mirror of
https://github.com/AquariaOSE/Aquaria.git
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978 lines
19 KiB
C++
978 lines
19 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "RenderObject.h"
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#include "Core.h"
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#include "MathFunctions.h"
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#include "RenderBase.h"
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#include <assert.h>
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#include <algorithm>
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#ifdef BBGE_USE_GLM
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#include "glm/glm.hpp"
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#include "glm/gtx/transform.hpp"
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#endif
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bool RenderObject::renderCollisionShape = false;
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size_t RenderObject::lastTextureApplied = 0;
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bool RenderObject::renderPaths = false;
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MotionBlurData::MotionBlurData()
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: transition(false), frameOffsetCounter(0), frameOffset(0), transitionTimer(0)
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{
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}
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void RenderObject::toggleAlpha(float t)
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{
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if (alpha.x < 0.5f)
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alpha.interpolateTo(1,t);
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else
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alpha.interpolateTo(0,t);
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}
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int RenderObject::getTopLayer() const
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{
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if (parent)
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{
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return parent->getTopLayer();
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}
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return layer;
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}
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RenderObject::RenderObject()
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{
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addType(SCO_RENDEROBJECT);
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useOldDT = false;
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ignoreUpdate = false;
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renderPass = 0;
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overrideCullRadiusSqr = 0;
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repeatTexture = false;
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alphaMod = 1;
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motionBlur = 0;
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idx = -1;
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_fv = false;
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_fh = false;
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_markedForDelete = false;
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updateCull = -1;
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layer = LR_NONE;
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cull = true;
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pm = PM_NONE;
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texture = 0;
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width = 0;
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height = 0;
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scale = Vector(1,1,1);
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color = Vector(1,1,1);
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alpha.x = 1;
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life = maxLife = 1;
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decayRate = 0;
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_dead = false;
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_hidden = false;
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fadeAlphaWithLife = false;
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_blendType = BLEND_DEFAULT;
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followCamera = 0;
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stateData = 0;
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parent = 0;
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renderBeforeParent = false;
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shareAlphaWithChildren = false;
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shareColorWithChildren = false;
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neverFollowCamera = false;
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}
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RenderObject::~RenderObject()
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{
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freeMotionBlur();
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assert(children.empty()); // if this fires some objects were not deleted and will leak
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}
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Vector RenderObject::getWorldPosition() const
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{
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return getWorldCollidePosition();
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}
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RenderObject* RenderObject::getTopParent()
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{
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RenderObject *p = this;
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RenderObject *lastp;
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do
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{
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lastp = p;
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p = p->parent;
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}
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while(p);
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return lastp;
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}
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const RenderObject* RenderObject::getTopParent() const
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{
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const RenderObject *p = this;
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const RenderObject *lastp;
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do
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{
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lastp = p;
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p = p->parent;
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}
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while(p);
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return lastp;
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}
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#ifdef BBGE_USE_GLM
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static glm::mat4 matrixChain(const RenderObject *ro)
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{
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glm::mat4 tranformMatrix = glm::scale(
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glm::rotate(
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glm::translate(
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ro->getParent() ? matrixChain(ro->getParent()) : glm::mat4(1.0f),
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glm::vec3(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0)
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),
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ro->rotation.z + ro->rotationOffset.z,
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glm::vec3(0.0f, 0.0f, 1.0f)
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),
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glm::vec3(ro->scale.x, ro->scale.y, 0.0f)
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);
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if (ro->isfh())
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tranformMatrix *= glm::rotate(180.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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tranformMatrix *= glm::translate(glm::vec3(ro->internalOffset.x, ro->internalOffset.y, 0.0f));
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return tranformMatrix;
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}
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#else
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static void matrixChain(RenderObject *ro)
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{
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if (RenderObject *parent = ro->getParent())
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matrixChain(parent);
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glTranslatef(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0);
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glRotatef(ro->rotation.z+ro->rotationOffset.z, 0, 0, 1);
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glScalef(ro->scale.x, ro->scale.y, 0);
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if (ro->isfh())
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{
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glRotatef(180, 0, 1, 0);
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}
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glTranslatef(ro->internalOffset.x, ro->internalOffset.y, 0);
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}
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#endif
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float RenderObject::getWorldRotation() const
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{
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Vector up = getWorldCollidePosition(Vector(0,1));
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Vector orig = getWorldPosition();
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float rot = 0;
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MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, rot);
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return rot;
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}
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Vector RenderObject::getWorldPositionAndRotation() const
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{
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Vector up = getWorldCollidePosition(Vector(0,1));
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Vector orig = getWorldPosition();
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MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, orig.z);
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return orig;
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}
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Vector RenderObject::getWorldCollidePosition(const Vector &vec) const
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{
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#ifdef BBGE_USE_GLM
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glm::mat4 transformMatrix = glm::translate(
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matrixChain(this),
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glm::vec3(vec.x, vec.y, 0.0f)
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);
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return Vector(transformMatrix[3][0], transformMatrix[3][1], 0);
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#else
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glPushMatrix();
