shooter/engine/Object.cpp

129 lines
3.8 KiB
C++

//
// Created by Иван Ильин on 15.03.2021.
//
#include "Object.h"
#include "utils/Matrix4x4.h"
#include "utils/Log.h"
void Object::translate(const Point4D &dv) {
_position = _position + dv;
for(auto attached : _attachedObjects)
attached.second->translate(dv);
}
void Object::scale(const Point4D &s) {
for(auto attached : _attachedObjects)
attached.second->scale(s);
}
void Object::rotate(const Point4D &r) {
_angle = _angle + r;
Matrix4x4 rotationMatrix = Matrix4x4::RotationZ(r.z())*Matrix4x4::RotationY(r.y())*Matrix4x4::RotationX(r.z());
_left = rotationMatrix * _left;
_up = rotationMatrix * _up;
_lookAt = rotationMatrix * _lookAt;
for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), r);
}
void Object::rotate(const Point4D &v, double rv) {
Matrix4x4 rotationMatrix = Matrix4x4::Rotation(v, rv);
_left = rotationMatrix * _left;
_up = rotationMatrix * _up;
_lookAt = rotationMatrix * _lookAt;
for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), v, rv);
}
void Object::rotateRelativePoint(const Point4D &s, const Point4D &r) {
_angle = _angle + r;
// Translate XYZ by vector r1
Point4D r1 = _position - s;
// In translated coordinate system we rotate body and position
Matrix4x4 rotationMatrix = Matrix4x4::Rotation(r);
Point4D r2 = rotationMatrix*r1;
_left = rotationMatrix * _left;
_up = rotationMatrix * _up;
_lookAt = rotationMatrix * _lookAt;
// After rotation we translate XYZ by vector -r2 and recalculate position
_position = s + r2;
for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(s, r);
}
void Object::rotateRelativePoint(const Point4D &s, const Point4D &v, double r) {
// Translate XYZ by vector r1
Point4D r1 = _position - s;
// In translated coordinate system we rotate body and position
Matrix4x4 rotationMatrix = Matrix4x4::Rotation(v, r);
Point4D r2 = rotationMatrix*r1;
_left = rotationMatrix * _left;
_up = rotationMatrix * _up;
_lookAt = rotationMatrix * _lookAt;
// After rotation we translate XYZ by vector -r2 and recalculate position
_position = s + r2;
for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(s, v, r);
}
void Object::rotateLeft(double rl) {
_angleLeftUpLookAt = Point4D{_angleLeftUpLookAt.x() + rl, _angleLeftUpLookAt.y(), _angleLeftUpLookAt.z()};
rotate(_left, rl);
for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), _left, rl);
}
void Object::rotateUp(double ru) {
_angleLeftUpLookAt = Point4D{_angleLeftUpLookAt.x(), _angleLeftUpLookAt.y() + ru, _angleLeftUpLookAt.z()};
rotate(_up, ru);
for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), _up, ru);
}
void Object::rotateLookAt(double rlAt) {
_angleLeftUpLookAt = Point4D{_angleLeftUpLookAt.x(), _angleLeftUpLookAt.y(), _angleLeftUpLookAt.z() + rlAt};
rotate(_lookAt, rlAt);
for(auto attached : _attachedObjects)
attached.second->rotateRelativePoint(position(), _lookAt, rlAt);
}
void Object::translateToPoint(const Point4D &point) {
translate(point - _position);
}
void Object::rotateToAngle(const Point4D &v) {
rotate(v - _angle);
}
std::shared_ptr<Object> Object::attached(const std::string &name) {
if(_attachedObjects.count(name) == 0)
Log::log("Object::attached: object '" + name + "' does not exist.");
return _attachedObjects.find(name)->second;
}
void Object::attach(std::shared_ptr<Object> object, const std::string &name) {
_attachedObjects.emplace(name, object);
}
void Object::unattach(const std::string &name) {
_attachedObjects.erase(name);
}