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libs/qglengine/globject.h

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C++

/*
GLObjectBase & Light
Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GLOBJECT_H
#define GLOBJECT_H
#include "glframebuffer.h"
#include "glmaterial.h"
#include "gltypes.h"
#include "gltransform.h"
class ObjectBase
{
friend class QGLView;
friend class Scene;
friend class Renderer;
friend class RendererService;
friend class RendererSelection;
friend class MouseController;
friend QDataStream & operator <<(QDataStream & s, const ObjectBase * p);
friend QDataStream & operator >>(QDataStream & s, ObjectBase *& p);
friend QDataStream & operator >>(QDataStream & s, Scene *& p);
public:
enum Type {glMesh, glLight, glCamera, glParticlesSystem};
enum RenderMode {View = 0, Point = GL_POINT, Line = GL_LINE, Fill = GL_FILL};
explicit ObjectBase(Mesh * geom = 0, Material * mat = 0);
virtual ~ObjectBase();
virtual ObjectBase * clone(bool withChildren = true);
void destroy();
QString name() const {return name_;}
void setName(const QString & name) {name_ = name;}
virtual void init();
virtual void update() {}
bool isInit() const {return is_init;}
Type type() const {return type_;}
RenderPass pass() const;
RenderMode renderMode() const {return render_mode;}
void setRenderMode(RenderMode mode) {render_mode = mode;}
float lineWidth() const {return line_width;}
void setLineWidth(const float & width) {line_width = width;}
ObjectBase * parent() {return parent_;}
void setParent(ObjectBase * o) {parent_ = o;}
bool hasParent() const {return parent_ != nullptr;}
bool hasChildren() const {return !children_.isEmpty();}
void setScene(Scene * v);
void addChild(ObjectBase * o);
void removeChild(ObjectBase * o);
void removeChild(int index);
void clearChildren(bool deleteAll = false);
int childCount() const {return children_.size();}
ObjectBase * child(int index);
ObjectBase * child(const QString & name);
const ObjectBase * child(int index) const;
const ObjectBase * child(const QString & name) const;
ObjectBaseList children(bool all_ = false);
bool isVisible(bool check_parents = false) const;
bool isHidden(bool check_parents = false) const {return !isVisible(check_parents);}
void setVisible(bool v);
void setHidden(bool v) {setVisible(!v);}
void show() {setVisible(true);}
void hide() {setVisible(false);}
bool isReceiveShadows() const {return rec_shadow;}
bool isCastShadows() const {return cast_shadow;}
void setReceiveShadows(bool on) {rec_shadow = on;}
void setCastShadows(bool on) {cast_shadow = on;}
void move(const QVector3D & dv) {trans.setTranslation(pos() + dv); buildTransform();}
void moveTo(const QVector3D & dv) {trans.setTranslation(dv); buildTransform();}
void move(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {move(QVector3D(dx, dy, dz)); buildTransform();}
void moveTo(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {moveTo(QVector3D(dx, dy, dz)); buildTransform();}
void moveX(GLfloat o) {trans.setTranslationX(posX() + o); buildTransform();}
void moveY(GLfloat o) {trans.setTranslationY(posY() + o); buildTransform();}
void moveZ(GLfloat o) {trans.setTranslationZ(posZ() + o); buildTransform();}
void setPosX(GLfloat o) {trans.setTranslationX(o); buildTransform();}
void setPosY(GLfloat o) {trans.setTranslationY(o); buildTransform();}
void setPosZ(GLfloat o) {trans.setTranslationZ(o); buildTransform();}
void setPos(GLfloat x, GLfloat y, GLfloat z) {trans.setTranslation(QVector3D(x, y, z)); buildTransform();}
void setPos(const QVector3D & p) {trans.setTranslation(p); buildTransform();}
void resetPos() {trans.setTranslation(QVector3D()); buildTransform();}
QVector3D pos() const {return trans.translation();}
float posX() const {return trans.translation().x();}