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glLoadIdentity();
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matrixChain(this);
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glTranslatef(vec.x, vec.y, 0);
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float m[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, m);
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float x = m[12];
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float y = m[13];
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glPopMatrix();
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return Vector(x,y,0);
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#endif
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}
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void RenderObject::fhTo(bool fh)
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{
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if ((fh && !_fh) || (!fh && _fh))
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{
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flipHorizontal();
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}
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}
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void RenderObject::flipHorizontal()
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{
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bool wasFlippedHorizontal = _fh;
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_fh = !_fh;
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if (wasFlippedHorizontal != _fh)
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{
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onFH();
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}
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}
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void RenderObject::flipVertical()
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{
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_fv = !_fv;
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}
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void RenderObject::destroy()
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{
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for (Children::iterator i = children.begin(); i != children.end(); i++)
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{
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// must do this first
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// otherwise child will try to remove THIS
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(*i)->parent = 0;
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(*i)->destroy();
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if((*i)->pm == PM_POINTER)
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delete (*i);
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}
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children.clear();
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if (parent)
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{
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parent->removeChild(this);
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parent = 0;
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}
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texture = NULL;
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}
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Vector RenderObject::getRealPosition() const
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{
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if (parent)
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{
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return position + offset + parent->getRealPosition();
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}
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return position + offset;
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}
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Vector RenderObject::getRealScale() const
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{
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if (parent)
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{
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return scale * parent->getRealScale();
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}
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return scale;
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}
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void RenderObject::setStateDataObject(StateData *state)
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{
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stateData = state;
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}
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void RenderObject::toggleCull(bool value)
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{
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cull = value;
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}
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void RenderObject::moveToFront()
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{
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if(RenderObject *p = parent)
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{
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if(p->children.size() && p->children[p->children.size()-1] != this)
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{
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p->removeChild(this);
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p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_BACK); // To back of list -> rendered on top
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}
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}
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else if (layer != -1)
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core->renderObjectLayers[this->layer].moveToFront(this);
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}
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void RenderObject::moveToBack()
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{
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if(RenderObject *p = parent)
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{
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if(p->children.size() && p->children[0] != this)
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{
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p->removeChild(this);
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p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_FRONT); // To front of list -> rendered first, below everything else
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}
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}
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else if (layer != -1)
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core->renderObjectLayers[this->layer].moveToBack(this);
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}
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void RenderObject::enableMotionBlur(int sz, int off)
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{
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MotionBlurData *mb = ensureMotionBlur();
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mb->transition = false;
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mb->positions.resize(sz);
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mb->frameOffsetCounter = 0;
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mb->frameOffset = off;
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for (size_t i = 0; i < mb->positions.size(); i++)
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{
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mb->positions[i].position = position;
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mb->positions[i].rotz = rotation.z;
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}
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}
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void RenderObject::disableMotionBlur()
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{
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if(MotionBlurData *mb = this->motionBlur)
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{
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mb->transition = true;
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mb->transitionTimer = 1.0;
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}
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}
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bool RenderObject::isfhr() const
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{
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const RenderObject *p = this;
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bool fh = false;
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do
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if (p->isfh())
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fh = !fh;
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while ((p = p->parent));
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return fh;
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}
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bool RenderObject::isfvr() const
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{
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const RenderObject *p = this;
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bool fv = false;
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do
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if (p->isfv())
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fv = !fv;
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while ((p = p->parent));
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return fv;
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}
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bool RenderObject::hasRenderPass(const int pass) const
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{
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if (pass == renderPass)
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return true;
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for (Children::const_iterator i = children.begin(); i != children.end(); i++)
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{
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if (!(*i)->isDead() && (*i)->hasRenderPass(pass))
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return true;
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}
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return false;
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}
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bool RenderObject::shouldTryToRender() const
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{
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return !parent && !_hidden
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&& alpha.x > 0
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&& (!cull || isOnScreen());
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}
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bool RenderObject::isVisibleInPass(int pass) const
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{
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assert(!parent); // This check should be done for root objects only
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assert(pass != RENDER_ALL); // why call this when we already know we don't do passes
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return hasRenderPass(pass);
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}
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void RenderObject::render(const RenderState& rs) const
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{
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assert(parent || layer != LR_NONE);
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if(_hidden)
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return;
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/// new (breaks anything?)
