5 public enum FrustumPlacement { outside, inside, intersecting };
7 public class ObjectFormat
9 class_data const char * extension;
10 class_property const char * extension
12 set { class_data(extension) = value; }
13 get { return class_data(extension); }
16 virtual bool ::Load(Object object, const char * fileName, DisplaySystem displaySystem);
19 // TODO: Review these:
20 public class ObjectFlags
23 bool root:1, viewSpace:1, ownMesh:1, translucent:1, flipWindings:1, keysLoaded:1, transform:1, mesh:1, light:1, camera:1;
27 public struct Transform
30 Quaternion orientation;
34 /*static float ease(float t, float a, float b)
39 if (s == 0.0f) return t;
46 if (t < a) return (k/a)*t*t;
47 if (t < 1.0f - b) return k*(2.0f * t - a);
49 return 1.0f - (k/b)*t*t;
52 public enum FrameTrackType : uint16 { position = 1, rotation, scaling, fov, roll, colorChange, morph, hotSpot, fallOff, hide };
54 public class FrameTrackBits
60 public struct FrameKey
63 float tension, continuity, bias;
64 float easeFrom, easeTo;
68 Quaternion orientation;
78 enum SplinePart { splinePoint, splineA, splineB };
80 public class FrameTrack : struct
82 FrameTrack prev, next;
97 float GetFloat(SplinePart what, unsigned int n)
100 FrameKey *kn_1, *kn, *kn1;
107 if(what == splinePoint)
119 value *= 1.0f - kn->tension;
124 kn_1 = &keys[numKeys-2];
125 d1 = keys[numKeys-1].frame - kn_1->frame;
126 d2 = kn1->frame - kn->frame;
134 a1 = GetFloat(splineA, 1);
138 value *= 1.0f - kn->tension;
142 else if(n == numKeys-1)
150 value *= 1.0f - kn->tension;
156 d1 = kn->frame - kn_1->frame;
157 d2 = kn1->frame - keys[0].frame;
165 bn_1 = GetFloat(splineB, n-1);
169 value *= 1.0f - kn->tension;
177 d1 = kn->frame - kn_1->frame;
178 d2 = kn1->frame - kn->frame;
198 adjust = 0.5f + (1.0f - Abs(C))*(adjust - 0.5f);
201 part1 *= (1.0f + kn->bias)*(1.0f - C);
204 part2 *= (1.0f - kn->bias)*(1.0f + C);
206 value = part1 + part2;
207 value *= (1.0f - kn->tension)*adjust;
213 void GetVector(Vector3Df vector, SplinePart what, unsigned int n)
215 FrameKey *kn_1, *kn, *kn1;
216 Vector3Df *pn_1, *pn, *pn1;
222 if(what == splinePoint)
229 pn1 = &kn1->position;
233 vector.Subtract(pn1, pn);
234 vector.Scale(vector, 1.0f - kn->tension);
239 kn_1 = &keys[numKeys-2];
240 d1 = keys[numKeys-1].frame - kn_1->frame;
241 d2 = kn1->frame - kn->frame;
246 vector.Subtract(pn1, pn);
247 vector.Scale(vector, 1.5f);
249 GetVector(a1, splineA, 1);
252 vector.Subtract(vector, a1);
253 vector.Scale(vector, 1.0f - kn->tension);
257 else if(n == numKeys-1)
260 pn_1 = &kn_1->position;
264 vector.Subtract(pn, pn_1);
265 vector.Scale(vector, 1.0f - kn->tension);
271 d1 = kn->frame - kn_1->frame;
272 d2 = kn1->frame - keys[0].frame;
277 vector.Subtract(pn, pn_1);
278 vector.Scale(vector, 1.5f);
280 GetVector(&bn_1, splineB, n-1);
281 bn_1.Scale(bn_1, 0.5f);
283 vector.Subtract(vector, bn_1);
284 vector.Scale(vector, 1.0f - kn->tension);
