mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 02:42:49 -04:00
256 lines
8.9 KiB
C++
256 lines
8.9 KiB
C++
// Filename: eggTransform3d.cxx
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// Created by: drose (21Jun02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#include "eggTransform3d.h"
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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EggTransform3d::
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EggTransform3d() :
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_transform(LMatrix4d::ident_mat())
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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EggTransform3d::
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EggTransform3d(const EggTransform3d ©) :
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_components(copy._components),
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_transform(copy._transform)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::Copy assignment operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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EggTransform3d &EggTransform3d::
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operator = (const EggTransform3d ©) {
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_components = copy._components;
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_transform = copy._transform;
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::Destructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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EggTransform3d::
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~EggTransform3d() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::clear_transform
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// Access: Public
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// Description: Resets the transform to empty, identity.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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clear_transform() {
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_components.clear();
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_transform = LMatrix4d::ident_mat();
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_translate
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// Access: Public
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// Description: Appends a translation operation to the current
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// transform.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_translate(const LVector3d &translate) {
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_components.push_back(Component(CT_translate));
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_components.back()._vector = new LVector3d(translate);
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_transform *= LMatrix4d::translate_mat(translate);
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_rotx
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// Access: Public
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// Description: Appends a rotation about the X axis to the current
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// transform. The rotation angle is specified in
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// degrees counterclockwise about the axis.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_rotx(double angle) {
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_components.push_back(Component(CT_rotx, angle));
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_transform *= LMatrix4d::rotate_mat_normaxis(angle, LVector3d(1.0, 0.0, 0.0));
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_roty
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// Access: Public
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// Description: Appends a rotation about the Y axis to the current
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// transform. The rotation angle is specified in
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// degrees counterclockwise about the axis.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_roty(double angle) {
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_components.push_back(Component(CT_roty, angle));
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_transform *= LMatrix4d::rotate_mat_normaxis(angle, LVector3d(0.0, 1.0, 0.0));
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_rotz
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// Access: Public
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// Description: Appends a rotation about the Z axis to the current
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// transform. The rotation angle is specified in
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// degrees counterclockwise about the axis.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_rotz(double angle) {
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_components.push_back(Component(CT_rotz, angle));
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_transform *= LMatrix4d::rotate_mat_normaxis(angle, LVector3d(0.0, 0.0, 1.0));
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_rotate
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// Access: Public
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// Description: Appends a rotation about an arbitrary axis to the
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// current transform. The rotation angle is specified
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// in degrees counterclockwise about the axis.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_rotate(double angle, const LVector3d &axis) {
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LVector3d normaxis = normalize(axis);
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_components.push_back(Component(CT_rotate, angle));
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_components.back()._vector = new LVector3d(normaxis);
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_transform *= LMatrix4d::rotate_mat(angle, normaxis);
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_rotate
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// Access: Public
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// Description: Appends an arbitrary rotation to the current
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// transform, expressed as a quaternion. This is
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// converted to axis-angle notation for the egg file.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_rotate(const LQuaterniond &quat) {
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add_rotate(quat.get_angle(), quat.get_axis());
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_scale
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// Access: Public
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// Description: Appends a possibly non-uniform scale to the current
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// transform.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_scale(const LVecBase3d &scale) {
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_components.push_back(Component(CT_scale));
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_components.back()._vector = new LVector3d(scale);
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_transform *= LMatrix4d::scale_mat(scale);
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_uniform_scale
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// Access: Public
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// Description: Appends a uniform scale to the current transform.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_uniform_scale(double scale) {
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_components.push_back(Component(CT_uniform_scale, scale));
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_transform *= LMatrix4d::scale_mat(scale);
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::add_matrix
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// Access: Public
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// Description: Appends an arbitrary 4x4 matrix to the current
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// transform.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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add_matrix(const LMatrix4d &mat) {
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_components.push_back(Component(CT_matrix));
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_components.back()._matrix = new LMatrix4d(mat);
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_transform *= mat;
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggTransform3d::write
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// Access: Public
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// Description: Writes the transform to the indicated stream in Egg
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// format.
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////////////////////////////////////////////////////////////////////
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void EggTransform3d::
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write(ostream &out, int indent_level) const {
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indent(out, indent_level) << "<Transform> {\n";
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int num_components = get_num_components();
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for (int i = 0; i < num_components; i++) {
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switch (get_component_type(i)) {
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case CT_translate:
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indent(out, indent_level + 2)
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<< "<Translate> { " << get_component_vector(i) << " }\n";
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break;
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case CT_rotx:
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indent(out, indent_level + 2)
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<< "<RotX> { " << get_component_number(i) << " }\n";
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break;
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case CT_roty:
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indent(out, indent_level + 2)
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<< "<RotY> { " << get_component_number(i) << " }\n";
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break;
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case CT_rotz:
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indent(out, indent_level + 2)
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<< "<RotZ> { " << get_component_number(i) << " }\n";
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break;
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case CT_rotate:
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indent(out, indent_level + 2)
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<< "<Rotate> { " << get_component_number(i) << " "
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<< get_component_vector(i) << " }\n";
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break;
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case CT_scale:
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indent(out, indent_level + 2)
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<< "<Scale> { " << get_component_vector(i) << " }\n";
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break;
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case CT_uniform_scale:
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indent(out, indent_level + 2)
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<< "<Scale> { " << get_component_number(i) << " }\n";
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break;
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case CT_matrix:
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indent(out, indent_level + 2) << "<Matrix4> {\n";
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get_component_matrix(i).write(out, indent_level + 4);
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indent(out, indent_level + 2) << "}\n";
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break;
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case CT_invalid:
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nassertv(false);
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break;
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}
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}
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indent(out, indent_level) << "}\n";
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}
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