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if (alpha.x == 0 || alphaMod == 0) return;
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if (MotionBlurData *mb = this->motionBlur)
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{
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RenderState rx(rs);
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const size_t sz = mb->positions.size();
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const float m = 1.0f / float(sz);
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const float m2 = alpha.x * 0.5f * (mb->transition ? mb->transitionTimer : 1.0f);
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for (size_t i = 0; i < sz; i++)
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{
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const Vector& renderAt = mb->positions[i].position;
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const float renderRotation = mb->positions[i].rotz;
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rx.alpha = (1.0f-(float(i) * m)) * m2;
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renderCall(rx, renderAt, renderRotation);
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}
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}
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renderCall(rs, position, rotation.z);
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}
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void RenderObject::renderCall(const RenderState& rs, const Vector& renderAt, float renderRotation) const
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{
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const Vector renderPos = renderAt + offset;
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renderRotation += rotationOffset.z;
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glPushMatrix();
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if(!parent)
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{
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// Is root object. followCamera has an influence.
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float followCamera = this->followCamera;
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if (!followCamera)
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{
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// Not set for object. Use global layer value
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const RenderObjectLayer& rl = core->renderObjectLayers[layer];
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followCamera = rl.followCamera;
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if(followCamera == 0) // normal object on normal layer
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goto nofollow;
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}
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if (followCamera == 1) // UI overlay or similar; is independent of camera aka stays in the same spot on the screen
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{
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glLoadIdentity();
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glScalef(core->globalResolutionScale.x, core->globalResolutionScale.y,0);
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glTranslatef(renderPos.x, renderPos.y, renderPos.z);
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}
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else // parallax scrolling
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{
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Vector pos = getFollowCameraPosition();
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glTranslatef(pos.x, pos.y, pos.z);
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}
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}
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else
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{
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nofollow:
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// The vast majority of objects ends up here. We're a child, or followCamera == 0 and not on a parallax layer.
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glTranslatef(renderPos.x, renderPos.y, renderPos.z);
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if (RenderObject::renderPaths) // TODO: move this to debug render
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debugRenderPaths();
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}
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// Apply rotation and flip
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glRotatef(renderRotation, 0, 0, 1);
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if (isfh())
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glRotatef(180, 0, 1, 0);