292 d1 = kn->frame - kn_1->frame;
293 d2 = kn1->frame - kn->frame;
297 Vector3Df part1, part2;
299 pn_1 = &kn_1->position;
300 pn1 = &kn1->position;
313 adjust = 0.5f + (1.0f - Abs(C))*(adjust - 0.5f);
315 part1.Subtract(pn, pn_1);
316 part1.Scale(part1, (1.0f + kn->bias)*(1.0f - C));
318 part2.Subtract(pn1, pn);
319 part2.Scale(part2, (1.0f - kn->bias)*(1.0f + C));
321 vector.Add(part1, part2);
322 vector.Scale(vector, (1.0f - kn->tension)*adjust);
327 void GetQuaternion(Quaternion quat, SplinePart what, unsigned int n)
329 FrameKey *kn_1, *kn, *kn1;
330 Quaternion *qn_1, *qn, *qn1;
334 qn = &kn->orientation;
336 if (what == splinePoint)
344 if (!(type.loop) || numKeys <= 2)
346 qn1 = &kn1->orientation;
347 quat.Slerp(qn, qn1, (1.0f - kn->tension)*(1.0f + kn->continuity*kn->bias)/3.0f);
352 kn_1= &keys[numKeys-2];
353 d1 = keys[numKeys-1].frame - kn_1->frame;
354 d2 = kn1->frame - kn->frame;
357 else if (n == numKeys-1)
361 if (!(type.loop) || numKeys <= 2)
363 qn_1 = &kn_1->orientation;
364 quat.Slerp(qn, qn_1, (1.0f - kn->tension)*(1.0f - kn->continuity*kn->bias)/3.0f);
370 d1 = kn->frame - kn_1->frame;
371 d2 = kn1->frame - keys[0].frame;
378 d1 = kn->frame - kn_1->frame;
379 d2 = kn1->frame - kn->frame;
383 Quaternion g1, g2, tmp;
385 qn_1 = &kn_1->orientation;
386 qn1 = &kn1->orientation;
399 adjust = 0.5f + (1.0f - Abs(kn->continuity))*(adjust - 0.5f);
401 g1.Slerp(qn, qn_1,-(1.0f + kn->bias)/3.0f);
402 g2.Slerp(qn, qn1 , (1.0f - kn->bias)/3.0f);
403 tmp.Slerp(g1, g2, 0.5f + f*0.5f*kn->continuity);
404 quat.Slerp(qn, &tmp, f*(kn->tension - 1.0f)*adjust*2.0f);
409 void Interpolate(Vector3Df vector, Vector3Df prevVector, Vector3Df nextVector, int prev, int next, float t)
415 Vector3Df p1 = prevVector, p2 = nextVector;
418 GetVector(r1, splineB, prev);
419 GetVector(r2, splineA, next);
421 p1.Scale(p1, 2*t*t*t - 3*t*t + 1);
422 p2.Scale(p2,-2*t*t*t + 3*t*t);
424 r1.Scale(r1, t*t*t - 2*t*t + t);
425 r2.Scale(r2, t*t*t - t*t);
428 vector.Add(vector, r1);
429 vector.Add(vector, p2);
430 vector.Add(vector, r2);
434 void InterpolateQuat(Quaternion quat, Quaternion prevQuat, Quaternion nextQuat, int prev, int next, float t)
441 Quaternion q0, q1, q2;
443 GetQuaternion(b, splineB, prev);
444 GetQuaternion(a, splineA, next);
446 q0.Slerp(prevQuat, b, t);
448 q2.Slerp(a, nextQuat, t);
453 quat.Slerp(q0, q1, t);
457 float InterpolateFloat(float prevValue, float nextValue, int prev, int next, float t)
464 float p1 = prevValue, p2 = nextValue;
466 float r1 = GetFloat(splineB, prev);
467 float r2 = GetFloat(splineA, next);
469 p1 *= 2*t*t*t - 3*t*t + 1;
470 p2 *= -2*t*t*t + 3*t*t;
472 r1 *= t*t*t - 2*t*t + t;
475 value = p1 + r1 + p2 + r2;
481 static bool FindMaterialAndType(Mesh mesh, Material material, PrimitiveGroupType type)
483 PrimitiveGroup group;
484 for(group = mesh.groups.first; group; group = group.next)
