;
  144. return posMatrix;
  145. }
  146. void Entity::rebuildTransformMatrix() {
  147. if(lockMatrix)
  148. return;
  149. if(billboardMode){
  150. transformMatrix.identity();
  151. } else {
  152. transformMatrix = rotationQuat.createMatrix();
  153. }
  154. Matrix4 scaleMatrix;
  155. scaleMatrix.m[0][0] *= scale.x;
  156. scaleMatrix.m[1][1] *= scale.y;
  157. scaleMatrix.m[2][2] *= scale.z;
  158. Matrix4 posMatrix = buildPositionMatrix();
  159. transformMatrix = scaleMatrix*transformMatrix*posMatrix;
  160. matrixDirty = false;
  161. }
  162. void Entity::doUpdates() {
  163. Update();
  164. for(int i=0; i < children.size(); i++) {
  165. children[i]->doUpdates();
  166. }
  167. }
  168. void Entity::updateEntityMatrix() {
  169. if(matrixDirty)
  170. rebuildTransformMatrix();
  171. for(int i=0; i < children.size(); i++) {
  172. children[i]->updateEntityMatrix();
  173. }
  174. }
  175. Vector3 Entity::getCompoundScale() {
  176. if(parentEntity != NULL) {
  177. Vector3 parentScale = parentEntity->getCompoundScale();
  178. return Vector3(scale.x * parentScale.x, scale.y * parentScale.y,scale.z * parentScale.z);
  179. }
  180. else
  181. return scale;
  182. }
  183. Matrix4 Entity::getConcatenatedRollMatrix() {
  184. Quaternion q;
  185. q.createFromAxisAngle(0.0f, 0.0f, 1.0f, roll*matrixAdj);
  186. Matrix4 transformMatrix = q.createMatrix();
  187. if(parentEntity != NULL)
  188. return transformMatrix * parentEntity->getConcatenatedRollMatrix();
  189. else
  190. return transformMatrix;
  191. }
  192. void Entity::setMask(Entity *mask) {
  193. mask->setDepthWrite(true);
  194. mask->depthOnly = true;
  195. mask->setPositionZ(0.999);
  196. mask->isMask = true;
  197. mask->enabled = false;
  198. maskEntity = mask;
  199. hasMask = true;
  200. // for(int i=0; i < children.size(); i++) {
  201. // children[i]->setMask(mask);
  202. // }
  203. }
  204. void Entity::clearMask() {
  205. maskEntity->setDepthWrite(false);
  206. maskEntity->depthOnly = false;
  207. maskEntity->setPositionZ(0);
  208. maskEntity->enabled = true;
  209. maskEntity = NULL;
  210. hasMask = false;
  211. }
  212. void Entity::setDepthWrite(bool val) {
  213. depthWrite = val;
  214. for(int i=0;i<children.size();i++) {
  215. children[i]->setDepthWrite(val);
  216. }
  217. }
  218. void Entity::transformAndRender() {
  219. if(!renderer || !enabled)
  220. return;
  221. if(depthOnly) {
  222. renderer->drawToColorBuffer(false);
  223. }
  224. if(hasMask) {
  225. renderer->clearBuffer(false, true);
  226. maskEntity->enabled = true;
  227. maskEntity->transformAndRender();
  228. maskEntity->enabled = false;
  229. renderer->setDepthFunction(Renderer::DEPTH_FUNCTION_GREATER);
  230. }
  231. renderer->pushMatrix();
  232. if(ignoreParentMatrix && parentEntity) {
  233. renderer->multModelviewMatrix(parentEntity->getConcatenatedMatrix().inverse());
  234. }else {
  235. renderer->multModelviewMatrix(transformMatrix);
  236. }
  237. renderer->setVertexColor(color.r,color.g,color.b,color.a);
  238. if(billboardMode) {
  239. renderer->billboardMatrixWithScale(getCompoundScale());
  240. if(billboardRoll) {
  241. renderer->multModelviewMatrix(getConcatenatedRollMatrix());
  242. }
  243. }
  244. // if(hasMask) {
  245. // renderer->enableDepthWrite(false);
  246. // renderer->enableDepthTest(true);
