PolyEntity.cpp 12 KB

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  1. /*
  2. Copyright (C) 2011 by Ivan Safrin
  3. Permission is hereby granted, free of charge, to any person obtaining a copy
  4. of this software and associated documentation files (the "Software"), to deal
  5. in the Software without restriction, including without limitation the rights
  6. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. copies of the Software, and to permit persons to whom the Software is
  8. furnished to do so, subject to the following conditions:
  9. The above copyright notice and this permission notice shall be included in
  10. all copies or substantial portions of the Software.
  11. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  17. THE SOFTWARE.
  18. */
  19. #include "PolyEntity.h"
  20. using namespace Polycode;
  21. Entity::Entity() {
  22. scale.set(1,1,1);
  23. pitch = 0;
  24. yaw = 0;
  25. roll = 0;
  26. renderer = NULL;
  27. enabled = true;
  28. depthTest = true;
  29. visible = true;
  30. bBoxRadius = 0;
  31. color.setColor(1.0f,1.0f,1.0f,1.0f);
  32. parentEntity = NULL;
  33. matrixDirty = true;
  34. matrixAdj = 1.0f;
  35. billboardMode = false;
  36. billboardRoll = false;
  37. backfaceCulled = true;
  38. depthOnly = false;
  39. depthWrite = true;
  40. ignoreParentMatrix = false;
  41. alphaTest = false;
  42. blendingMode = Renderer::BLEND_MODE_NORMAL;
  43. lockMatrix = false;
  44. renderWireframe = false;
  45. colorAffectsChildren = true;
  46. visibilityAffectsChildren = true;
  47. maskEntity = NULL;
  48. isMask = false;
  49. hasMask = false;
  50. }
  51. Entity *Entity::getParentEntity() {
  52. return parentEntity;
  53. }
  54. Color Entity::getCombinedColor() {
  55. if(parentEntity) {
  56. if(parentEntity->colorAffectsChildren)
  57. return color * parentEntity->getCombinedColor();
  58. else
  59. return color;
  60. } else {
  61. return color;
  62. }
  63. }
  64. Matrix4 Entity::getLookAtMatrix(const Vector3 &loc, const Vector3 &upVector) {
  65. rebuildTransformMatrix();
  66. Vector3 D;
  67. if(parentEntity)
  68. D = loc - (parentEntity->getConcatenatedMatrix() *position);
  69. else
  70. D = loc - position;
  71. Vector3 back = D * -1;
  72. back.Normalize();
  73. Vector3 right = back.crossProduct(upVector) ;
  74. right.Normalize();
  75. right = right * -1;
  76. Vector3 up = back.crossProduct(right);
  77. Matrix4 newMatrix(right.x, right.y, right.z, 0,
  78. up.x, up.y, up.z, 0,
  79. back.x, back.y, back.z, 0,
  80. 0, 0 , 0, 1);
  81. return newMatrix;
  82. }
  83. void Entity::lookAt(const Vector3 &loc, const Vector3 &upVector) {
  84. Matrix4 newMatrix = getLookAtMatrix(loc, upVector);
  85. rotationQuat.createFromMatrix(newMatrix);
  86. matrixDirty = true;
  87. }
  88. void Entity::lookAtEntity(Entity *entity, const Vector3 &upVector) {
  89. if(entity->getParentEntity())
  90. lookAt(entity->getParentEntity()->getConcatenatedMatrix() * (entity->getPosition()), upVector);
  91. else
  92. lookAt(entity->getPosition(), upVector);
  93. }
  94. void Entity::removeChild(Entity *entityToRemove) {
  95. for(int i=0;i<children.size();i++) {
  96. if(children[i] == entityToRemove) {
  97. children.erase(children.begin()+i);
  98. }
  99. }
  100. }
  101. void Entity::addChild(Entity *newChild) {
  102. addEntity(newChild);
  103. }
  104. void Entity::setColor(Color color) {
  105. this->color.setColor(&color);
  106. }
  107. void Entity::setColorInt(int r, int g, int b, int a) {
  108. color.setColorRGBA(r,g, b, a);
  109. }
  110. void Entity::setColor(Number r, Number g, Number b, Number a) {
  111. color.setColor(r,g,b,a);
  112. }
  113. void Entity::recalculateBBox() {
  114. }
  115. void Entity::setBlendingMode(int newBlendingMode) {
