panda3d/panda/src/egg/eggTransform3d.cxx
2002-06-21 22:04:34 +00:00

256 lines
8.9 KiB
C++

// Filename: eggTransform3d.cxx
// Created by: drose (21Jun02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "eggTransform3d.h"
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
EggTransform3d::
EggTransform3d() :
_transform(LMatrix4d::ident_mat())
{
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
EggTransform3d::
EggTransform3d(const EggTransform3d &copy) :
_components(copy._components),
_transform(copy._transform)
{
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::Copy assignment operator
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
EggTransform3d &EggTransform3d::
operator = (const EggTransform3d &copy) {
_components = copy._components;
_transform = copy._transform;
return *this;
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::Destructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
EggTransform3d::
~EggTransform3d() {
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::clear_transform
// Access: Public
// Description: Resets the transform to empty, identity.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
clear_transform() {
_components.clear();
_transform = LMatrix4d::ident_mat();
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_translate
// Access: Public
// Description: Appends a translation operation to the current
// transform.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_translate(const LVector3d &translate) {
_components.push_back(Component(CT_translate));
_components.back()._vector = new LVector3d(translate);
_transform *= LMatrix4d::translate_mat(translate);
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_rotx
// Access: Public
// Description: Appends a rotation about the X axis to the current
// transform. The rotation angle is specified in
// degrees counterclockwise about the axis.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_rotx(double angle) {
_components.push_back(Component(CT_rotx, angle));
_transform *= LMatrix4d::rotate_mat_normaxis(angle, LVector3d(1.0, 0.0, 0.0));
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_roty
// Access: Public
// Description: Appends a rotation about the Y axis to the current
// transform. The rotation angle is specified in
// degrees counterclockwise about the axis.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_roty(double angle) {
_components.push_back(Component(CT_roty, angle));
_transform *= LMatrix4d::rotate_mat_normaxis(angle, LVector3d(0.0, 1.0, 0.0));
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_rotz
// Access: Public
// Description: Appends a rotation about the Z axis to the current
// transform. The rotation angle is specified in
// degrees counterclockwise about the axis.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_rotz(double angle) {
_components.push_back(Component(CT_rotz, angle));
_transform *= LMatrix4d::rotate_mat_normaxis(angle, LVector3d(0.0, 0.0, 1.0));
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_rotate
// Access: Public
// Description: Appends a rotation about an arbitrary axis to the
// current transform. The rotation angle is specified
// in degrees counterclockwise about the axis.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_rotate(double angle, const LVector3d &axis) {
LVector3d normaxis = normalize(axis);
_components.push_back(Component(CT_rotate, angle));
_components.back()._vector = new LVector3d(normaxis);
_transform *= LMatrix4d::rotate_mat(angle, normaxis);
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_rotate
// Access: Public
// Description: Appends an arbitrary rotation to the current
// transform, expressed as a quaternion. This is
// converted to axis-angle notation for the egg file.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_rotate(const LQuaterniond &quat) {
add_rotate(quat.get_angle(), quat.get_axis());
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_scale
// Access: Public
// Description: Appends a possibly non-uniform scale to the current
// transform.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_scale(const LVecBase3d &scale) {
_components.push_back(Component(CT_scale));
_components.back()._vector = new LVector3d(scale);
_transform *= LMatrix4d::scale_mat(scale);
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_uniform_scale
// Access: Public
// Description: Appends a uniform scale to the current transform.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_uniform_scale(double scale) {
_components.push_back(Component(CT_uniform_scale, scale));
_transform *= LMatrix4d::scale_mat(scale);
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::add_matrix
// Access: Public
// Description: Appends an arbitrary 4x4 matrix to the current
// transform.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
add_matrix(const LMatrix4d &mat) {
_components.push_back(Component(CT_matrix));
_components.back()._matrix = new LMatrix4d(mat);
_transform *= mat;
}
////////////////////////////////////////////////////////////////////
// Function: EggTransform3d::write
// Access: Public
// Description: Writes the transform to the indicated stream in Egg
// format.
////////////////////////////////////////////////////////////////////
void EggTransform3d::
write(ostream &out, int indent_level) const {
indent(out, indent_level) << "<Transform> {\n";
int num_components = get_num_components();
for (int i = 0; i < num_components; i++) {
switch (get_component_type(i)) {
case CT_translate:
indent(out, indent_level + 2)
<< "<Translate> { " << get_component_vector(i) << " }\n";
break;
case CT_rotx:
indent(out, indent_level + 2)
<< "<RotX> { " << get_component_number(i) << " }\n";
break;
case CT_roty:
indent(out, indent_level + 2)
<< "<RotY> { " << get_component_number(i) << " }\n";
break;
case CT_rotz:
indent(out, indent_level + 2)
<< "<RotZ> { " << get_component_number(i) << " }\n";
break;
case CT_rotate:
indent(out, indent_level + 2)
<< "<Rotate> { " << get_component_number(i) << " "
<< get_component_vector(i) << " }\n";
break;
case CT_scale:
indent(out, indent_level + 2)
<< "<Scale> { " << get_component_vector(i) << " }\n";
break;
case CT_uniform_scale:
indent(out, indent_level + 2)
<< "<Scale> { " << get_component_number(i) << " }\n";
break;
case CT_matrix:
indent(out, indent_level + 2) << "<Matrix4> {\n";
get_component_matrix(i).write(out, indent_level + 4);
indent(out, indent_level + 2) << "}\n";
break;
case CT_invalid:
nassertv(false);
break;
}
}
indent(out, indent_level) << "}\n";
}