  247. // } else {
  248. if(!depthWrite)
  249. renderer->enableDepthWrite(false);
  250. else
  251. renderer->enableDepthWrite(true);
  252. if(!depthTest)
  253. renderer->enableDepthTest(false);
  254. else
  255. renderer->enableDepthTest(true);
  256. // }
  257. renderer->enableAlphaTest(alphaTest);
  258. Color combined = getCombinedColor();
  259. renderer->setVertexColor(combined.r,combined.g,combined.b,combined.a);
  260. renderer->setBlendingMode(blendingMode);
  261. renderer->enableBackfaceCulling(backfaceCulled);
  262. int mode = renderer->getRenderMode();
  263. if(renderWireframe)
  264. renderer->setRenderMode(Renderer::RENDER_MODE_WIREFRAME);
  265. if(visible) {
  266. Render();
  267. renderer->setRenderMode(mode);
  268. // renderer->pushMatrix();
  269. adjustMatrixForChildren();
  270. renderChildren();
  271. // renderer->popMatrix();
  272. }
  273. renderer->popMatrix();
  274. if(hasMask) {
  275. renderer->clearBuffer(false, true);
  276. }
  277. if(!depthWrite)
  278. renderer->enableDepthWrite(true);
  279. if(hasMask) {
  280. renderer->setDepthFunction(Renderer::DEPTH_FUNCTION_LEQUAL);
  281. }
  282. if(depthOnly) {
  283. renderer->drawToColorBuffer(true);
  284. }
  285. }
  286. void Entity::setRenderer(Renderer *renderer) {
  287. this->renderer = renderer;
  288. for(int i=0;i<children.size();i++) {
  289. children[i]->setRenderer(renderer);
  290. }
  291. }
  292. void Entity::addEntity(Entity *newChild) {
  293. newChild->setRenderer(renderer);
  294. newChild->setParentEntity(this);
  295. children.push_back(newChild);
  296. if(hasMask) {
  297. newChild->setMask(maskEntity);
  298. }
  299. }
  300. void Entity::renderChildren() {
  301. for(int i=0;i<children.size();i++) {
  302. children[i]->transformAndRender();
  303. }
  304. }
  305. void Entity::dirtyMatrix(bool val) {
  306. matrixDirty = val;
  307. }
  308. void Entity::setRotationQuat(Number w, Number x, Number y, Number z) {
  309. rotationQuat.w = w;
  310. rotationQuat.x = x;
  311. rotationQuat.y = y;
  312. rotationQuat.z = z;
  313. matrixDirty = true;
  314. }
  315. Quaternion Entity::getRotationQuat() {
  316. return rotationQuat;
  317. }
  318. void Entity::setPitch(Number pitch) {
  319. this->pitch = pitch;
  320. rebuildRotation();
  321. matrixDirty = true;
  322. }
  323. void Entity::setYaw(Number yaw) {
  324. this->yaw = yaw;
  325. rebuildRotation();
  326. matrixDirty = true;
  327. }
  328. Vector3 Entity::getScale() {
  329. return scale;
  330. }
  331. Matrix4 Entity::getConcatenatedMatrix() {
  332. if(parentEntity != NULL)
  333. return transformMatrix * parentEntity->getConcatenatedMatrix();
  334. else
  335. return transformMatrix;
  336. }
  337. Matrix4 Entity::getTransformMatrix() {
  338. return transformMatrix;
  339. }
  340. void Entity::Pitch(Number pitch) {
  341. this->pitch += pitch;
  342. rebuildRotation();
  343. matrixDirty = true;
  344. }
  345. void Entity::Yaw(Number yaw) {
  346. this->yaw += yaw;
  347. rebuildRotation();
  348. matrixDirty = true;
  349. }
  350. void Entity::Roll(Number roll) {
  351. this->roll += roll;
  352. rebuildRotation();
  353. matrixDirty = true;
  354. }
  355. void Entity::setRoll(Number roll) {
  356. this->roll= roll;
  357. rebuildRotation();
  358. matrixDirty = true;
  359. }
  360. void Entity::rebuildRotation() {