  116. blendingMode = newBlendingMode;
  117. }
  118. Number Entity::getBBoxRadius() {
  119. Number compRad;
  120. Number biggest = bBoxRadius;
  121. for(int i=0;i<children.size();i++) {
  122. compRad = children[i]->getCompoundBBoxRadius();
  123. if(compRad > biggest)
  124. biggest = compRad;
  125. }
  126. return biggest;
  127. }
  128. Number Entity::getCompoundBBoxRadius() {
  129. Number compRad;
  130. Number biggest = bBoxRadius + position.distance(Vector3(0,0,0));
  131. for(int i=0;i<children.size();i++) {
  132. compRad = children[i]->getCompoundBBoxRadius();
  133. if(compRad > biggest)
  134. biggest = compRad;
  135. }
  136. return biggest;
  137. }
  138. void Entity::setBBoxRadius(Number rad) {
  139. bBoxRadius = rad;
  140. }
  141. Entity::~Entity() {
  142. }
  143. Vector3 Entity::getChildCenter() {
  144. return childCenter;
  145. }
  146. Matrix4 Entity::buildPositionMatrix() {
  147. Matrix4 posMatrix;
  148. posMatrix.m[3][0] = position.x*matrixAdj;
  149. posMatrix.m[3][1] = position.y*matrixAdj;
  150. posMatrix.m[3][2] = position.z*matrixAdj;
  151. return posMatrix;
  152. }
  153. void Entity::rebuildTransformMatrix() {
  154. if(lockMatrix)
  155. return;
  156. if(billboardMode){
  157. transformMatrix.identity();
  158. } else {
  159. transformMatrix = rotationQuat.createMatrix();
  160. }
  161. Matrix4 scaleMatrix;
  162. scaleMatrix.m[0][0] *= scale.x;
  163. scaleMatrix.m[1][1] *= scale.y;
  164. scaleMatrix.m[2][2] *= scale.z;
  165. Matrix4 posMatrix = buildPositionMatrix();
  166. transformMatrix = scaleMatrix*transformMatrix*posMatrix;
  167. matrixDirty = false;
  168. }
  169. void Entity::doUpdates() {
  170. Update();
  171. for(int i=0; i < children.size(); i++) {
  172. children[i]->doUpdates();
  173. }
  174. }
  175. void Entity::updateEntityMatrix() {
  176. if(matrixDirty)
  177. rebuildTransformMatrix();
  178. for(int i=0; i < children.size(); i++) {
  179. children[i]->updateEntityMatrix();
  180. }
  181. }
  182. Vector3 Entity::getCompoundScale() {
  183. if(parentEntity != NULL) {
  184. Vector3 parentScale = parentEntity->getCompoundScale();
  185. return Vector3(scale.x * parentScale.x, scale.y * parentScale.y,scale.z * parentScale.z);
  186. }
  187. else
  188. return scale;
  189. }
  190. Matrix4 Entity::getConcatenatedRollMatrix() {
  191. Quaternion q;
  192. q.createFromAxisAngle(0.0f, 0.0f, 1.0f, roll*matrixAdj);
  193. Matrix4 transformMatrix = q.createMatrix();
  194. if(parentEntity != NULL)
  195. return transformMatrix * parentEntity->getConcatenatedRollMatrix();
  196. else
  197. return transformMatrix;
  198. }
  199. void Entity::setMask(Entity *mask) {
  200. mask->depthWrite = true;
  201. mask->depthOnly = true;
  202. mask->setPositionZ(0.999);
  203. mask->isMask = true;
  204. mask->enabled = false;
  205. maskEntity = mask;
  206. hasMask = true;
  207. // for(int i=0; i < children.size(); i++) {
  208. // children[i]->setMask(mask);
  209. // }
  210. }
  211. void Entity::clearMask() {
  212. maskEntity->depthWrite = false;
  213. maskEntity->depthOnly = false;
  214. maskEntity->setPositionZ(0);
  215. maskEntity->enabled = true;
  216. maskEntity = NULL;
  217. hasMask = false;
  218. }
  219. void Entity::transformAndRender() {
  220. if(!renderer || !enabled)
  221. return;
  222. if(depthOnly) {
  223. renderer->drawToColorBuffer(false);
  224. }
  225. if(hasMask) {
  226. renderer->clearBuffer(false, true);
  227. maskEntity->enabled = true;
  228. maskEntity->transformAndRender();
  229. maskEntity->enabled = false;
  230. renderer->setDepthFunction(Renderer::DEPTH_FUNCTION_GREATER);
  231. }
  232. renderer->pushMatrix();
  233. if(ignoreParentMatrix && parentEntity) {
