couch/core/Spatial.cpp
2021-01-30 19:39:25 -06:00

93 lines
2.2 KiB
C++

/*
Dane Johnson <dane@danejohnson.org>
LICENSE
Couch Copyright (C) 2021 Dane Johnson
This program comes with ABSOLUTELY NO WARRANTY; without event the
implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for details at
https://www.gnu.org/licenses/gpl-3.0.html
This is free software, and you are welcome to redistribute 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.
DESCRIPTION
A spatial is a node with a transform property, i.e. position, scale or rotation.
They can be instanced on the scene tree as an anchor for some other nodes.
*/
#include "Spatial.h"
#include "Util.h"
Name Spatial::GetType() const {return "Spatial";}
Transform Spatial::GetTransform() {
return transform;
}
void Spatial::SetTransform(Transform transform) {
this->transform = transform;
}
Transform Spatial::GetGlobalTransform() {
Util::Die("Global transform is not implemented yet.\n"
"I don't fully understand the maths yet!");
return Transform();
}
void Spatial::SetGlobalTransform(Transform globalTransform) {
// TODO
Util::Die("Global transform is not implemented yet.\n"
"I don't fully understand the maths yet!");
}
Spatial *Spatial::Create() {
return new Spatial;
}
void Spatial::Translate(Vector3 offset) {
Transform t = this->GetTransform();
t.position += offset;
this->SetTransform(t);
}
void Spatial::RotateX(float phi) {
Transform t = this->GetTransform();
t.rotation.x += phi;
this->SetTransform(t);
}
void Spatial::RotateY(float phi) {
Transform t = this->GetTransform();
t.rotation.y += phi;
this->SetTransform(t);
}
void Spatial::RotateZ(float phi) {
Transform t = this->GetTransform();
t.rotation.z += phi;
this->SetTransform(t);
}
void Spatial::UniformScale(float scale) {
Transform t = this->GetTransform();
t.scale *= scale;
this->SetTransform(t);
}
Spatial *Spatial::Duplicate() {
Spatial *spatial = static_cast<Spatial*>(Node::Duplicate());
spatial->transform = transform;
return spatial;
}
Spatial *Spatial::Instance() {
return static_cast<Spatial*>(Node::Instance());
}