  361. rotationQuat.fromAxes(pitch, yaw, roll);
  362. }
  363. String Entity::getEntityProp(String propName) {
  364. for(int i=0; i < entityProps.size(); i++) {
  365. if(entityProps[i].propName == propName) {
  366. return entityProps[i].propValue;
  367. }
  368. }
  369. return "null";
  370. }
  371. Vector3 Entity::getCombinedPosition() {
  372. if(parentEntity != NULL)
  373. return (parentEntity->getCombinedPosition())+position;
  374. else
  375. return position;
  376. }
  377. void Entity::setParentEntity(Entity *entity) {
  378. parentEntity = entity;
  379. }
  380. Number Entity::getPitch() {
  381. return pitch;
  382. }
  383. Number Entity::getYaw() {
  384. return yaw;
  385. }
  386. Number Entity::getRoll() {
  387. return roll;
  388. }
  389. void Entity::setTransformByMatrixPure(Matrix4 matrix) {
  390. transformMatrix = matrix;
  391. }
  392. void Entity::setTransformByMatrix(Matrix4 matrix) {
  393. setPosition(matrix.getPosition());
  394. Number x,y,z;
  395. matrix.getEulerAngles(&x,&y,&z);
  396. setPitch(x);
  397. setYaw(y);
  398. setRoll(z);
  399. // setYaw(-asin(matrix.m[0][2]) * TODEGREES);
  400. /// setPitch(atan2(-matrix.m[0][1], matrix.m[0][0]) * TODEGREES);
  401. // setRoll(atan2(-matrix.m[1][2], matrix.m[2][2]) * TODEGREES);
  402. matrixDirty = true;
  403. }
  404. void Entity::setPosition(Vector3 posVec) {
  405. position = posVec;
  406. matrixDirty = true;
  407. }
  408. void Entity::setPositionX(Number x) {
  409. position.x = x;
  410. matrixDirty = true;
  411. }
  412. void Entity::setPositionY(Number y) {
  413. position.y = y;
  414. matrixDirty = true;
  415. }
  416. void Entity::setPositionZ(Number z) {
  417. position.z = z;
  418. matrixDirty = true;
  419. }
  420. void Entity::setScaleX(Number x) {
  421. scale.x = x;
  422. matrixDirty = true;
  423. }
  424. void Entity::setScaleY(Number y) {
  425. scale.y = y;
  426. matrixDirty = true;
  427. }
  428. void Entity::setScaleZ(Number z) {
  429. scale.z = z;
  430. matrixDirty = true;
  431. }
  432. void Entity::setPosition(Number x, Number y, Number z) {
  433. position.x = x;
  434. position.y = y;
  435. position.z = z;
  436. matrixDirty = true;
  437. }
  438. void Entity::Translate(Vector3 tVec) {
  439. position += tVec;
  440. matrixDirty = true;
  441. }
  442. void Entity::Translate(Number x, Number y, Number z) {
  443. position.x += x;
  444. position.y += y;
  445. position.z += z;
  446. matrixDirty = true;
  447. }
  448. void Entity::Scale(Number x, Number y, Number z) {
  449. scale.x *= x;
  450. scale.y *= y;
  451. scale.z *= z;
  452. matrixDirty = true;
  453. }
  454. void Entity::setScale(Number x, Number y, Number z) {
  455. scale.x = x;
  456. scale.y = y;
  457. scale.z = z;
  458. matrixDirty = true;
  459. }
  460. Vector3 Entity::getPosition() {
  461. return position;
  462. }
  463. Number Entity::getCombinedPitch() {
  464. if(parentEntity != NULL)
  465. return parentEntity->getCombinedPitch()+pitch;
  466. else
  467. return pitch;
  468. }
  469. Number Entity::getCombinedYaw() {
  470. if(parentEntity != NULL)
  471. return parentEntity->getCombinedYaw()+yaw;
  472. else
  473. return yaw;
  474. }
  475. Number Entity::getCombinedRoll() {
  476. if(parentEntity != NULL)
  477. return parentEntity->getCombinedRoll()+roll;
  478. else
  479. return roll;
  480. }