-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathTransform.cpp
More file actions
302 lines (248 loc) · 6.1 KB
/
Copy pathTransform.cpp
File metadata and controls
302 lines (248 loc) · 6.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
#include "Transform.hpp"
Transform::Transform()
:posX(0.f),posY(0.f),posZ(0.f),
scaleX(1.f),scaleY(1.f),scaleZ(1.f),
rotX(0.0f),rotY(0.0f),rotZ(0.0f),
keyX(0.0), keyY(0.0), keyZ(0.0)
{
mxTransform = glm::mat4();
parent = nullptr;
}
Transform::~Transform(){}
glm::mat4 Transform::getLocalTransformMatrix() {
if(!needUpdate)
return mxTransform;
mxTransform = glm::mat4();
mxTransform = glm::translate(mxTransform, glm::vec3(posX, posY, posZ));
mxTransform = glm::scale(mxTransform, glm::vec3(scaleX, scaleY, scaleZ));
glm::quat quatKey(glm::vec3(keyX, keyY, keyZ));
keyX=keyY=keyZ=0.0f;
quatStorage = quatKey*quatStorage;
quatStorage = glm::normalize(quatStorage);
needUpdate=false;
mxTransform = mxTransform*glm::toMat4(quatStorage);
return mxTransform;
}
glm::mat4 Transform::getGlobalTransformMatrix() {
glm::mat4 mx = getLocalTransformMatrix();
if(parent == nullptr) {
return getLocalTransformMatrix();
}
else {
return parent->getGlobalTransformMatrix() * getLocalTransformMatrix();
}
return mx;
}
void Transform::translate(float dx, float dy, float dz) {
posX += dx;
posY += dy;
posZ += dz;
needUpdate=true;
}
void Transform::translate(glm::vec3 vec) {
posX += vec.x;
posY += vec.y;
posZ += vec.z;
needUpdate = true;
}
void Transform::rotate(float dx, float dy, float dz) {
keyX += dx;
keyY += dy;
keyZ += dz;
rotX += dx;
rotY += dy;
rotZ += dz;
needUpdate=true;
}
void Transform::rotate(glm::vec3 vec) {
keyX += vec.x;
keyY += vec.y;
keyZ += vec.z;
rotX += vec.x;
rotY += vec.y;
rotZ += vec.z;
needUpdate = true;
}
void Transform::scaleUp(float dx, float dy, float dz) {
scaleX += dx;
scaleY += dy;
scaleZ += dz;
needUpdate = true;
}
void Transform::scaleUp(glm::vec3 vec) {
scaleX += vec.x;
scaleY += vec.y;
scaleZ += vec.z;
needUpdate = true;
}
void Transform::setPosition(float x, float y, float z) {
posX = x;
posY = y;
posZ = z;
needUpdate=true;
}
void Transform::setPosition(glm::vec3 vec) {
posX = vec.x;
posY = vec.y;
posZ = vec.z;
needUpdate = true;
}
void Transform::setRotation(float x, float y, float z) {
keyX += x-rotX;
keyY += y-rotY;
keyZ += z-rotZ;
rotX = x;
rotY = y;
rotZ = z;
needUpdate = true;
}
void Transform::setRotation(glm::vec3 vec) {
keyX += vec.x-rotX;
keyY += vec.y-rotY;
keyZ += vec.z-rotZ;
rotX = vec.x;
rotY = vec.y;
rotZ = vec.z;
needUpdate = true;
}
void Transform::setScale(float dx, float dy, float dz) {
scaleX = dx;
scaleY = dy;
scaleZ = dz;
needUpdate=true;
}
void Transform::setScale(glm::vec3 vec) {
scaleX = vec.x;
scaleY = vec.y;
scaleZ = vec.z;
needUpdate=true;
}
void Transform::setParent(Transform* t) {
parent = t;
t->vecChildren.push_back(this);
}
glm::vec3 Transform::getFront(){
glm::vec3 vFront(0,0,1);
vFront = glm::rotate(vFront, rotX, glm::vec3(1,0,0));
vFront = glm::rotate(vFront, rotY, glm::vec3(0,1,0));
vFront = glm::rotate(vFront, rotZ, glm::vec3(0,0,1));
return -glm::normalize(vFront);
}
glm::vec3 Transform::getRight(){
glm::vec3 vRight(1,0,0);
vRight = glm::rotate(vRight, rotX, glm::vec3(1,0,0));
vRight = glm::rotate(vRight, rotY, glm::vec3(0,1,0));
vRight = glm::rotate(vRight, rotZ, glm::vec3(0,0,1));
return glm::normalize(vRight);
}
glm::vec3 Transform::getUp(){
glm::vec3 vUp(0,1,0);
vUp = glm::rotate(vUp, rotX, glm::vec3(1,0,0));
vUp = glm::rotate(vUp, rotY, glm::vec3(0,1,0));
vUp = glm::rotate(vUp, rotZ, glm::vec3(0,0,1));
return glm::normalize(vUp);
}
void Transform::rotateX(float dx){
keyX += dx;
rotX+=dx;needUpdate=true;
}
void Transform::rotateY(float dy){
keyY += dy;
rotY+=dy;needUpdate=true;
}
void Transform::rotateZ(float dz){
keyZ += dz;
rotZ+=dz;needUpdate=true;
}
void Transform::moveX(float dx){
posX+=dx;needUpdate=true;
}
void Transform::moveY(float dy){
posY+=dy;needUpdate=true;
}
void Transform::moveZ(float dz){
posZ+=dz;needUpdate=true;
}
void Transform::scaleUpX(float dx){
scaleX += dx; needUpdate=true;
}
void Transform::scaleUpY(float dy){
scaleY += dy; needUpdate=true;
}
void Transform::scaleUpZ(float dz){
scaleZ += dz; needUpdate=true;
}
/* -###- getters -###- */
float Transform::getX(){
return posX;
}
float Transform::getY(){
return posY;
}
float Transform::getZ(){
return posZ;
}
float Transform::getScaleX(){
return scaleX;
}
float Transform::getScaleY(){
return scaleY;
}
float Transform::getScaleZ(){
return scaleZ;
}
float Transform::getRotX(){
return rotX;
}
float Transform::getRotY(){
return rotY;
}
float Transform::getRotZ(){
return rotZ;
}
/* -###- setters -###- */
void Transform::setX(float x){
posX=x;needUpdate=true;
}
void Transform::setY(float y){
posY=y;needUpdate=true;
}
void Transform::setZ(float z){
posZ=z;needUpdate=true;
}
void Transform::setScaleX(float x){
scaleX=x;needUpdate=true;
}
void Transform::setScaleY(float y){
scaleY=y;needUpdate=true;
}
void Transform::setScaleZ(float z){
scaleZ=z;needUpdate=true;
}
void Transform::setRotX(float x){
keyX += x-rotX;
rotX=x;needUpdate=true;
}
void Transform::setRotY(float y){
keyY += y-rotY;
rotY=y;needUpdate=true;
}
void Transform::setRotZ(float z){
keyZ += z-rotZ;
rotZ=z;needUpdate=true;
}
glm::vec3 Transform::getPosition(){
return glm::vec3(posX,posY,posZ);
}
glm::vec3 Transform::getRotation(){
return glm::vec3(rotX,rotY,rotZ);
}
glm::vec3 Transform::getScale() {
return glm::vec3(scaleX,scaleY,scaleZ);
}
void Transform::print(){
std::cout << glm::to_string(mxTransform) << "\n";
}
Transform* Transform::getParent(){
return parent;
}