X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Ftransform.h;h=1d0aedddf71b3fe900ffc2b7689008759ef3939e;hp=520cf3be5969d540ee8c63fdd9e0fa054c3dfdb3;hb=99d25b5ef615a23ef63645fea87596b3384b5ede;hpb=84bc56b96c21c831104a22e0cbd0f3b72ab5d8c3 diff --git a/source/transform.h b/source/transform.h index 520cf3be..1d0aeddd 100644 --- a/source/transform.h +++ b/source/transform.h @@ -1,13 +1,97 @@ #ifndef MSP_GL_TRANSFORM_H_ #define MSP_GL_TRANSFORM_H_ +#include +#include "matrix.h" + namespace Msp { namespace GL { -void translate(float, float, float); -void rotate(float, float, float, float); -void scale(float, float, float); -void scale_uniform(float); +/** +Stores a coordinate space transform as individual components. Primarily +intended for loading data from external sources. At runtime transforms +should generally be stored as matrices. +*/ +class Transform +{ +public: + class Loader: public DataFile::ObjectLoader + { + public: + Loader(Transform &); + + private: + void position_x(float); + void position_y(float); + void position_z(float); + void position(float, float, float); + void euler_x(float); + void euler_y(float); + void euler_z(float); + void euler(float, float, float); + void rotation(float, float, float, float); + void scale_x(float); + void scale_y(float); + void scale_z(float); + void scale_uniform(float); + void scale(float, float, float); + }; + + enum ComponentMask + { + NONE = 0, + POSITION_X = 1, + POSITION_Y = 2, + POSITION_Z = 4, + POSITION = POSITION_X|POSITION_Y|POSITION_Z, + EULER_X = 8, + EULER_Y = 16, + EULER_Z = 32, + EULER = EULER_X|EULER_Y|EULER_Z, + SCALE_X = 64, + SCALE_Y = 128, + SCALE_Z = 256, + SCALE = SCALE_X|SCALE_Y|SCALE_Z + }; + + typedef Geometry::Angle Angle; + typedef LinAl::Vector AngleVector3; + +private: + Vector3 position; + AngleVector3 euler; + Vector3 scale; + ComponentMask mask; + +public: + Transform(); + + static Transform from_matrix(const Matrix &); + + void set_position(const Vector3 &); + void set_euler(const AngleVector3 &); + void set_rotation(const Angle &, const Vector3 &); + void set_scale(float); + void set_scale(const Vector3 &); + const Vector3 &get_position() const { return position; } + const AngleVector3 &get_euler() const { return euler; } + const Vector3 &get_scale() const { return scale; } + ComponentMask get_mask() const { return mask; } + + Matrix to_matrix() const; +}; + +inline Transform::ComponentMask operator&(Transform::ComponentMask m1, Transform::ComponentMask m2) +{ return static_cast(static_cast(m1)&static_cast(m2)); } + +inline Transform::ComponentMask operator|(Transform::ComponentMask m1, Transform::ComponentMask m2) +{ return static_cast(static_cast(m1)|static_cast(m2)); } + +inline Transform::ComponentMask operator^(Transform::ComponentMask m1, Transform::ComponentMask m2) +{ return static_cast(static_cast(m1)^static_cast(m2)); } + +inline Transform::ComponentMask operator~(Transform::ComponentMask m) +{ return static_cast(~static_cast(m)); } } // namespace GL } // namespace Msp