shooter/engine/Object.cpp

136 lines
4.6 KiB
C++

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