485 if(group.material == material && group.type == type)
493 void SetMinMaxRadius(bool processMesh)
497 if(flags.mesh && mesh)
500 mesh.SetMinMaxRadius();
503 volume = (max.x >= min.x && max.y >= min.y && max.z >= min.z);
507 min = { MAXFLOAT, MAXFLOAT, MAXFLOAT };
508 max = { -MAXFLOAT, -MAXFLOAT, -MAXFLOAT };
511 for(child = children.first; child; child = child.next)
513 child.SetMinMaxRadius(processMesh);
517 // Child Local + Child Object Transform
518 Vector3Df points[8] =
520 { child.min.x, child.min.y, child.min.z },
521 { child.min.x, child.min.y, child.max.z },
522 { child.min.x, child.max.y, child.min.z },
523 { child.min.x, child.max.y, child.max.z },
524 { child.max.x, child.min.y, child.min.z },
525 { child.max.x, child.min.y, child.max.z },
526 { child.max.x, child.max.y, child.min.z },
527 { child.max.x, child.max.y, child.max.z }
533 point.MultMatrix(points[c], child.localMatrix);
535 if(point.x < min.x) min.x = point.x;
536 if(point.y < min.y) min.y = point.y;
537 if(point.z < min.z) min.z = point.z;
539 if(point.x > max.x) max.x = point.x;
540 if(point.y > max.y) max.y = point.y;
541 if(point.z > max.z) max.z = point.z;
549 Vector3Df points[8] =
551 { min.x, min.y, min.z },
552 { min.x, min.y, max.z },
553 { min.x, max.y, min.z },
554 { min.x, max.y, max.z },
555 { max.x, min.y, min.z },
556 { max.x, min.y, max.z },
557 { max.x, max.y, min.z },
558 { max.x, max.y, max.z }
560 Vector3Df halfExtent;
561 Vector3D halfExtentd;
564 center.Add(min, max);
565 center.Scale(center, 0.5f);
566 halfExtent.Subtract(max, min);
567 halfExtent.Scale(halfExtent, 0.5f);
568 radius = halfExtent.length;
572 Vector3D min { MAXFLOAT, MAXFLOAT, MAXFLOAT };
573 Vector3D max { -MAXFLOAT, -MAXFLOAT, -MAXFLOAT };
578 point.MultMatrixf(points[c], matrix);
580 if(point.x < min.x) min.x = point.x;
581 if(point.y < min.y) min.y = point.y;
582 if(point.z < min.z) min.z = point.z;
584 if(point.x > max.x) max.x = point.x;
585 if(point.y > max.y) max.y = point.y;
586 if(point.z > max.z) max.z = point.z;
591 wcenter.Add(wmin, wmax);
592 wcenter.Scale(wcenter, 0.5f);
594 halfExtentd.Subtract(wmax, wmin);
595 halfExtentd.Scale(halfExtentd, 0.5);
596 wradius = halfExtentd.length;
600 void Duplicate(Object model)
606 name = CopyString(model.name);
608 flags.ownMesh = false;
613 radius = model.radius;
615 transform = model.transform;
617 for(modelChild = model.children.first; modelChild; modelChild = modelChild.next)
619 Object child { parent = this };
620 child.Duplicate(modelChild);
621 children.AddName(child);
626 void Free(DisplaySystem displaySystem)
632 while((child = children.first))
634 children.Remove(child);
635 child.Free(displaySystem);
637 // We did not do this before so as to keep transform on reloading for new DisplaySystem
638 // However since children are removed, it seems that purpose has been gone, we'd need
639 // a new mechanism to handle lost resources reloading...