  234. renderer->multModelviewMatrix(parentEntity->getConcatenatedMatrix().inverse());
  235. renderer->setCurrentModelMatrix(parentEntity->getConcatenatedMatrix().inverse());
  236. }else {
  237. renderer->multModelviewMatrix(transformMatrix);
  238. renderer->setCurrentModelMatrix(transformMatrix);
  239. }
  240. renderer->setVertexColor(color.r,color.g,color.b,color.a);
  241. if(billboardMode) {
  242. renderer->billboardMatrixWithScale(getCompoundScale());
  243. if(billboardRoll) {
  244. renderer->multModelviewMatrix(getConcatenatedRollMatrix());
  245. }
  246. }
  247. // if(hasMask) {
  248. // renderer->enableDepthWrite(false);
  249. // renderer->enableDepthTest(true);
  250. // } else {
  251. if(!depthWrite)
  252. renderer->enableDepthWrite(false);
  253. else
  254. renderer->enableDepthWrite(true);
  255. if(!depthTest)
  256. renderer->enableDepthTest(false);
  257. else
  258. renderer->enableDepthTest(true);
  259. // }
  260. renderer->enableAlphaTest(alphaTest);
  261. Color combined = getCombinedColor();
  262. renderer->setVertexColor(combined.r,combined.g,combined.b,combined.a);
  263. renderer->setBlendingMode(blendingMode);
  264. renderer->enableBackfaceCulling(backfaceCulled);
  265. int mode = renderer->getRenderMode();
  266. if(renderWireframe)
  267. renderer->setRenderMode(Renderer::RENDER_MODE_WIREFRAME);
  268. else
  269. renderer->setRenderMode(Renderer::RENDER_MODE_NORMAL);
  270. if(visible) {
  271. Render();
  272. }
  273. if(visible || (!visible && !visibilityAffectsChildren)) {
  274. adjustMatrixForChildren();
  275. renderChildren();
  276. }
  277. renderer->setRenderMode(mode);
  278. renderer->popMatrix();
  279. if(hasMask) {
  280. renderer->clearBuffer(false, true);
  281. }
  282. if(!depthWrite)
  283. renderer->enableDepthWrite(true);
  284. if(hasMask) {
  285. renderer->setDepthFunction(Renderer::DEPTH_FUNCTION_LEQUAL);
  286. }
  287. if(depthOnly) {
  288. renderer->drawToColorBuffer(true);
  289. }
  290. }
  291. void Entity::setRenderer(Renderer *renderer) {
  292. this->renderer = renderer;
  293. for(int i=0;i<children.size();i++) {
  294. children[i]->setRenderer(renderer);
  295. }
  296. }
  297. void Entity::addEntity(Entity *newChild) {
  298. newChild->setRenderer(renderer);
  299. newChild->setParentEntity(this);
  300. children.push_back(newChild);
  301. if(hasMask) {
  302. newChild->setMask(maskEntity);
  303. }
  304. }
  305. void Entity::renderChildren() {
  306. for(int i=0;i<children.size();i++) {
  307. children[i]->transformAndRender();
  308. }
  309. }
  310. void Entity::dirtyMatrix(bool val) {
  311. matrixDirty = val;
  312. }
  313. void Entity::setRotationQuat(Number w, Number x, Number y, Number z) {
  314. rotationQuat.w = w;
  315. rotationQuat.x = x;
  316. rotationQuat.y = y;
  317. rotationQuat.z = z;
  318. matrixDirty = true;
  319. }
  320. Quaternion Entity::getRotationQuat() {
  321. return rotationQuat;
  322. }
  323. void Entity::setPitch(Number pitch) {
  324. this->pitch = pitch;
  325. rebuildRotation();
  326. matrixDirty = true;
  327. }
  328. void Entity::setYaw(Number yaw) {
  329. this->yaw = yaw;
  330. rebuildRotation();
  331. matrixDirty = true;
  332. }
  333. Vector3 Entity::getScale() {
  334. return scale;
  335. }
  336. Matrix4 Entity::getConcatenatedMatrix() {
  337. if(parentEntity != NULL)
  338. return transformMatrix * parentEntity->getConcatenatedMatrix();
  339. else
  340. return transformMatrix;
  341. }
  342. Matrix4 Entity::getTransformMatrix() {
  343. return transformMatrix;
  344. }
  345. void Entity::Pitch(Number pitch) {
  346. this->pitch += pitch;
  347. rebuildRotation();
  348. matrixDirty = true;
  349. }
  350. void Entity::Yaw(Number yaw) {
