erebus

diff liberebus/src/snode.cc @ 4:93894c232d65

more changes across the board
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 29 Apr 2014 07:38:40 +0300
parents a932848de652
children e2d9bf168a41
line diff
     1.1 --- a/liberebus/src/snode.cc	Mon Apr 28 15:44:59 2014 +0300
     1.2 +++ b/liberebus/src/snode.cc	Tue Apr 29 07:38:40 2014 +0300
     1.3 @@ -1,111 +1,168 @@
     1.4 -#include <assert.h>
     1.5 -#include <algorithm>
     1.6 -#include "snode.h"
     1.7 -
     1.8 -void SceneNode::add_child(SceneNode *node)
     1.9 -{
    1.10 -	if(node->parent) {
    1.11 -		if(node->parent == this) {
    1.12 -			return;
    1.13 -		}
    1.14 -		node->parent->remove_child(node);
    1.15 -	}
    1.16 -
    1.17 -	children.push_back(node);
    1.18 -	node->parent = this;
    1.19 -}
    1.20 -
    1.21 -bool SceneNode::remove_child(SceneNode *node)
    1.22 -{
    1.23 -	auto it = std::find(children.begin(), children.end(), node);
    1.24 -	if(it != children.end()) {
    1.25 -		assert(node->parent == this);
    1.26 -		node->parent = 0;
    1.27 -	}
    1.28 -}
    1.29 -
    1.30 -int SceneNode::get_num_children() const
    1.31 -{
    1.32 -	return (int)children.size();
    1.33 -}
    1.34 -
    1.35 -SceneNode *SceneNode::get_child(int idx) const
    1.36 -{
    1.37 -	return children[idx];
    1.38 -}
    1.39 -
    1.40 -void SceneNode::set_position(const Vector3 &pos)
    1.41 -{
    1.42 -	this->pos = pos;
    1.43 -}
    1.44 -
    1.45 -void SceneNode::set_rotation(const Quaternion &rot)
    1.46 -{
    1.47 -	this->rot = rot;
    1.48 -}
    1.49 -
    1.50 -void SceneNode::set_scaling(const Vector3 &scale)
    1.51 -{
    1.52 -	this->scale = scale;
    1.53 -}
    1.54 -
    1.55 -
    1.56 -const Vector3 &SceneNode::get_node_position() const
    1.57 -{
    1.58 -	return pos;
    1.59 -}
    1.60 -
    1.61 -const Quaternion &SceneNode::get_node_rotation() const
    1.62 -{
    1.63 -	return rot;
    1.64 -}
    1.65 -
    1.66 -const Vector3 &SceneNode::get_node_scaling() const
    1.67 -{
    1.68 -	return scale;
    1.69 -}
    1.70 -
    1.71 -
    1.72 -Vector3 SceneNode::get_position() const
    1.73 -{
    1.74 -	return Vector3{0, 0, 0}.transformed(xform);
    1.75 -}
    1.76 -
    1.77 -Quaternion SceneNode::get_rotation() const
    1.78 -{
    1.79 -	return rot;	// TODO
    1.80 -}
    1.81 -
    1.82 -Vector3 SceneNode::get_scaling() const
    1.83 -{
    1.84 -	return scale;	// TODO
    1.85 -}
    1.86 -
    1.87 -
    1.88 -void SceneNode::update_node(long msec)
    1.89 -{
    1.90 -	xform.reset_identity();
    1.91 -	xform.translate(pos);
    1.92 -	xform.rotate(rot);
    1.93 -	xform.scale(scale);
    1.94 -
    1.95 -	if(parent) {
    1.96 -		xform = parent->xform * xform;
    1.97 -	}
    1.98 -	inv_xform = xform.inverse();
    1.99 -}
   1.100 -
   1.101 -void SceneNode::update(long msec)
   1.102 -{
   1.103 -	update_node(msec);
   1.104 -
   1.105 -	for(size_t i=0; i<children.size(); i++) {
   1.106 -		children[i]->update(msec);
   1.107 -	}
   1.108 -}
   1.109 -
   1.110 -
   1.111 -bool SceneNode::intersect(const Ray &ray, RayHit *hit) const
   1.112 -{
   1.113 -	Ray local_ray = ray.transformed(inv_xform);
   1.114 -}
   1.115 \ No newline at end of file
   1.116 +#include <float.h>
   1.117 +#include <assert.h>
   1.118 +#include <algorithm>
   1.119 +#include "snode.h"
   1.120 +
   1.121 +SceneNode::SceneNode()
   1.122 +	: scale(1, 1, 1)
   1.123 +{
   1.124 +	parent = 0;
   1.125 +}
   1.126 +
   1.127 +SceneNode::SceneNode(Object *obj)
   1.128 +	: scale(1, 1, 1)
   1.129 +{
   1.130 +	parent = 0;
   1.131 +	add_object(obj);
   1.132 +}
   1.133 +
   1.134 +void SceneNode::add_child(SceneNode *node)
   1.135 +{
   1.136 +	if(node->parent) {
   1.137 +		if(node->parent == this) {
