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238 lines (198 loc) · 5.62 KB
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/**
* @file node.cpp
* Container for an ISceneNode* with common operations involving vectors and position resetting
*
* @author Jacob Sanchez Perez (G20812080) <jsanchez-perez@uclan.ac.uk>
* Games Concepts (CO1301), University of Central Lancashire
*/
#include <TL-Engine.h>
#include "vector.h"
#include "collision.h"
#include "node.h"
using namespace tle;
using namespace desert;
SceneNodeContainer::SceneNodeContainer(ISceneNode* sceneNode) :
node(sceneNode), kInitialPosition({ sceneNode->GetX(), sceneNode->GetY(), sceneNode->GetZ() }),
kInitialLocalPosition({ sceneNode->GetLocalX(), sceneNode->GetLocalY(), sceneNode->GetLocalZ() })
{
}
SVector3D SceneNodeContainer::position() const
{
return { node->GetX(), node->GetY(), node->GetZ() };
}
SVector2D SceneNodeContainer::position2D() const
{
return { node->GetX(), node->GetZ() };
}
SVector3D SceneNodeContainer::getFacingVector() const
{
float matrix[4][4];
node->GetMatrix(&matrix[0][0]);
return { matrix[2][0], matrix[2][1], matrix[2][2] };
}
SVector2D SceneNodeContainer::getFacingVector2D() const
{
float matrix[4][4];
node->GetMatrix(&matrix[0][0]);
return { matrix[2][0], matrix[2][2] };
}
float SceneNodeContainer::distanceTo(SVector2D point) const
{
return (position2D() - point).length();
}
void SceneNodeContainer::resetPosition(bool x, bool y, bool z)
{
if (x) { node->SetX(kInitialPosition.x); }
if (y) { node->SetY(kInitialPosition.y); }
if (z) { node->SetZ(kInitialPosition.z); }
}
void SceneNodeContainer::resetLocalPosition(bool x, bool y, bool z)
{
if (x) { node->SetLocalX(kInitialLocalPosition.x); }
if (y) { node->SetLocalY(kInitialLocalPosition.y); }
if (z) { node->SetLocalZ(kInitialLocalPosition.z); }
}
void SceneNodeContainer::setPositionByVector(SVector3D vector)
{
node->SetPosition(vector.x, vector.y, vector.z);
}
void SceneNodeContainer::moveByVector(SVector3D vector)
{
node->Move(vector.x, vector.y, vector.z);
}
void SceneNodeContainer::moveByVector(SVector2D vector)
{
node->Move(vector.x, 0, vector.y);
}
void SceneNodeContainer::moveLocallyByVector(SVector3D vector)
{
node->MoveLocal(vector.x, vector.y, vector.z);
}
void SceneNodeContainer::moveLocallyByVector(SVector2D vector)
{
node->MoveLocal(vector.x, 0, vector.y);
}
void SceneNodeContainer::rotateByVector(SVector3D vector)
{
node->RotateX(vector.x);
node->RotateY(vector.y);
node->RotateZ(vector.z);
}
void SceneNodeContainer::rotateByVector(SVector2D vector)
{
node->RotateX(vector.x);
node->RotateZ(vector.y);
}
void SceneNodeContainer::rotateLocallyByVector(SVector3D vector)
{
node->RotateLocalX(vector.x);
node->RotateLocalY(vector.y);
node->RotateLocalZ(vector.z);
}
void SceneNodeContainer::rotateLocallyByVector(SVector2D vector)
{
node->RotateX(vector.x);
node->RotateZ(vector.y);
}
const int SceneNodeContainer::kAxisDegrees = 180;
NodeAlignment SceneNodeContainer::getAlignmentFromRotation(const float rotation)
{
int rotationInteger = static_cast<int>(rotation);
switch (rotationInteger % kAxisDegrees)
{
case 0:
return xAligned;
case (kAxisDegrees / 2):
return zAligned;
default:
return Other;
};
}
CollisionModel::CollisionModel(IModel* m) : SceneNodeContainer(m) {}
CollisionModel::~CollisionModel()
{
cout << "Collision Model destroyed" << endl;
}
bool CollisionModel::isFixed()
{
return mFixed;
}
bool CollisionModel::vectorWasModified()
{
return mVectorModified;
}
void CollisionModel::modifyMovementVector(SVector2D change) {}
Collision::CollisionAxis CollisionModel::getNewCollisionAxis()
{
return mNewCollisionAxis;
}
SphereCollisionModel::SphereCollisionModel(IModel* m) : CollisionModel(m) {}
Collision::CollisionAxis SphereCollisionModel::collision(SVector2D position, const float collisionRadius, bool saveAxis)
{
mVectorModified = false;
return Collision::circleToCircle(position, position2D(), collisionRadius, mRadius);
}
Collision::CollisionAxis SphereCollisionModel::collision(SphereCollisionModel other)
{
mVectorModified = false;
return Collision::circleToCircle(other.position2D(), position2D(), other.getCollisionRadius(), mRadius);
}
int SphereCollisionModel::getCollisionRadius()
{
return mRadius;
}
BoxCollisionModel::BoxCollisionModel(IModel* m, NodeAlignment a) : CollisionModel(m), mAlignment(a) {}
Collision::CollisionAxis BoxCollisionModel::collision(SVector2D position, const float collisionRadius, bool saveAxis)
{
mVectorModified = false;
Collision::CollisionAxis axis;
if (mAlignment == zAligned)
{
axis = Collision::circleToBox(position, collisionRadius, position2D(), mHalfLength, mHalfWidth);
}
else
{
axis = Collision::circleToBox(position, collisionRadius, position2D(), mHalfWidth, mHalfLength);
}
if (saveAxis)
{
setNewCollisionAxis(axis);
mLastCollisionAxis = axis;
}
return axis;
}
Collision::CollisionAxis BoxCollisionModel::collision(SphereCollisionModel other)
{
mVectorModified = false;
Collision::CollisionAxis axis;
if (mAlignment == zAligned)
{
axis = Collision::circleToBox(other.position2D(), other.getCollisionRadius(), position2D(), mHalfLength, mHalfWidth);
}
else
{
axis = Collision::circleToBox(other.position2D(), other.getCollisionRadius(), position2D(), mHalfWidth, mHalfLength);
}
setNewCollisionAxis(axis);
mLastCollisionAxis = axis;
return axis;
}
void CollisionModel::setNewCollisionAxis(Collision::CollisionAxis axis)
{
mNewCollisionAxis = Collision::None;
if (axis == Collision::Both)
{
switch (mLastCollisionAxis)
{
case desert::Collision::xAxis:
mNewCollisionAxis = Collision::yAxis;
break;
case desert::Collision::yAxis:
mNewCollisionAxis = Collision::xAxis;
break;
case desert::Collision::None:
mNewCollisionAxis = Collision::Both;
break;
}
}
}