642 if(flags.ownMesh && mesh)
644 DisplaySystem meshDisplaySystem = mesh.displaySystem;
646 if(meshDisplaySystem)
647 meshDisplaySystem.RemoveMesh(mesh);
651 tracks.Free(FrameTrack::Free);
657 bool Load(const char * fileName, const char * type, DisplaySystem displaySystem)
659 char ext[MAX_EXTENSION];
660 subclass(ObjectFormat) format;
664 if(!type && fileName)
665 type = strlwr(GetExtension(fileName, ext));
667 for(link = class(ObjectFormat).derivatives.first; link; link = link.next)
670 if(format.extension && !strcmp(format.extension, type))
673 if(!link) format = null;
677 if((format.Load(this, fileName, displaySystem)))
681 ErrorLogCode(GERR_LOAD_OBJECT_FAILED, fileName);*/
685 void FreeMesh(DisplaySystem displaySystem)
691 for(child = children.first; child; child = child.next)
692 child.FreeMesh(displaySystem);
696 Object Find(const char * name)
702 if(this.name && !strcmp(this.name, name))
706 for(child = children.first; child; child = child.next)
708 Object result = child.Find(name);
717 void Initialize(void)
721 transform.scaling = { 1, 1, 1 };
722 transform.orientation = { 1,0,0,0 };
724 flags.transform = true;
729 Mesh InitializeMesh(DisplaySystem displaySystem)
737 flags.ownMesh = true;
741 FillBytes(mesh, 0, sizeof(class Mesh));
742 displaySystem.AddMesh(mesh);
750 bool AddName(Object object, const char * name)
755 char * newName = CopyString(name);
756 object.name = newName;
757 result = children.AddName(object);
759 object.parent = this;
760 object.flags.transform = true;
765 // TODO: Add support to Merge Vertex Colors mesh feature
766 bool Merge(DisplaySystem displaySystem)
770 if(!children.first && (!this.flags.mesh || this.flags.ownMesh))
774 Object child, nextChild;
776 MeshFeatures flags = 0;
777 Mesh objectMesh = this.flags.mesh ? mesh : null;
778 bool freeMesh = this.flags.ownMesh;
780 // Count total number of vertices
783 flags |= objectMesh.flags;
784 nVertices += objectMesh.nVertices;
787 for(child = children.first; child; child = child.next)
789 child.Merge(displaySystem);
792 nVertices += child.mesh.nVertices;
793 flags |= child.mesh.flags;
800 if(this.flags.camera)
804 this.flags.ownMesh = true;
805 this.flags.mesh = true;
806 displaySystem.AddMesh(mesh);
808 if(mesh.Allocate(flags, nVertices, displaySystem))
812 int vertexOffset = 0;
813 PrimitiveGroup group = null;
820 for(c = 0; c<objectMesh.nVertices; c++)
822 mesh.vertices[nVertices] = objectMesh.vertices[c];
824 if(objectMesh.normals)
825 mesh.normals[nVertices] = objectMesh.normals[c];
826 if(objectMesh.texCoords)
827 mesh.texCoords[nVertices] = objectMesh.texCoords[c];
833 for(child = children.first; child; child = child.next)
835 Matrix matrix, normalMatrix;
838 matrix.Scale(child.transform.scaling.x, child.transform.scaling.y, child.transform.scaling.z);
840 matrix.Rotate(child.transform.orientation);
842 normalMatrix = matrix;
844 matrix.Translate(child.transform.position.x, child.transform.position.y, child.transform.position.z);
845 if(child.flags.mesh && child.mesh)
847 for(c = 0; c<child.mesh.nVertices; c++)
849 mesh.vertices[nVertices].MultMatrix(child.mesh.vertices[c], matrix);
850 if(child.mesh.normals)
851 mesh.normals[nVertices].MultMatrix(child.mesh.normals[c], normalMatrix);
852 if(child.mesh.texCoords)
853 mesh.texCoords[nVertices] = child.mesh.texCoords[c];
859 // Merge Indexed Primitive Groups
863 PrimitiveGroupType type = (PrimitiveGroupType)-1;
864 Material material = null;
865 bool foundGroup = false;