float posY() const {return trans.translation().y();}
float posZ() const {return trans.translation().z();}
QVector3D worldPos() const {return (itransform_ * QVector4D(0, 0, 0, 1.)).toVector3D();}
QMatrix4x4 worldTransform() const {return itransform_;}
QVector3D rotation() const {return trans.rotation();}
float rotationX() const {return rotation().x();}
float rotationY() const {return rotation().y();}
float rotationZ() const {return rotation().z();}
void rotateX(GLfloat a) {raw_matrix = false; trans.setRotationX(trans.rotationX() + a); buildTransform();}
void rotateY(GLfloat a) {raw_matrix = false; trans.setRotationY(trans.rotationY() + a); buildTransform();}
void rotateZ(GLfloat a);
void setRotationX(GLfloat a) {raw_matrix = false; trans.setRotationX(a); buildTransform();}
void setRotationY(GLfloat a) {raw_matrix = false; trans.setRotationY(a); buildTransform();}
void setRotationZ(GLfloat a);
void setRotation(const QVector3D & a) {raw_matrix = false; trans.setRotation(a); buildTransform();}
void resetRotation() {raw_matrix = false; trans.setRotation(QVector3D()); buildTransform();}
QVector3D scale() {return trans.scale3D();}
float scaleX() {return trans.scale3D().x();}
float scaleY() {return trans.scale3D().y();}
float scaleZ() {return trans.scale3D().z();}
void scale(const QVector3D & sv) {raw_matrix = false; trans.setScale(trans.scale3D() * sv); buildTransform();}
void scale(GLfloat sx, GLfloat sy, GLfloat sz) {raw_matrix = false; scale(QVector3D(sx, sy, sz)); buildTransform();}
void scale(GLfloat sx, GLfloat sy) {raw_matrix = false; scale(QVector3D(sx, sy, sy)); buildTransform();}
void scale(GLfloat sx) {raw_matrix = false; scale(QVector3D(sx, sx, sx)); buildTransform();}
void scaleX(GLfloat a) {raw_matrix = false; trans.setScaleX(trans.scale3D().x() + a); buildTransform();}
void scaleY(GLfloat a) {raw_matrix = false; trans.setScaleY(trans.scale3D().y() + a); buildTransform();}
void scaleZ(GLfloat a) {raw_matrix = false; trans.setScaleZ(trans.scale3D().z() + a); buildTransform();}
void setScale(const QVector3D & a) {raw_matrix = false; trans.setScale(a); buildTransform();}
void setScale(GLfloat a) {raw_matrix = false; trans.setScale(a); buildTransform();}
void setScaleX(GLfloat a) {raw_matrix = false; trans.setScaleX(a); buildTransform();}
void setScaleY(GLfloat a) {raw_matrix = false; trans.setScaleY(a); buildTransform();}
void setScaleZ(GLfloat a) {raw_matrix = false; trans.setScaleZ(a); buildTransform();}
void resetScale() {raw_matrix = false; trans.setScale(1.f); buildTransform();}
Transform transform() {return trans;}
void setTransform(const Transform & t);
void setMatrix(const QMatrix4x4 & t);
QMatrix4x4 matrix() const;
bool isRawMatrix() {return raw_matrix;}
QVector3D inParentSpace(const QVector3D & v) const;
void transferTransformToChildren(bool only_scale = true);
void cleanTree();
bool isAcceptLight() const {return accept_light;}
void setAcceptLight(bool yes) {accept_light = yes;}
bool isAcceptFog() const {return accept_fog;}
void setAcceptFog(bool yes) {accept_fog = yes;}
bool isSelected(bool check_parents = false) const;
void setSelected(bool yes);
void select() {setSelected(true);}
void deselect() {setSelected(false);}
ObjectBase * selectedParent() const;
bool isSelectable() const {return select_;}
void setSelectable(bool yes) {select_ = yes;}
/*
bool isWriteDepth() const {return write_depth_;}
void setWriteDepth(bool yes) {write_depth_ = yes;}*/
GLenum srcAlpha() const {return blend_src;}
GLenum destAlpha() const {return blend_dest;}
void setSrcAlpha(GLenum mode) {blend_src = mode;}
void setDestAlpha(GLenum mode) {blend_dest = mode;}
void setMaterial(Material * m, bool with_children = false);
Material * material() {return material_;}
