Files
vb01/node.cpp
T
2021-10-19 19:06:41 +03:00

276 lines
6.8 KiB
C++
Executable File

#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<glm.hpp>
#include<glm/gtc/matrix_inverse.hpp>
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;i<children.size()&&id==-1;i++)
if(children[i]==child)
id=i;
if(id!=-1)
children.erase(children.begin()+id);
}
void Node::attachMesh(Mesh *mesh){
meshes.push_back(mesh);
mesh->setNode(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<Node*> &descendants){
for(int i=0;i<node->getNumChildren();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<Node*> 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<Node*> 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<Node*> 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<Node*> 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<Node*> descendants;
rootNode->getDescendants(rootNode,descendants);
descendants.push_back(rootNode);
for(Node *n : descendants){
vector<Mesh*> 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();
}
}