shooter/engine/Object.cpp

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//
// Created by Иван Ильин on 15.03.2021.
//
#include "Object.h"
#include "Matrix4x4.h"
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#include "utils/Log.h"
void Object::translate(const Vec3D &dv) {
_position = std::make_unique<Vec3D>(*_position + dv);
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for(auto attached : _attachedObjects)
attached.second->translate(dv);
}
void Object::scale(const Vec3D &s) {
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for(auto attached : _attachedObjects)
attached.second->scale(s);
}
void Object::rotate(const Vec3D &r) {
_angle = std::make_unique<Vec3D>(*_angle + r);
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Matrix4x4 rotationMatrix = Matrix4x4::RotationZ(r.z())*Matrix4x4::RotationY(r.y())*Matrix4x4::RotationX(r.z());
_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), r);
}
void Object::rotate(const Vec3D &v, double rv) {
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Matrix4x4 rotationMatrix = Matrix4x4::Rotation(v, rv);
_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), v, rv);
}
void Object::rotateRelativePoint(const Vec3D &s, const Vec3D &r) {
_angle = std::make_unique<Vec3D>(*_angle + r);
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// Translate XYZ by vector r1
Vec3D r1(*_position - s);
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// In translated coordinate system we rotate body and position
Matrix4x4 rotationMatrix = Matrix4x4::Rotation(r);
Vec3D r2(rotationMatrix*r1);
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_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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// After rotation we translate XYZ by vector -r2 and recalculate position
_position = std::make_unique<Vec3D>(s + r2);
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for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(s, r);
}
void Object::rotateRelativePoint(const Vec3D &s, const Vec3D &v, double r) {
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// Translate XYZ by vector r1
Vec3D r1(*_position - s);
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// In translated coordinate system we rotate body and position
Matrix4x4 rotationMatrix = Matrix4x4::Rotation(v, r);
Vec3D r2 = rotationMatrix*r1;
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_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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// After rotation we translate XYZ by vector -r2 and recalculate position
_position = std::make_unique<Vec3D>(s + r2);
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for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(s, v, r);
}
void Object::rotateLeft(double rl) {
_angleLeftUpLookAt = std::make_unique<Vec3D>(Vec3D{_angleLeftUpLookAt->x() + rl,
_angleLeftUpLookAt->y(),
_angleLeftUpLookAt->z()});
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rotate(*_left, rl);
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for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), *_left, rl);
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}
void Object::rotateUp(double ru) {
_angleLeftUpLookAt = std::make_unique<Vec3D>(Vec3D{_angleLeftUpLookAt->x(),
_angleLeftUpLookAt->y() + ru,
_angleLeftUpLookAt->z()});
rotate(*_up, ru);
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for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), *_up, ru);
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}
void Object::rotateLookAt(double rlAt) {
_angleLeftUpLookAt = std::make_unique<Vec3D>(Vec3D{_angleLeftUpLookAt->x(),
_angleLeftUpLookAt->y(),
_angleLeftUpLookAt->z() + rlAt});
rotate(*_lookAt, rlAt);
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for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), *_lookAt, rlAt);
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}
void Object::translateToPoint(const Vec3D &point) {
translate(point - *_position);
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}
void Object::rotateToAngle(const Vec3D &v) {
rotate(v - *_angle);
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}
std::shared_ptr<Object> Object::attached(const std::string &name) {
if(_attachedObjects.count(name) == 0)
return nullptr;
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return _attachedObjects.find(name)->second;
}
void Object::attach(std::shared_ptr<Object> object, const std::string &name) {
// TODO: solve problem with possible infinite recursive call chains
if(this != object.get())
_attachedObjects.emplace(name, object);
else
throw std::invalid_argument{"Object::attach: You cannot attach object to itself"};
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}
void Object::unattach(const std::string &name) {
_attachedObjects.erase(name);
}
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Object::~Object() {
_attachedObjects.clear();
}