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const Vector renderScale = scale * rs.scale;
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glScalef(renderScale.x, renderScale.y, 1);
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glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
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for (Children::const_iterator i = children.begin(); i != children.end(); i++)
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{
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if (!(*i)->isDead() && (*i)->renderBeforeParent)
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(*i)->render(rs);
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}
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if (rs.pass == RENDER_ALL || renderPass == RENDER_ALL || rs.pass == renderPass)
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{
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if (texture)
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{
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if (texture->gltexid != lastTextureApplied)
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{
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texture->apply();
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lastTextureApplied = texture->gltexid;
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}
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}
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else
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{
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if (lastTextureApplied != 0)
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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lastTextureApplied = 0;
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}
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}
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rs.gpu.setBlend(getBlendType());
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// RenderState color applies to everything in the scene graph,
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// so that needs to be multiplied in unconditionally
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{
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Vector col = this->color * rs.color;
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glColor4f(col.x, col.y, col.z, rs.alpha*alpha.x*alphaMod);
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}
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onRender(rs);
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if (renderCollisionShape)
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renderCollision(rs);
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}
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for (Children::const_iterator i = children.begin(); i != children.end(); i++)
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{
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if (!(*i)->isDead() && !(*i)->renderBeforeParent)
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(*i)->render(rs);
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}
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glPopMatrix();
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}
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void RenderObject::renderCollision(const RenderState& rs) const
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{
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}
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void RenderObject::debugRenderPaths() const
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{
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if(!position.data)
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return;
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const size_t N = position.data->path.getNumPathNodes();
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if(!N)
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return;
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glLineWidth(4);
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glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBegin(GL_LINES);
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for (size_t i = 0; i < N-1; i++)
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{
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const VectorPathNode a = position.data->path[i];
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const VectorPathNode b = position.data->path[i+1];
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glVertex2f(a.value.x-position.x, a.value.y-position.y);
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glVertex2f(b.value.x-position.x, b.value.y-position.y);
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}
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glEnd();
