150 lines
5.7 KiB
C
150 lines
5.7 KiB
C
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/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef OBJECT3D_H
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#define OBJECT3D_H
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// Libraries
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#include "maths/Vector3.h"
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#include "maths/Matrix4.h"
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namespace openglframework {
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// Class Object3D
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// This class represent a generic 3D object on the scene.
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class Object3D {
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protected:
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// -------------------- Attributes -------------------- //
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// Transformation matrix that convert local-space
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// coordinates to world-space coordinates
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Matrix4 mTransformMatrix;
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public:
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// -------------------- Methods -------------------- //
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// Constructor
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Object3D();
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// Destructor
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virtual ~Object3D();
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// Return the transform matrix
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const Matrix4& getTransformMatrix() const;
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// Set the transform matrix
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void setTransformMatrix(const Matrix4& matrix);
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// Set to the identity transform
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void setToIdentity();
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// Return the origin of object in world-space
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Vector3 getOrigin() const;
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// Translate the object in world-space
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void translateWorld(const Vector3& v);
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// Translate the object in local-space
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void translateLocal(const Vector3& v);
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// Rotate the object in world-space
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void rotateWorld(const Vector3& axis, float angle);
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// Rotate the object in local-space
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void rotateLocal(const Vector3& axis, float angle);
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// Rotate around a world-space point
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void rotateAroundWorldPoint(const Vector3& axis, float angle, const Vector3& point);
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// Rotate around a local-space point
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void rotateAroundLocalPoint(const Vector3& axis, float angle, const Vector3& worldPoint);
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};
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// Return the transform matrix
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inline const Matrix4& Object3D::getTransformMatrix() const {
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return mTransformMatrix;
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}
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// Set the transform matrix
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inline void Object3D::setTransformMatrix(const Matrix4& matrix) {
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mTransformMatrix = matrix;
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}
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// Set to the identity transform
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inline void Object3D::setToIdentity() {
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mTransformMatrix.setToIdentity();
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}
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// Return the origin of object in world-space
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inline Vector3 Object3D::getOrigin() const {
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return mTransformMatrix * Vector3(0.0, 0.0, 0.0);
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}
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// Translate the object in world-space
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inline void Object3D::translateWorld(const Vector3& v) {
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mTransformMatrix = Matrix4::translationMatrix(v) * mTransformMatrix;
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}
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// Translate the object in local-space
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inline void Object3D::translateLocal(const Vector3& v) {
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mTransformMatrix = mTransformMatrix * Matrix4::translationMatrix(v);
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}
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// Rotate the object in world-space
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inline void Object3D::rotateWorld(const Vector3& axis, float angle) {
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mTransformMatrix = Matrix4::rotationMatrix(axis, angle) * mTransformMatrix;
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}
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// Rotate the object in local-space
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inline void Object3D::rotateLocal(const Vector3& axis, float angle) {
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mTransformMatrix = mTransformMatrix * Matrix4::rotationMatrix(axis, angle);
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}
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// Rotate the object around a world-space point
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inline void Object3D::rotateAroundWorldPoint(const Vector3& axis, float angle,
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const Vector3& worldPoint) {
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mTransformMatrix = Matrix4::translationMatrix(worldPoint) * Matrix4::rotationMatrix(axis, angle)
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* Matrix4::translationMatrix(-worldPoint) * mTransformMatrix;
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}
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// Rotate the object around a local-space point
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inline void Object3D::rotateAroundLocalPoint(const Vector3& axis, float angle,
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const Vector3& worldPoint) {
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// Convert the world point into the local coordinate system
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Vector3 localPoint = mTransformMatrix.getInverse() * worldPoint;
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mTransformMatrix = mTransformMatrix * Matrix4::translationMatrix(localPoint)
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* Matrix4::rotationMatrix(axis, angle)
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* Matrix4::translationMatrix(-localPoint);
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}
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}
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#endif
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