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scenegraph.cpp
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scenegraph.cpp
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#include <iostream>
#include <functional>
#include <algorithm>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/string_cast.hpp>
#include "scenegraph.h"
SceneNode::SceneNode() {}
SceneNode::~SceneNode() {
for (int i=0; i<children.size(); i++) {
delete children[i];
}
children.clear();
}
void SceneNode::addChild(SceneNode *child) {
children.push_back(child);
child->parent = this;
}
void SceneNode::computeTransforms() {
local_matrix = glm::translate(glm::mat4(), glm::vec3(x,y,z))
* glm::yawPitchRoll(yaw, pitch, roll)
* custom_matrix;
if (parent != NULL) {
world_matrix = parent->world_matrix * local_matrix;
} else {
world_matrix = local_matrix;
}
}
void SceneNode::computeBackTransforms() {
if (parent != NULL) parent->computeBackTransforms();
computeTransforms();
}
void SceneNode::computeDependantTransforms() {
computeTransforms();
std::for_each(children.begin(),
children.end(),
std::mem_fun(&SceneNode::computeTransforms));
}
std::ostringstream SceneNode::dumpTransforms() {
std::ostringstream s; s << "scene node (" << this << ", parent:" << this->parent << ") transforms:\n" \
<< "\tlocal: " << glm::to_string(local_matrix) \
<< "\n\tworld: " << glm::to_string(world_matrix) \
<< std::endl;
return s;
}
std::ostringstream SceneNode::dumpParameters() {
std::ostringstream s; s << "scene node (" << this << ", parent:" << this->parent << ") properties:\n" \
<< "\tx:" << this->x \
<< " y:" << this->y \
<< " z:" << this->z \
<< "\n\troll:" << this->roll \
<< " pitch:" << this->pitch \
<< " yaw:" << this->yaw \
<< std::endl;
return s;
}