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glPointSize(20);
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glBegin(GL_POINTS);
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glColor4f(0.5,0.5,1,1);
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for (size_t i = 0; i < N; i++)
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{
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const VectorPathNode& a = position.data->path[i];
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glVertex2f(a.value.x-position.x, a.value.y-position.y);
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}
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glEnd();
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}
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void RenderObject::addDeathNotify(RenderObject *r)
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{
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deathNotifications.remove(r);
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deathNotifications.push_back(r);
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}
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|
|
|
void RenderObject::deathNotify(RenderObject *r)
|
|
{
|
|
deathNotifications.remove(r);
|
|
}
|
|
|
|
void RenderObject::lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset)
|
|
{
|
|
Vector myPos = this->getWorldPosition();
|
|
float angle = 0;
|
|
|
|
if (myPos.x == pos.x && myPos.y == pos.y)
|
|
{
|
|
return;
|
|
}
|
|
MathFunctions::calculateAngleBetweenVectorsInDegrees(myPos, pos, angle);
|
|
|
|
RenderObject *p = parent;
|
|
while (p)
|
|
{
|
|
angle -= p->rotation.z;
|
|
p = p->parent;
|
|
}
|
|
|
|
const bool ishfh = this->isfhr();
|
|
|
|
if (ishfh)
|
|
{
|
|
angle = 180-angle;
|
|
|
|
|
|
|
|
offset = -offset;
|
|
}
|
|
angle += offset;
|
|
if (angle < minAngle)
|
|
angle = minAngle;
|
|
if (angle > maxAngle)
|
|
angle = maxAngle;
|
|
|
|
int amt = 10;
|
|
if (ishfh)
|
|
{
|
|
if (pos.x < myPos.x-amt)
|
|
{
|
|
angle = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pos.x > myPos.x+amt)
|
|
{
|
|
angle = 0;
|
|
}
|
|
}
|
|
|
|
rotation.interpolateTo(Vector(0,0,angle), t);
|
|
}
|
|
|
|
void RenderObject::update(float dt)
|
|
{
|
|
if (ignoreUpdate)
|
|
{
|
|
return;
|
|
}
|
|
if (useOldDT)
|
|
{
|
|
dt = core->get_old_dt();
|
|
}
|
|
if (!isDead())
|
|
{
|
|
onUpdate(dt);
|
|
}
|
|
}
|
|
|
|
void RenderObject::removeChild(RenderObject *r)
|
|
{
|
|
r->parent = 0;
|
|
Children::iterator oldend = children.end();
|
|
Children::iterator newend = std::remove(children.begin(), oldend, r);
|
|
if(oldend != newend)
|
|
{
|
|
children.resize(std::distance(children.begin(), newend));
|
|
return;
|
|
}
|
|
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->removeChild(r);
|
|
}
|
|
}
|
|
|
|
void RenderObject::safeKill()
|
|
{
|
|
alpha = 0;
|
|
life = 0;
|
|
onEndOfLife();
|
|
|
|
for (RenderObjectList::iterator i = deathNotifications.begin(); i != deathNotifications.end(); i++)
|
|
{
|
|
(*i)->deathNotify(this);
|
|
}
|
|
|
|
if (this->parent)
|
|
{
|
|
_markedForDelete = true;
|
|
}
|
|
else
|
|
{
|
|
if (stateData)
|
|
stateData->removeRenderObject(this);
|
|
else
|
|
core->enqueueRenderObjectDeletion(this);
|
|
}
|
|
}
|
|
|
|
Vector RenderObject::getNormal() const
|
|
{
|
|
float a = MathFunctions::toRadians(getAbsoluteRotation().z);
|
|
return Vector(sinf(a),cosf(a));
|
|
}
|
|
|
|
// HACK: this is probably a slow implementation
|
|
Vector RenderObject::getForward() const
|
|
{
|
|
Vector v = getWorldCollidePosition(Vector(0,-1, 0));
|
|
Vector r = v - getWorldCollidePosition();
|
|
r.normalize2D();
|
|
|
|
|
|
return r;
|
|
}
|
|
|
|
Vector RenderObject::getAbsoluteRotation() const
|
|
{
|
|
Vector r = rotation;
|
|
if (parent)
|
|
{
|
|
return parent->getAbsoluteRotation() + r;
|
|
}
|
|
return r;
|
|
}
|
|
|
|
void RenderObject::onUpdate(float dt)
|
|
{
|
|
if (isDead()) return;
|
|
|
|
if(!updateLife(dt))
|
|
return;
|
|
|
|
// FIXME: We might not need to do lifetime checks either; I just
|
|
// left that above for safety since I'm not certain. --achurch
|
|
if (isHidden()) return;
|
|
|
|
position += velocity * dt;
|
|
velocity += gravity * dt;
|
|
position.update(dt);
|
|
velocity.update(dt);
|
|
gravity.update(dt);
|
|
scale.update(dt);
|
|
rotation.update(dt);
|
|
color.update(dt);
|
|
alpha.update(dt);
|
|
offset.update(dt);
|
|
internalOffset.update(dt);
|
|
rotationOffset.update(dt);
|
|
|
|
bool hasChildrenToDelete = false;
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if (shareAlphaWithChildren)
|
|
(*i)->alpha.x = this->alpha.x;
|
|
if (shareColorWithChildren)
|
|
(*i)->color = this->color;
|
|
|
|
if ((*i)->pm != PM_NONE)
|
|
{
|
|
(*i)->update(dt);
|
|
}
|
|
hasChildrenToDelete |= (*i)->_markedForDelete;
|
|
|
|
}
|
|
|
|
if (hasChildrenToDelete)
|
|
{
|
|
size_t w = 0;
|
|
const size_t N = children.size();