void setColor(QColor c, bool with_children = false);
QColor color() {return color_;}
const Box3D & boundingBox() const {return bound;}
void setMesh(Mesh * v);
Mesh * mesh() {return mesh_;}
void calculateBoundingBox();
void updateTransform();
void setProperty(const QString & pn, const QVariant & v);
QVariant property(const QString & pn, bool * exists = 0) const;
bool hasProperty(const QString & pn) const;
void removeProperty(const QString & pn);
QVector3D pos_h;
//QVector<GLfloat> d_vertices, d_normals, d_uvs;
protected:
virtual void transformChanged() {}
void addChildren(ObjectBaseList & list, ObjectBase * where);
void buildTransform(bool force = false);
void initInternal();
void setSceneTreeChanged();
void setObjectsChanged();
void localTransform(QMatrix4x4 & m);
QMatrix4x4 worldMatrix(QMatrix4x4 parent) const;
int prev_pass; // Pass
bool is_init, accept_light, accept_fog, visible_, cast_shadow, rec_shadow, select_, selected_, raw_matrix;
bool is_root, selected_aim;
float line_width;
QColor color_;
uint id_;
Type type_;
RenderMode render_mode;
Box3D bound;
Transform trans;
ObjectBaseList children_;
QMatrix4x4 itransform_, mat_;
QString name_;
GLenum blend_src, blend_dest;
ObjectBase * parent_;
Scene * scene_;
Material * material_;
Mesh * mesh_;
QVariantMap meta;
};
inline bool operator <(const ObjectBase & f, const ObjectBase & s) {return f.pos_h.z() < s.pos_h.z();}
class AimedObject: public ObjectBase {
friend class QGLView;
friend class GLRendererBase;
friend class Light;
friend class Camera;
public:
AimedObject();
~AimedObject() {}
QVector3D aim() const {return pos() + (direction() * aim_dist);}
QVector3D worldAim() const;
void setAim(const QVector3D & p);
QVector3D direction() const;
QVector3D worldDirection() const {return (itransform_ * QVector4D(QVector3D(0,0,-1), 0.)).toVector3D().normalized();}
void setDirection(const QVector3D & d);
void setDirection(double x, double y, double z) {setDirection(QVector3D(x, y, z));}
double distance() const {return aim_dist;}
void setDistance(double d) {aim_dist = d;}
void flyCloser(double s);
void flyFarer(double s);
void flyToDistance(double d);
void moveForward(const float & x, bool withZ = true);
void moveBackward(const float & x, bool withZ = true) {moveForward(-x, withZ);}
void moveLeft(const float & x, bool withZ = true);
void moveRight(const float & x, bool withZ = true) {moveLeft(-x, withZ);}
void moveUp(const float & x, bool onlyZ = false);
void moveDown(const float & x, bool onlyZ = false) {moveUp(-x, onlyZ);}
void rotateRoll(const float & a) {rotateY(a);}
void orbitZ(const float & a);
void orbitXY(const float & a);
protected:
void transformChanged() override;
double aim_dist;
};
class Light: public AimedObject {
friend class QGLView;
friend class RendererBase;
public:
enum Type {Omni, Cone, Directional};
Light();
Light(const QVector3D & p, const QColor & c = Qt::white, float i = 1.);
virtual ObjectBase * clone(bool withChildren = true);
virtual void init() {shadow_map.resize(512, 512); is_init = true;}
void apply();
float angle_start;
float angle_end;
float intensity;
float decay_const;
float decay_linear;
float decay_quadratic;
float decay_start;
float decay_end;
Type light_type;
Framebuffer shadow_map;
QMatrix4x4 shadow_matrix;
protected:
};
template <class T>
inline T globject_cast(ObjectBase * object) {return reinterpret_cast<T>(object);}
template <class T>
inline T globject_cast(const ObjectBase * object) {return reinterpret_cast<T>(object);}
QDataStream & operator <<(QDataStream & s, const ObjectBase * p);
QDataStream & operator >>(QDataStream & s, ObjectBase *& p);
inline ObjectBaseList light2objectList(const QList<Light*> & v) {ObjectBaseList ret; foreach (Light*i, v) ret << (ObjectBase*)i; return ret;}
#endif // GLOBJECT_H