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Node.cpp
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Node.cpp
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#include "Node.h"
#include "glm/gtc/quaternion.hpp"
Node::Node() {}
Node::Node(Node* inParent, const ID& inID)
: m_id(inID)
, m_parent(inParent)
{
}
void Node::reset() {}
bool Node::update(bool inUpdateChildren)
{
bool updated = false;
//m_transform_needs_update = true;
if(m_transform_needs_update || inUpdateChildren)
{
Transform* parentTransform = NULL;
if(m_parent)
parentTransform = &m_parent->GetTransform();
m_transform.reset();
glm::vec4 tra = glm::vec4(m_position, 1.0);
m_transform.translate(tra);
glm::quat q(m_rotation);
m_transform.rotate(q);
m_transform.update(parentTransform);
m_transform_needs_update = false;
updated = true;
}
size_t cnt = m_child_nodes.count();
if(updated)
for(size_t i = 0; i < cnt; ++i)
{
m_child_nodes.getNode(i)->update(updated);
}
return updated;
}
glm::vec4 Node::worldPosition()
{
glm::vec4 outPosition(0.0, 0.0, 0.0, 1.0);
return m_transform(outPosition);
}
glm::vec4 Node::worldPosition(glm::vec4& inPosition)
{
return m_transform(inPosition);
}
void Node::draw() {}
void Node::setPosition(float inX, float inY, float inZ)
{
m_position.x = inX;
m_position.y = inY;
m_position.z = inZ;
m_transform_needs_update = true;
}
void Node::setRotation(glm::quat& inQuat)
{
glm::vec3 angles = glm::eulerAngles(inQuat);
setRotation(angles.x, angles.y, angles.z);
}
void Node::setRotation(float inX, float inY, float inZ)
{
m_rotation.x = inX;
m_rotation.y = inY;
m_rotation.z = inZ;
m_transform_needs_update = true;
}
void Node::setScale(float inX, float inY, float inZ)
{
m_scale.x = inX;
m_scale.y = inY;
m_scale.z = inZ;
m_transform_needs_update = true;
}
void Node::setScale(float inScale)
{
setScale(inScale, inScale, inScale);
}
Node* Node::newChild()
{
return newChild(0.0, 0.0, 0.0);
}
Node* Node::newChild(const ID& inID)
{
Node* node = new Node(this, inID);
m_child_nodes.addNode(node, this);
return node;
}
Node* Node::newChild(const glm::vec4& inPosition)
{
ID id = m_child_nodes.nextID();
Node* node = new Node(this, id);
m_child_nodes.addNode(node, this);
return node;
}
Node* Node::newChild(const float inX, const float inY, const float inZ)
{
glm::vec4 position = {inX, inY, inZ, 1.0};
return newChild(position);
}
Renderable* Node::newRenderable()
{
Renderable* renderable = new Renderable();
m_renderables.push_back(renderable);
return renderable;
}
Renderable* Node::getRenderable(const Renderable::ID& inID)
{
if(inID >= m_renderables.size())
return NULL;
return m_renderables[inID];
}
Node::NodeList& Node::ChildNodes()
{
return m_child_nodes;
}
Transform& Node::GetTransform()
{
return m_transform;
}
void Node::getTriangles(render::TriangleList& outTriangles)
{
size_t cnt = m_renderables.size();
for(size_t i = 0; i < cnt; ++i)
{
Mesh* mesh = m_renderables[i]->getMesh();
if(!mesh)
continue;
uint32_t triCnt = mesh->getTriangleCount();
for(uint32_t j = 0; j < triCnt; ++j)
{
render::Triangle tri = {mesh->getTriangle(j), this};
outTriangles.push_back(tri);
}
}
}
Node::~Node() {}
Node::NodeList::NodeList() {}
Node::NodeList::~NodeList() {}
Node::ID Node::NodeList::nextID()
{
return m_data.size();
}
Node::Count Node::NodeList::count()
{
return m_data.size();
}
Node* Node::NodeList::newNode(const ID& inID, Node* inParent)
{
Node* node = new Node(inParent, inID);
m_data.push_back(node);
return node;
}
void Node::NodeList::addNode(Node* inNode, Node* inParent)
{
if(!inNode)
return;
inNode->setParent(inParent);
m_data.push_back(inNode);
}
Node* Node::NodeList::getNode(const ID& inID)
{
if(inID >= count())
return NULL;
return m_data[inID];
}