   1.138 +			return;
   1.139 +		}
   1.140 +		node->parent->remove_child(node);
   1.141 +	}
   1.142 +
   1.143 +	children.push_back(node);
   1.144 +	node->parent = this;
   1.145 +}
   1.146 +
   1.147 +bool SceneNode::remove_child(SceneNode *node)
   1.148 +{
   1.149 +	auto it = std::find(children.begin(), children.end(), node);
   1.150 +	if(it != children.end()) {
   1.151 +		assert(node->parent == this);
   1.152 +		node->parent = 0;
   1.153 +		return true;
   1.154 +	}
   1.155 +	return false;
   1.156 +}
   1.157 +
   1.158 +int SceneNode::get_num_children() const
   1.159 +{
   1.160 +	return (int)children.size();
   1.161 +}
   1.162 +
   1.163 +SceneNode *SceneNode::get_child(int idx) const
   1.164 +{
   1.165 +	return children[idx];
   1.166 +}
   1.167 +
   1.168 +SceneNode *SceneNode::get_parent() const
   1.169 +{
   1.170 +	return parent;
   1.171 +}
   1.172 +
   1.173 +void SceneNode::add_object(Object *obj)
   1.174 +{
   1.175 +	if(std::find(this->obj.begin(), this->obj.end(), obj) == this->obj.end()) {
   1.176 +		this->obj.push_back(obj);
   1.177 +	}
   1.178 +}
   1.179 +
   1.180 +int SceneNode::get_num_objects() const
   1.181 +{
   1.182 +	return (int)obj.size();
   1.183 +}
   1.184 +
   1.185 +Object *SceneNode::get_object(int idx) const
   1.186 +{
   1.187 +	return obj[idx];
   1.188 +}
   1.189 +
   1.190 +void SceneNode::set_position(const Vector3 &pos)
   1.191 +{
   1.192 +	this->pos = pos;
   1.193 +}
   1.194 +
   1.195 +void SceneNode::set_rotation(const Quaternion &rot)
   1.196 +{
   1.197 +	this->rot = rot;
   1.198 +}
   1.199 +
   1.200 +void SceneNode::set_scaling(const Vector3 &scale)
   1.201 +{
   1.202 +	this->scale = scale;
   1.203 +}
   1.204 +
   1.205 +
   1.206 +const Vector3 &SceneNode::get_node_position() const
   1.207 +{
   1.208 +	return pos;
   1.209 +}
   1.210 +
   1.211 +const Quaternion &SceneNode::get_node_rotation() const
   1.212 +{
   1.213 +	return rot;
   1.214 +}
   1.215 +
   1.216 +const Vector3 &SceneNode::get_node_scaling() const
   1.217 +{
   1.218 +	return scale;
   1.219 +}
   1.220 +
   1.221 +
   1.222 +Vector3 SceneNode::get_position() const
   1.223 +{
   1.224 +	return Vector3{0, 0, 0}.transformed(xform);
   1.225 +}
   1.226 +
   1.227 +Quaternion SceneNode::get_rotation() const
   1.228 +{
   1.229 +	return rot;	// TODO
   1.230 +}
   1.231 +
   1.232 +Vector3 SceneNode::get_scaling() const
   1.233 +{
   1.234 +	return scale;	// TODO
   1.235 +}
   1.236 +
   1.237 +
   1.238 +void SceneNode::update_node(long msec)
   1.239 +{
   1.240 +	xform.reset_identity();
   1.241 +	xform.translate(pos);
   1.242 +	xform.rotate(rot);
   1.243 +	xform.scale(scale);
   1.244 +
   1.245 +	if(parent) {
   1.246 +		xform = parent->xform * xform;
   1.247 +	}
   1.248 +	inv_xform = xform.inverse();
   1.249 +}
   1.250 +
   1.251 +void SceneNode::update(long msec)
   1.252 +{
   1.253 +	update_node(msec);
   1.254 +
   1.255 +	for(size_t i=0; i<children.size(); i++) {
   1.256 +		children[i]->update(msec);
   1.257 +	}
   1.258 +}
   1.259 +
   1.260 +
   1.261 +bool SceneNode::intersect(const Ray &ray, RayHit *hit) const
   1.262 +{
   1.263 +	Ray local_ray = ray.transformed(inv_xform);
   1.264 +
   1.265 +	RayHit nearest;
   1.266 +	nearest.dist = FLT_MAX;
   1.267 +	for(size_t i=0; i<obj.size(); i++) {
   1.268 +		if(obj[i]->intersect(local_ray, hit)) {
   1.269 +			if(!hit) return true;
   1.270 +			if(hit->dist < nearest.dist) {
   1.271 +				nearest = *hit;
   1.272 +			}
   1.273 +		}
   1.274 +	}
   1.275 +
   1.276 +	if(nearest.dist < FLT_MAX) {
   1.277 +		*hit = nearest;
   1.278 +		hit->local_ray = local_ray;
   1.279 +		hit->world_ray = ray;
   1.280 +		return true;
   1.281 +	}
   1.282 +	return false;
   1.283 +}