|
|
for (size_t i = 0; i < N; ++i)
|
|
{
|
|
RenderObject *ro = children[i];
|
|
if(ro->_markedForDelete)
|
|
{
|
|
ro->parent = NULL;
|
|
ro->destroy();
|
|
if(ro->pm == PM_POINTER)
|
|
delete ro;
|
|
}
|
|
else
|
|
children[w++] = ro;
|
|
}
|
|
children.resize(w);
|
|
}
|
|
|
|
if (MotionBlurData *mb = this->motionBlur)
|
|
{
|
|
if(!mb->transition)
|
|
{
|
|
if (mb->frameOffsetCounter >= mb->frameOffset)
|
|
{
|
|
mb->frameOffsetCounter = 0;
|
|
mb->positions[0].position = position;
|
|
mb->positions[0].rotz = rotation.z;
|
|
for (int i = mb->positions.size()-1; i > 0; i--)
|
|
{
|
|
mb->positions[i] = mb->positions[i-1];
|
|
}
|
|
}
|
|
else
|
|
mb->frameOffsetCounter ++;
|
|
}
|
|
else
|
|
{
|
|
mb->transitionTimer -= dt*2;
|
|
if (mb->transitionTimer <= 0)
|
|
freeMotionBlur();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool RenderObject::updateLife(float dt)
|
|
{
|
|
if (decayRate > 0)
|
|
{
|
|
life -= decayRate*dt;
|
|
if (life<=0)
|
|
{
|
|
safeKill();
|
|
return false;
|
|
}
|
|
}
|
|
if (fadeAlphaWithLife && !alpha.isInterpolating())
|
|
{
|
|
|
|
alpha = life/maxLife;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void RenderObject::unloadDevice()
|
|
{
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->unloadDevice();
|
|
}
|
|
}
|
|
|
|
void RenderObject::reloadDevice()
|
|
{
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->reloadDevice();
|
|
}
|
|
}
|
|
|
|
MotionBlurData* RenderObject::ensureMotionBlur()
|
|
{
|
|
MotionBlurData *mb = this->motionBlur;
|
|
if(!mb)
|
|
{
|
|
mb = new MotionBlurData;
|
|
this->motionBlur = mb;
|
|
}
|
|
return mb;
|
|
}
|
|
|
|
void RenderObject::freeMotionBlur()
|
|
{
|
|
if(motionBlur)
|
|
{
|
|
delete motionBlur;
|
|
motionBlur = NULL;
|
|
}
|
|
}
|
|
|
|
bool RenderObject::setTexture(const std::string &n)
|
|
{
|
|
CountedPtr<Texture> tex = core->getTexture(n);
|
|
setTexturePointer(tex);
|
|
return tex->success;
|
|
}
|
|
|
|
void RenderObject::addChild(RenderObject *r, ParentManaged pm, RenderBeforeParent rbp, ChildOrder order)
|
|
{
|
|
if (r->parent)
|
|
{
|
|
errorLog("Engine does not support multiple parents");
|
|
return;
|
|
}
|
|
|
|
if (order == CHILD_BACK)
|
|
children.push_back(r);
|
|
else
|
|
children.insert(children.begin(), r);
|
|
|
|
r->pm = pm;
|
|
|
|
if (rbp == RBP_OFF)
|
|
r->renderBeforeParent = 0;
|
|
else if (rbp == RBP_ON)
|
|
r->renderBeforeParent = 1;
|
|
|
|
r->parent = this;
|
|
}
|
|
|
|
StateData *RenderObject::getStateData() const
|
|
{
|
|
if (parent)
|
|
{
|
|
return parent->getStateData();
|
|
}
|
|
else
|
|
return stateData;
|
|
}
|
|
|
|
void RenderObject::setOverrideCullRadius(float ovr)
|
|
{
|
|
overrideCullRadiusSqr = ovr * ovr;
|
|
}
|
|
|
|
bool RenderObject::isCoordinateInRadius(const Vector &pos, float r) const
|
|
{
|
|
Vector d = pos-getRealPosition();
|
|
|
|
return (d.getSquaredLength2D() < r*r);
|
|
}
|
|
|
|
Vector RenderObject::getFollowCameraPosition(const Vector& v) const
|
|
{
|
|
assert(layer != LR_NONE);
|
|
assert(!parent); // this makes no sense when we're not a root object
|
|
if(neverFollowCamera)
|
|
return v;
|
|
const RenderObjectLayer &rl = core->renderObjectLayers[layer];
|
|
Vector M = rl.followCameraMult;
|
|
float F = followCamera;
|
|
if(!F)
|
|
F = rl.followCamera;
|
|
if (F <= 0)
|
|
return v;
|
|
|
|
/* Originally, not accounting for parallax lock on an axis, this was:
|
|
pos = v - core->screenCenter;
|
|
pos *= F;
|
|
pos = core->screenCenter + pos;
|
|
*/
|
|
|
|
// uppercase are effectively constants that are not per-object
|
|
// lowercase are per-object
|
|
|
|
// more concise math:
|
|
//const Vector pos = (v - core->screenCenter) * F + core->screenCenter;
|
|
//return v * (Vector(1,1) - M) + (pos * M); // lerp
|
|
|
|
// optimized and rearranged
|
|
const Vector C = core->screenCenter;
|
|
const Vector M1 = Vector(1,1) - M;
|
|
const Vector T = C * (1 - F);
|
|
|
|
const Vector pos = T + (F * v);
|
|
return v * M1 + (pos * M); // lerp, used to select whether to use original v or parallax-corrected v
|
|
}
|
|
|
|
bool RenderObject::isRectPartiallyOnScreen() const
|
|
{
|
|
Vector p = getTopParent()->getFollowCameraPosition(getWorldPosition());
|
|
p = core->getWindowPosition(p);
|
|
Vector sz = Vector(width, height) * getRealScale();
|
|
return core->isRectInWindowCoordsPartiallyOnScreen(p, sz);
|
|
}
|
|
|
|
bool RenderObject::isRectFullyOnScreen() const
|
|
{
|
|
Vector p = getTopParent()->getFollowCameraPosition(getWorldPosition());
|
|
p = core->getWindowPosition(p);
|
|
Vector sz = Vector(width, height) * getRealScale();
|
|
return core->isRectInWindowCoordsFullyOnScreen(p, sz);
|
|
}
|
|
|
|
bool RenderObject::isCenterOnScreenWithMargin(const Vector& margin) const
|
|
{
|
|
Vector p = getTopParent()->getFollowCameraPosition(getWorldPosition());
|
|
p = core->getWindowPosition(p);
|
|
return core->isPointInWindowCoordsOnScreenWithMargin(p, margin);
|
|
}
|