867 // Find first group type/material to process and determine how many indices are required
870 for(group = objectMesh.groups.first; group; group = group.next)
872 if(!foundGroup && !(group.type.vertexRange))
874 if(!FindMaterialAndType(mesh, group.material, group.type))
876 material = group.material;
878 nIndices += group.nIndices;
882 else if(material == group.material && type == group.type)
883 nIndices += group.nIndices;
887 for(child = children.first; child; child = child.next)
889 if(child.flags.mesh && child.mesh)
891 for(group = child.mesh.groups.first; group; group = group.next)
893 if(!foundGroup && !(group.type.vertexRange))
895 if(!FindMaterialAndType(mesh, group.material ? group.material : child.material, group.type))
897 material = group.material ? group.material : child.material;
899 nIndices += group.nIndices;
903 else if(material == (group.material ? group.material : child.material) && type == group.type)
904 nIndices += group.nIndices;
909 // Merge with all similar groups
912 PrimitiveGroup newGroup = mesh.AddPrimitiveGroup(type, nIndices);
915 newGroup.material = material;
922 for(group = objectMesh.groups.first; group; group = group.next)
924 if(newGroup.material == group.material && newGroup.type == group.type)
927 if(group.type.indices32bit)
928 for(c = 0; c<group.nIndices; c++)
929 newGroup.indices32[nIndices++] = group.indices32[c] + vertexOffset;
931 for(c = 0; c<group.nIndices; c++)
932 newGroup.indices[nIndices++] = (uint16)(group.indices[c] + vertexOffset);
935 vertexOffset += objectMesh.nVertices;
938 for(child = children.first; child; child = child.next)
940 if(child.flags.mesh && child.mesh)
942 for(group = child.mesh.groups.first; group; group = group.next)
944 if(newGroup.material == (group.material ? group.material : child.material) &&
945 newGroup.type == group.type)
948 if(group.type.indices32bit)
949 for(c = 0; c<group.nIndices; c++)
950 newGroup.indices32[nIndices++] = group.indices32[c] + vertexOffset;
952 for(c = 0; c<group.nIndices; c++)
953 newGroup.indices[nIndices++] = (uint16)(group.indices[c] + vertexOffset);
956 vertexOffset += child.mesh.nVertices;
959 mesh.UnlockPrimitiveGroup(newGroup);
966 // Merge Non-Indexed Primitive Groups
971 for(group = objectMesh.groups.first; group; group = group.next)
973 if(group.type.vertexRange)
975 PrimitiveGroup newGroup = mesh.AddPrimitiveGroup(group.type, 0);
978 newGroup.material = group.material;
979 newGroup.nVertices = group.nVertices;
980 newGroup.first = group.first + vertexOffset;
984 vertexOffset += objectMesh.nVertices;
987 for(child = children.first; child; child = child.next)
989 if(child.flags.mesh && child.mesh)
991 for(group = child.mesh.groups.first; group; group = group.next)
993 if(group.type.vertexRange)
995 PrimitiveGroup newGroup = mesh.AddPrimitiveGroup(group.type, 0);
998 newGroup.material = group.material ? group.material : child.material;
999 newGroup.nVertices = group.nVertices;
1000 newGroup.first = group.first + vertexOffset;
1004 vertexOffset += child.mesh.nVertices;
1010 nTriangles = objectMesh.nPrimitives;
1012 for(child = children.first; child; child = child.next)
1015 nTriangles += child.mesh.nPrimitives;
1018 mesh.primitives = new PrimitiveSingle[nTriangles];
1019 mesh.nPrimitives = 0;
1023 for(c = 0; c<objectMesh.nPrimitives; c++)
1026 PrimitiveSingle * triangle = &mesh.primitives[mesh.nPrimitives++];
1027 PrimitiveSingle * src = &objectMesh.primitives[c];
1029 mesh.AllocatePrimitive(triangle, src->type, src->nIndices);
1030 triangle->material = src->material;
