SparrowEngine/src/scene/graphicalnode.h

79 lines
2.4 KiB
C++

#ifndef GRAPHICALNODE_H
#define GRAPHICALNODE_H
#include "scenenode.h"
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
#include "LinearMath/btMotionState.h"
class SceneTree;
class GraphicalNode : public SceneNode
{
public:
class SparrowMotionState : public btMotionState
{
GraphicalNode* m_node;
public:
SparrowMotionState(GraphicalNode* node) : m_node(node) {}
virtual void getWorldTransform(btTransform& worldTrans ) const;
//Bullet only calls the update of worldtransform for active objects
virtual void setWorldTransform(const btTransform& worldTrans);
};
protected:
// m_parentTransform is the base transform for this element
glm::mat4 m_parentTransform;
// m_transform is the relative transformation matrix of this node
glm::mat4 m_transform;
bool m_parentVisible;
bool m_visible;
bool m_transformChanged;
SparrowMotionState m_motionState;
virtual void updateVisibility(bool visible);
public:
GraphicalNode(bool visible = true) : m_parentVisible(true), m_visible(visible), m_transformChanged(true), m_motionState(this) {}
virtual ~GraphicalNode() { setVisible(false); }
virtual void setSceneTree(SceneTree* tree);
// transform methods
void setTransform(const glm::mat4 &transform);
const glm::mat4& getTransform() { return m_transform; }
void setParentTransform(const glm::mat4 &transform);
const glm::mat4& getParentTransform() { return m_parentTransform; }
void resetTransform();
// visibility methods
bool isVisible(){return m_parentVisible && m_visible;}
void toggleVisibility();
void setVisible(bool visible);
void setParentVisible(bool visible);
// transformation tools :
void moveTo(const glm::vec3 &position);
void translate(const glm::vec3 &vector);
void lookAt(const glm::vec3 &target, const glm::vec3 &upVector = glm::vec3(0, 1, 0));
void rotate(float angle, const glm::vec3 &vector);
void scale(const glm::vec3 &scaleFactor);
//2D tools:
void moveTo2D(const glm::vec2 &position);
void rotate2D(const glm::vec2 &center, float angle);
void scale2D(const glm::vec2 scaleFactor);
void resize2D(const glm::vec2 oldDimension, glm::vec2 newDimension);
// this is used to synchronize a bullet rigidbody's transform with a GraphicalNode transform
SparrowMotionState* getMotionState() { return &m_motionState; }
};
#endif // GRAPHICALNODE_H