  351. this->yaw += yaw;
  352. rebuildRotation();
  353. matrixDirty = true;
  354. }
  355. void Entity::Roll(Number roll) {
  356. this->roll += roll;
  357. rebuildRotation();
  358. matrixDirty = true;
  359. }
  360. void Entity::setRoll(Number roll) {
  361. this->roll= roll;
  362. rebuildRotation();
  363. matrixDirty = true;
  364. }
  365. void Entity::rebuildRotation() {
  366. rotationQuat.fromAxes(pitch, yaw, roll);
  367. }
  368. String Entity::getEntityProp(String propName) {
  369. for(int i=0; i < entityProps.size(); i++) {
  370. if(entityProps[i].propName == propName) {
  371. return entityProps[i].propValue;
  372. }
  373. }
  374. return "null";
  375. }
  376. Vector3 Entity::getCombinedPosition() {
  377. if(parentEntity != NULL)
  378. return (parentEntity->getCombinedPosition())+position;
  379. else
  380. return position;
  381. }
  382. void Entity::setParentEntity(Entity *entity) {
  383. parentEntity = entity;
  384. }
  385. Number Entity::getPitch() {
  386. return pitch;
  387. }
  388. Number Entity::getYaw() {
  389. return yaw;
  390. }
  391. Number Entity::getRoll() {
  392. return roll;
  393. }
  394. void Entity::setTransformByMatrixPure(Matrix4 matrix) {
  395. transformMatrix = matrix;
  396. }
  397. void Entity::setTransformByMatrix(Matrix4 matrix) {
  398. setPosition(matrix.getPosition());
  399. Number x,y,z;
  400. matrix.getEulerAngles(&x,&y,&z);
  401. setPitch(x);
  402. setYaw(y);
  403. setRoll(z);
  404. // setYaw(-asin(matrix.m[0][2]) * TODEGREES);
  405. /// setPitch(atan2(-matrix.m[0][1], matrix.m[0][0]) * TODEGREES);
  406. // setRoll(atan2(-matrix.m[1][2], matrix.m[2][2]) * TODEGREES);
  407. matrixDirty = true;
  408. }
  409. void Entity::setPosition(Vector3 posVec) {
  410. position = posVec;
  411. matrixDirty = true;
  412. }
  413. void Entity::setPositionX(Number x) {
  414. position.x = x;
  415. matrixDirty = true;
  416. }
  417. void Entity::setPositionY(Number y) {
  418. position.y = y;
  419. matrixDirty = true;
  420. }
  421. void Entity::setPositionZ(Number z) {
  422. position.z = z;
  423. matrixDirty = true;
  424. }
  425. void Entity::setScaleX(Number x) {
  426. scale.x = x;
  427. matrixDirty = true;
  428. }
  429. void Entity::setScaleY(Number y) {
  430. scale.y = y;
  431. matrixDirty = true;
  432. }
  433. void Entity::setScaleZ(Number z) {
  434. scale.z = z;
  435. matrixDirty = true;
  436. }
  437. void Entity::setPosition(Number x, Number y, Number z) {
  438. position.x = x;
  439. position.y = y;
  440. position.z = z;
  441. matrixDirty = true;
  442. }
  443. void Entity::Translate(Vector3 tVec) {
  444. position += tVec;
  445. matrixDirty = true;
  446. }
  447. void Entity::Translate(Number x, Number y, Number z) {
  448. position.x += x;
  449. position.y += y;
  450. position.z += z;
  451. matrixDirty = true;
  452. }
  453. void Entity::Scale(Number x, Number y, Number z) {
  454. scale.x *= x;
  455. scale.y *= y;
  456. scale.z *= z;
  457. matrixDirty = true;
  458. }
  459. void Entity::setScale(Number x, Number y, Number z) {
  460. scale.x = x;
  461. scale.y = y;
  462. scale.z = z;
  463. matrixDirty = true;
  464. }
  465. Vector3 Entity::getPosition() {
  466. return position;
  467. }
  468. Number Entity::getCombinedPitch() {
  469. if(parentEntity != NULL)
  470. return parentEntity->getCombinedPitch()+pitch;
  471. else
  472. return pitch;
  473. }
  474. Number Entity::getCombinedYaw() {
  475. if(parentEntity != NULL)
  476. return parentEntity->getCombinedYaw()+yaw;
  477. else
  478. return yaw;
  479. }
  480. Number Entity::getCombinedRoll() {
  481. if(parentEntity != NULL)
  482. return parentEntity->getCombinedRoll()+roll;
  483. else
  484. return roll;
  485. }