1031 triangle->middle = src->middle;
1032 triangle->plane = src->plane;
1035 //src->indices = null;
1038 if(triangle->type.indices32bit)
1039 for(i = 0; i<triangle->nIndices; i++)
1040 triangle->indices32[i] = src->indices32[i] + vertexOffset;
1042 for(i = 0; i<triangle->nIndices; i++)
1043 triangle->indices[i] = (uint16)(src->indices[i] + vertexOffset);
1044 mesh.UnlockPrimitive(triangle);
1046 vertexOffset += objectMesh.nVertices;
1049 for(child = children.first; child; child = child.next)
1051 if(child.flags.mesh && child.mesh)
1053 for(c = 0; c<child.mesh.nPrimitives; c++)
1056 PrimitiveSingle * triangle = &mesh.primitives[mesh.nPrimitives++];
1057 PrimitiveSingle * src = &child.mesh.primitives[c];
1059 mesh.AllocatePrimitive(triangle, src->type, src->nIndices);
1060 triangle->material = src->material ? src->material : child.material;
1061 triangle->middle = src->middle;
1062 triangle->plane = src->plane;
1065 //src->indices = null;
1068 if(triangle->type.indices32bit)
1070 for(i = 0; i<triangle->nIndices; i++)
1071 triangle->indices32[i] = src->indices32[i] + vertexOffset;
1075 for(i = 0; i<triangle->nIndices; i++)
1076 triangle->indices[i] = (uint16)(src->indices[i] + vertexOffset);
1078 mesh.UnlockPrimitive(triangle);
1080 vertexOffset += child.mesh.nVertices;
1085 for(child = children.first; child; child = nextChild)
1087 nextChild = child.next;
1088 children.Remove(child);
1089 child.Free(displaySystem);
1093 mesh.ApplyTranslucency(this);
1094 // this.flags.translucent = true;
1100 if(freeMesh && objectMesh)
1102 if(objectMesh.displaySystem)
1103 objectMesh.displaySystem.RemoveMesh(objectMesh);
1106 SetMinMaxRadius(true);
1111 void RotateEuler(Euler rotation, Euler min, Euler max)
1113 // WARNING: 'eulerOrientation' is only updated by this function
1114 Euler euler = eulerOrientation;//transform.orientation;
1115 euler.Add(euler, rotation);
1119 if(min.pitch && max.pitch)
1120 euler.pitch = Min(Max(euler.pitch, min.pitch), max.pitch);
1121 if(min.yaw && max.yaw)
1122 euler.yaw = Min(Max(euler.yaw, min.yaw), max.yaw);
1123 if(min.roll && max.roll)
1124 euler.roll = Min(Max(euler.roll, min.roll), max.roll);
1127 eulerOrientation = euler;
1128 transform.orientation = euler;
1132 void Move(Vector3D direction)
1137 matrix.RotationQuaternion(transform.orientation);
1138 offset.MultMatrix(direction, matrix);
1139 transform.position.Add(transform.position, offset);
1143 void UpdateTransform(void)
1145 SetTransformDirty();
1147 SetMinMaxRadius(false);
1150 void Animate(unsigned int frame)
1152 if(this && startFrame != endFrame)
1154 while(frame < startFrame) frame += (endFrame - startFrame + 1);
1155 while(frame > endFrame) frame -= (endFrame - startFrame + 1);
1160 SetMinMaxRadius(false);
1164 void DoubleSided(bool flag)
1169 mesh.DoubleSided(flag);
1170 for(child = children.first; child; child = child.next)
1171 child.DoubleSided(flag);
1175 bool IntersectsGroundPolygon(int count, Pointf * pointfs)
1177 bool result = false;
1181 double minX = wmin.x, maxX = wmax.x;
1182 double minY = wmin.z, maxY = wmax.z;
1183 double delta = (maxX - minX)/2;
1184 double x = (maxX + minX)/2, y = (maxY + minY)/2;
1186 for(c = 0; c<count; c++)
1190 p2 = &pointfs[(c == count-1) ? 0 : (c+1)];
1192 if( (p1->x < minX) && (p2->x < minX) )
1194 if((p1->y <= y) && (p2->y > y) )
1196 else if( (p1->y > y) && (p2->y <= y) )
1199 else if(!((p1->x > maxX && p2->x > maxX) || (p1->y < minY && p2->y < minY) || (p1->y > maxY && p2->y > maxY)))
1205 if (d < delta) return true;
1207 else if(p1->x == p2->x)
