#include"root.h" #include"node.h" #include"mesh.h" #include"particleEmitter.h" #include"light.h" #include"text.h" #include"material.h" #include"matrix.h" #include #include using namespace std; using namespace glm; namespace vb01{ Node::Node(Vector3 pos, Quaternion orientation, Vector3 scale,string name){ this->pos=pos; this->scale=scale; this->orientation=orientation; this->name=name; axis[0]=Vector3::VEC_I; axis[1]=Vector3::VEC_J; axis[2]=Vector3::VEC_K; } Node::~Node(){ for(Mesh *m : meshes) delete m; for(Light *l : lights) delete l; for(ParticleEmitter *p : emitters) delete p; for(Text *t : texts) delete t; for(Node *c : children){ //dettachChild(c); delete c; } } void Node::update(){ if(visible){ for(Light *l : lights) l->update(); for(Mesh *m : meshes) m->update(); for(Text *t : texts) t->update(); for(Node *c : children) c->update(); for(ParticleEmitter *p : emitters) p->update(); } } void Node::attachChild(Node *child){ child->setParent(this); children.push_back(child); child->updateLocalAxis(); } void Node::dettachChild(Node *child){ child->setParent(nullptr); int id=-1; for(int i=0;isetNode(this); } void Node::attachParticleEmitter(ParticleEmitter *emitter){ emitters.push_back(emitter); emitter->setNode(this); } void Node::addLight(Light *light){ Root::getSingleton()->numLights++; lights.push_back(light); light->setNode(this); updateShaders(); } void Node::removeLight(int id){ Root::getSingleton()->numLights--; Light *light=lights[id]; light->setNode(nullptr); lights.erase(lights.begin()+id); updateShaders(); } void Node::addText(Text *text){ texts.push_back(text); text->setNode(this); } void Node::lookAt(Vector3 newDir,Vector3 newUp,Node *node){ newDir=node->localToGlobalPosition(newDir); newUp=node->localToGlobalPosition(newUp); float angle=axis[2].getAngleBetween(newDir); Vector3 rotAxis=axis[2].cross(newDir).norm(); if(rotAxis==Vector3::VEC_ZERO) rotAxis=axis[1]; //setOrientation((Quaternion(angle,rotAxis)*(orientation))); setOrientation(node->globalToLocalOrientation(Quaternion(angle,rotAxis)*node->localToGlobalOrientation(orientation))); mat3 mat; mat[0][0]=axis[0].x; mat[1][0]=axis[0].y; mat[2][0]=axis[0].z; mat[0][1]=axis[1].x; mat[1][1]=axis[1].y; mat[2][1]=axis[1].z; mat[0][2]=axis[2].x; mat[1][2]=axis[2].y; mat[2][2]=axis[2].z; mat=inverse(mat); vec3 nu=vec3(newUp.x,newUp.y,newUp.z)*mat; newUp=(axis[0]*nu.x+axis[1]*nu.y).norm(); angle=axis[1].getAngleBetween(newUp); //setOrientation((Quaternion(angle*(nu.x<0?1:-1),axis[2])*(orientation))); setOrientation(node->globalToLocalOrientation(Quaternion(angle*(nu.x<0?1:-1),axis[2])*node->localToGlobalOrientation(orientation))); //setOrientation(node->globalToLocalOrientation(Quaternion(angle,axis[2])*node->localToGlobalOrientation(orientation))); } void Node::getDescendants(Node *node, vector &descendants){ for(int i=0;igetNumChildren();i++){ if(node->getChild(i)->getNumChildren()>0) getDescendants(node->getChild(i),descendants); else descendants.push_back(node->getChild(i)); } } void Node::updateLocalAxis(){ Node *rootNode=Root::getSingleton()->getRootNode(),*par=this; while(par->getParent()) par=par->getParent(); if(par!=rootNode) return; Vector3 parAxis[3]={ parent->getLocalAxis(0), parent->getLocalAxis(1), parent->getLocalAxis(2) }; for(int i=0;i<3;i++) axis[i]=(orientation*parAxis[i]).norm(); for(Node *ch : children) ch->updateLocalAxis(); } Vector3 Node::localToGlobalPosition(Vector3 localPos){ Vector3 origin=Vector3::VEC_ZERO; vector ancestors; ancestors.push_back(this); Node *parent=this->getParent(); while(parent){ ancestors.push_back(parent); parent=parent->getParent(); } while(!ancestors.empty()){ int id=ancestors.size()-1; Node *par=ancestors[id]->getParent(); Vector3 parAxis[]={ par?par->getLocalAxis(0):Vector3::VEC_I, par?par->getLocalAxis(1):Vector3::VEC_J, par?par->getLocalAxis(2):Vector3::VEC_K }; Vector3 p=ancestors[id]->getPosition(); origin=origin+parAxis[0]*p.x+parAxis[1]*p.y+parAxis[2]*p.z; ancestors.pop_back(); } return origin+axis[0]*localPos.x+axis[1]*localPos.y+axis[2]*localPos.z; } Vector3 Node::globalToLocalPosition(Vector3 globalPos){ Vector3 origin=globalPos; vector ancestors; ancestors.push_back(this); Node *parent=this->getParent(); while(parent){ ancestors.push_back(parent); parent=parent->getParent(); } while(!ancestors.empty()){ int id=0; Node *par=ancestors[id]->getParent(); Vector3 parAxis[]={ par?par->getLocalAxis(0):Vector3::VEC_I, par?par->getLocalAxis(1):Vector3::VEC_J, par?par->getLocalAxis(2):Vector3::VEC_K }; Vector3 p=ancestors[id]->getPosition(); origin=origin-parAxis[0]*p.x-parAxis[1]*p.y-parAxis[2]*p.z; ancestors.erase(ancestors.begin()); } //return origin+axis[0]*localPos.x+axis[1]*localPos.y+axis[2]*localPos.z; return origin; } Quaternion Node::localToGlobalOrientation(Quaternion localRot){ Quaternion origin=Quaternion::QUAT_W; vector ancestors; ancestors.push_back(this); Node *parent=this->getParent(); while(parent){ ancestors.push_back(parent); parent=parent->getParent(); } while(!ancestors.empty()){ int id=ancestors.size()-1; Quaternion o=ancestors[id]->getOrientation(); origin=o*origin; ancestors.pop_back(); } return localRot*origin; } Quaternion Node::globalToLocalOrientation(Quaternion globalRot){ Quaternion origin=globalRot; vector ancestors; ancestors.push_back(this); Node *parent=this->getParent(); while(parent){ ancestors.push_back(parent); parent=parent->getParent(); } while(!ancestors.empty()){ int id=ancestors.size()-1; Quaternion o=ancestors[id]->getOrientation(); origin=origin*Quaternion(-o.getAngle(),o.getAxis()); ancestors.pop_back(); } return origin; } void Node::updateShaders(){ Root *root=Root::getSingleton(); Node *rootNode=Root::getSingleton()->getRootNode(); vector descendants; rootNode->getDescendants(rootNode,descendants); descendants.push_back(rootNode); for(Node *n : descendants){ vector meshes=n->getMeshes(); for(Mesh *m : meshes){ Material *mat=m->getMaterial(); string str=to_string(root->numLights>0?root->numLights:1); if(mat){ //mat->getShader()->editShader(true,'=',';',str); mat->getShader()->editShader(false,'=',';',str); } } } } void Node::setOrientation(Quaternion q){ this->orientation=q; updateLocalAxis(); } }