144 lines
5.0 KiB
C++
144 lines
5.0 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 = std::make_unique<Vec3D>(*_position + dv);
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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->translate(dv);
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}
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void Object::scale(const Vec3D &s) {
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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->scale(s);
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}
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void Object::rotate(const Vec3D &r) {
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_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());
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_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
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_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
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_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->rotateRelativePoint(position(), r);
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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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_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
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_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
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_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->rotateRelativePoint(position(), v, rv);
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}
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void Object::rotateRelativePoint(const Vec3D &s, const Vec3D &r) {
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_angle = std::make_unique<Vec3D>(*_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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_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
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_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
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_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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// After rotation we translate XYZ by vector -r2 and recalculate position
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_position = std::make_unique<Vec3D>(s + r2);
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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->rotateRelativePoint(s, r);
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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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_left = std::make_unique<Vec3D>(rotationMatrix * *_left);
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_up = std::make_unique<Vec3D>(rotationMatrix * *_up);
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_lookAt = std::make_unique<Vec3D>(rotationMatrix * *_lookAt);
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// After rotation we translate XYZ by vector -r2 and recalculate position
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_position = std::make_unique<Vec3D>(s + r2);
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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->rotateRelativePoint(s, v, r);
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}
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void Object::rotateLeft(double rl) {
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_angleLeftUpLookAt = std::make_unique<Vec3D>(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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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->rotateRelativePoint(position(), *_left, rl);
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}
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void Object::rotateUp(double ru) {
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_angleLeftUpLookAt = std::make_unique<Vec3D>(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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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->rotateRelativePoint(position(), *_up, ru);
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}
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void Object::rotateLookAt(double rlAt) {
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_angleLeftUpLookAt = std::make_unique<Vec3D>(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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for(auto &[attachedName, attachedObject] : _attachedObjects)
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attachedObject->rotateRelativePoint(position(), *_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)
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return nullptr;
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return _attachedObjects.find(tag)->second;
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}
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void Object::attach(std::shared_ptr<Object> object, const ObjectNameTag& tag) {
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// TODO: solve problem with possible infinite recursive call chains
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if(this != object.get())
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_attachedObjects.emplace(tag, object);
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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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void Object::unattach(const ObjectNameTag& tag) {
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_attachedObjects.erase(tag);
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}
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Object::~Object() {
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_attachedObjects.clear();
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}
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