1211 if(d < delta) return true;
1212 else if(p1->x > x) ;
1213 else if( (p1->y <= y) && (p2->y > y) )
1215 else if( (p1->y > y) && (p2->y <= y) )
1226 d = a * x + b * y + (p2->x * p1->y) - (p2->y * p1->x);
1233 else if (d < b * delta)
1235 else if( ( (p1->y <= y) && (p2->y > y) ) || ( (p1->y > y) && (p2->y <= y) ) )
1239 xdy = (dx * (y - p1->y)) + (dy * p1->x);
1245 else if(xdy < x * dy)
1254 property Transform transform { set { transform = value; eulerOrientation = transform.orientation; } get { value = transform; } };
1255 property Material material { set { material = value; } get { return material; } };
1256 property Vector3Df max { get { value = max; } };
1257 property Vector3Df min { get { value = min; } };
1258 property Vector3Df center { get { value = center; } };
1259 property float radius { get { return radius; } };
1261 property Vector3D wmax { get { value = wmax; } };
1262 property Vector3D wmin { get { value = wmin; } };
1263 property Vector3D wcenter { get { value = wcenter; } };
1264 property double wradius { get { return wradius; } };
1266 property void * tag { set { tag = value; } get { return tag; } };
1267 property int frame { set { Animate(value); } get { return frame; } };
1268 property int startFrame { set { startFrame = value; } get { return startFrame; } };
1269 property int endFrame { set { endFrame = value; } get { return endFrame; } };
1271 property Mesh mesh { set { mesh = value; } get { return mesh; } };
1272 property Camera camera { get { return camera; } }; // Fix this with inheritance? camera inherit from Object?
1273 property Object firstChild { get { return children.first; } };
1274 property Object next { get { return next; } };
1275 property const char * name { get { return name; } };
1276 property Matrix matrix { get { value = matrix; } };
1277 property Object cameraTarget { set { cameraTarget = value; } get { return cameraTarget; } };
1278 property OldList * tracks { /* set { tracks = value; } */ get { return &tracks; } };
1279 property ObjectFlags flags { set { flags = value; } get { return flags; } };
1284 children.offset = (uint)(uintptr)&((Object)0).prev;
1285 transform.scaling = { 1, 1, 1 };
1286 transform.orientation = { 1,0,0,0 };
1287 flags.transform = true;
1295 void SetTransformDirty()
1298 flags.transform = true;
1299 for(child = children.first; child; child = child.next)
1300 child.SetTransformDirty();
1303 void _UpdateTransform()
1310 // Cameras / Spot Lights must update their target first
1311 if(flags.camera && cameraTarget && cameraTarget.flags.transform)
1312 cameraTarget.UpdateTransform();
1313 else if(flags.light && light.flags.spot && light.target && light.target.flags.transform)
1314 light.target._UpdateTransform();
1316 if(flags.camera && cameraTarget)
1318 // DeterMine angle to look at target
1319 Vector3D position, direction;
1320 if(flags.root || !parent)
1321 position = transform.position;
1323 position.MultMatrix(transform.position, parent.matrix);
1325 direction.Subtract((Vector3D *)cameraTarget.matrix.m[3], position);
1326 transform.orientation.RotationDirection(direction);
1329 transform.orientation.RotateRoll(roll);
1332 if(flags.light && light.flags.spot)
1334 // Determine angle to look at target
1336 if(flags.root || !parent)
1337 position = transform.position;
1339 position.MultMatrix(transform.position, parent.matrix);
1342 light.direction.Subtract((Vector3D *) light.target.matrix.m[3], position);
1344 light.direction = position; // TOCHECK: Why does this happen?
