217 lines
5.9 KiB
C++
217 lines
5.9 KiB
C++
//
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// Created by Иван Ильин on 15.03.2021.
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//
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#include "Object.h"
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#include "Matrix4x4.h"
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#include "utils/Log.h"
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void Object::translate(const Vec3D &dv) {
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_position = _position + dv;
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for(auto &[attachedName, attachedObject] : _attachedObjects) {
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if(!attachedObject.expired()) {
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attachedObject.lock()->translate(dv);
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}
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}
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}
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void Object::scale(const Vec3D &s) {
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_transformMatrix = Matrix4x4::Scale(s)*_transformMatrix;
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for(auto &[attachedName, attachedObject] : _attachedObjects) {
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if(!attachedObject.expired()) {
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attachedObject.lock()->scale(s);
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}
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}
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}
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void Object::rotate(const Vec3D &r) {
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_angle = _angle + r;
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Matrix4x4 rotationMatrix = Matrix4x4::RotationZ(r.z())*Matrix4x4::RotationY(r.y())*Matrix4x4::RotationX(r.z());
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_transformMatrix = rotationMatrix*_transformMatrix;
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for(auto &[attachedName, attachedObject] : _attachedObjects) {
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if(!attachedObject.expired()) {
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attachedObject.lock()->rotateRelativePoint(position(), r);
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}
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}
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}
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void Object::rotate(const Vec3D &v, double rv) {
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Matrix4x4 rotationMatrix = Matrix4x4::Rotation(v, rv);
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_transformMatrix = rotationMatrix*_transformMatrix;
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for(auto &[attachedName, attachedObject] : _attachedObjects) {
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if(!attachedObject.expired()) {
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attachedObject.lock()->rotateRelativePoint(position(), v, rv);
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}
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}
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}
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void Object::rotateRelativePoint(const Vec3D &s, const Vec3D &r) {
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_angle = _angle + r;
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// Translate XYZ by vector r1
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Vec3D r1(position() - s);
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// In translated coordinate system we rotate body and position
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Matrix4x4 rotationMatrix = Matrix4x4::Rotation(r);
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Vec3D r2(rotationMatrix*r1);
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_transformMatrix = rotationMatrix*_transformMatrix;
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// After rotation we translate XYZ by vector -r2 and recalculate position
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_position = s + r2;
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for(auto &[attachedName, attachedObject] : _attachedObjects) {
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if(!attachedObject.expired()) {
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attachedObject.lock()->rotateRelativePoint(s, r);
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}
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}
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}
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void Object::rotateRelativePoint(const Vec3D &s, const Vec3D &v, double r) {
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// Translate XYZ by vector r1
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Vec3D r1(position() - s);
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// In translated coordinate system we rotate body and position
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Matrix4x4 rotationMatrix = Matrix4x4::Rotation(v, r);
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Vec3D r2 = rotationMatrix*r1;
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_transformMatrix = rotationMatrix*_transformMatrix;
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// After rotation we translate XYZ by vector -r2 and recalculate position
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_position = s + r2;
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for(auto &[attachedName, attachedObject] : _attachedObjects) {
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if(!attachedObject.expired()) {
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attachedObject.lock()->rotateRelativePoint(s, v, r);
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}
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}
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}
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void Object::rotateLeft(double rl) {
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_angleLeftUpLookAt = Vec3D{_angleLeftUpLookAt.x() + rl,
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_angleLeftUpLookAt.y(),
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_angleLeftUpLookAt.z()};
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rotate(left(), rl);
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}
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void Object::rotateUp(double ru) {
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_angleLeftUpLookAt = Vec3D{_angleLeftUpLookAt.x(),
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_angleLeftUpLookAt.y() + ru,
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_angleLeftUpLookAt.z()};
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rotate(up(), ru);
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}
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void Object::rotateLookAt(double rlAt) {
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_angleLeftUpLookAt = Vec3D{_angleLeftUpLookAt.x(),
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_angleLeftUpLookAt.y(),
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_angleLeftUpLookAt.z() + rlAt};
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rotate(lookAt(), rlAt);
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}
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void Object::translateToPoint(const Vec3D &point) {
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translate(point - position());
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}
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void Object::rotateToAngle(const Vec3D &v) {
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rotate(v - _angle);
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}
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std::shared_ptr<Object> Object::attached(const ObjectNameTag& tag) {
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if(_attachedObjects.count(tag) == 0 || _attachedObjects.find(tag)->second.expired()) {
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return nullptr;
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}
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return _attachedObjects.find(tag)->second.lock();
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}
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bool Object::checkIfAttached(Object *obj) {
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for(const auto& [nameTag, attachedObject] : _attachedObjects) {
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if (obj == attachedObject.lock().get() || attachedObject.lock()->checkIfAttached(obj)) {
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return true;
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}
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}
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return false;
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}
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void Object::attach(std::shared_ptr<Object> object) {
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if(this != object.get()) {
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if(!object->checkIfAttached(this)) {
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_attachedObjects.emplace(object->name(), object);
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} else {
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throw std::invalid_argument{"Object::attach: You tried to create infinite recursive call chains"};
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}
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} else {
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throw std::invalid_argument{"Object::attach: You cannot attach object to itself"};
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}
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}
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void Object::unattach(const ObjectNameTag& tag) {
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_attachedObjects.erase(tag);
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}
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// OpenGL function
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GLfloat* Object::glView() const {
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auto* v = (GLfloat*)malloc(4*4*sizeof(GLfloat));
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v[0] = -(GLfloat)left().x();
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v[4] = -(GLfloat)left().y();
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v[8] = -(GLfloat)left().z();
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v[12] = (GLfloat)position().dot(left());
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v[1] = (GLfloat)up().x();
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v[5] = (GLfloat)up().y();
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v[9] = (GLfloat)up().z();
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v[13] = -(GLfloat)position().dot(up());
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v[2] = -(GLfloat)lookAt().x();
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v[6] = -(GLfloat)lookAt().y();
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v[10] = -(GLfloat)lookAt().z();
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v[14] = (GLfloat)position().dot(lookAt());
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v[3] = (GLfloat)0.0f;
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v[7] = (GLfloat)0.0f;
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v[11] = (GLfloat)0.0f;
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v[15] = (GLfloat)1.0f;
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return v;
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}
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GLfloat* Object::glModel() const {
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auto* m = (GLfloat*)malloc(4*4*sizeof(GLfloat));
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m[0] = (GLfloat)left().x();
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m[4] = (GLfloat)up().x();
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m[8] = (GLfloat)lookAt().x();
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m[12] = (GLfloat)position().x();
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m[1] = (GLfloat)left().y();
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m[5] = (GLfloat)up().y();
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m[9] = (GLfloat)lookAt().y();
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m[13] = (GLfloat)position().y();
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m[2] = (GLfloat)left().z();
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m[6] = (GLfloat)up().z();
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m[10] =(GLfloat)lookAt().z();
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m[14] = (GLfloat)position().z();
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m[3] = (GLfloat)0.0f;
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m[7] = (GLfloat)0.0f;
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m[11] = (GLfloat)0.0f;
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m[15] = (GLfloat)1.0f;
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return m;
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}
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Object::~Object() {
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_attachedObjects.clear();
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}
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