1346 light.direction.Normalize(light.direction);
1347 transform.orientation.RotationDirection(light.direction);
1351 matrix.Scale(transform.scaling.x, transform.scaling.y, transform.scaling.z);
1352 matrix.Rotate(transform.orientation);
1353 matrix.Translate(transform.position.x, transform.position.y, transform.position.z);
1355 localMatrix = matrix;
1357 // Compute transform (with ancestors)
1358 if(flags.root || !parent)
1359 this.matrix = matrix;
1361 this.matrix.Multiply(matrix, parent.matrix);
1363 flags.transform = false;
1365 for(child = children.first; child; child = child.next)
1367 if(child.flags.transform)
1368 child._UpdateTransform();
1373 void _Animate(unsigned int frame)
1378 for(track = tracks.first; track; track = track.next)
1384 unsigned int prev = 0, next = track.numKeys - 1;
1385 FrameKey * prevKey = &track.keys[prev], * nextKey = &track.keys[next];
1388 for(c = 0; c<track.numKeys; c++)
1390 FrameKey * key = track.keys + c;
1391 if(key->frame <= frame) { prevKey = key; prev = c; }
1392 if(key->frame >= frame) { nextKey = key; next = c; break; }
1395 if(nextKey->frame != prevKey->frame)
1396 t = ease((float) (frame - prevKey->frame) / (nextKey->frame - prevKey->frame), prevKey->easeFrom, nextKey->easeTo);
1398 switch(track.type.type)
1403 track.Interpolate(position, prevKey->position, nextKey->position, prev, next, t);
1404 transform.position = { (double)position.x, (double)position.y, (double)position.z };
1408 track.Interpolate(transform.scaling, prevKey->scaling, &nextKey->scaling, prev, next, t);
1411 track.InterpolateQuat(transform.orientation, prevKey->orientation, nextKey->orientation, prev, next, t);
1415 roll = track.InterpolateFloat(prevKey->roll, nextKey->roll, prev, next, t);
1419 camera.fov = track.InterpolateFloat(prevKey->fov, nextKey->fov, prev, next, t);
1421 double mm = (camera.fov - 5.05659508373109) / 1.13613250717301;
1422 camera.fov = 1248.58921609766 * pow(mm, -0.895625414990581);
1424 //camera.Setup(camera.width, camera.height, camera.origin);
1430 track.Interpolate((Vector3Df *)&light.diffuse,
1431 (Vector3Df *)&prevKey->color, (Vector3Df *)&nextKey->color, prev, next, t);
1432 light.specular = light.diffuse;
1437 light.fallOff = track.InterpolateFloat(prevKey->fallOff, nextKey->fallOff, prev, next, t);
1442 light.hotSpot = track.InterpolateFloat(prevKey->hotSpot, nextKey->hotSpot, prev, next, t);
1449 for(child = children.first; child; child = child.next)
1450 child._Animate(frame);
1452 flags.transform = true;
1456 FrustumPlacement InsideFrustum(Plane * planes)
1458 FrustumPlacement result = inside;
1461 // First test: Sphere
1462 for(p = 0; p<6; p++)
1464 Plane * plane = &planes[p];
1465 double dot = plane->normal.DotProduct(wcenter);
1466 double distance = dot + plane->d;
1467 if(distance < -wradius)
1472 if(Abs(distance) < wradius)
1473 result = intersecting;
1476 if(result == intersecting)
1478 // Second test: Bounding Box
1481 { wmin.x, wmin.y, wmin.z },
1482 { wmin.x, wmin.y, wmax.z },
1483 { wmin.x, wmax.y, wmin.z },
1484 { wmin.x, wmax.y, wmax.z },
1485 { wmax.x, wmin.y, wmin.z },
1486 { wmax.x, wmin.y, wmax.z },
1487 { wmax.x, wmax.y, wmin.z },
1488 { wmax.x, wmax.y, wmax.z }
1490 int numPlanesAllIn = 0;
1491 for(p = 0; p < 6; p++)
1493 Plane * plane = &planes[p];
1495 int numGoodPoints = 0;
1496 for(i = 0; i < 8; ++i)
1498 double dot = plane->normal.DotProduct(box[i]);
1499 double distance = dot + plane->d;
1508 if(numGoodPoints == 8)
1511 if(numPlanesAllIn == 6)
1525 unsigned startFrame, endFrame;
1529 public Transform transform;
1530 public Matrix matrix;
1531 public Matrix localMatrix;
1534 Vector3Df min, max, center;
1535 Vector3D wmin, wmax, wcenter;
1558 Object cameraTarget;
1563 public property Light light
1575 Euler eulerOrientation;