#include "C_Object.h" using namespace DanBias::Client; C_Object::C_Object() { world = Oyster::Math::Float4x4::identity; position = Oyster::Math::Float3::null; rotation = Oyster::Math::Quaternion::identity; scale = Oyster::Math::Float3(1); id = 0; model = NULL; // RB DEBUG type = RB_Type_None; // !RB DEBUG } C_Object::~C_Object() { if( this->model ) this->Release(); } bool C_Object::Init(ModelInitData modelInit) { position = modelInit.position; rotation = modelInit.rotation; scale = modelInit.scale; id = modelInit.id; model = Oyster::Graphics::API::CreateModel(modelInit.modelPath); if(model == NULL) return false; model->Visible = modelInit.visible; updateWorld(); return true; } void C_Object::updateWorld() { Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position); Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation); Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale); world = translation * rot * scale; model->WorldMatrix = world; } Oyster::Math::Float4x4 C_Object::getWorld() const { Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position); Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation); Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale); Oyster::Math3D::Float4x4 world = translation * rot * scale; return world; } void C_Object::setPos(Oyster::Math::Float3 newPos) { this->position = newPos; } void C_Object::addPos(Oyster::Math::Float3 deltaPos) { this->position += deltaPos; } Oyster::Math::Float3 C_Object::getPos() const { return this->position; } void C_Object::setRot(Oyster::Math::Quaternion newRot) { this->rotation = newRot; } Oyster::Math::Quaternion C_Object::getRotation() const { return this->rotation; } void C_Object::setScale(Oyster::Math::Float3 newScale) { this->scale = newScale; } void C_Object::addScale(Oyster::Math::Float3 deltaScale) { this->scale += deltaScale; } Oyster::Math::Float3 C_Object::getScale() const { return this->scale; } int C_Object::GetId() const { return id; } void C_Object::Render() { if( this->model ) { Oyster::Graphics::API::RenderModel(model); } } void C_Object::Release() { if( this->model ) { Oyster::Graphics::API::DeleteModel(model); this->model = nullptr; } } Oyster::Math::Float3 C_Object::GetTint() { return model->Tint; } Oyster::Math::Float3 C_Object::GetGlowTint() { return model->GlowTint; } void C_Object::SetTint(Oyster::Math::Float3 tint) { model->Tint = tint; } void C_Object::SetGlowTint(Oyster::Math::Float3 tint) { model->GlowTint = tint; } //////////////////////////////////////////////// // RB DEBUG //////////////////////////////////////////////// bool C_Object::InitRB(RBInitData RBInit) { RBposition = RBInit.position; RBrotation = RBInit.rotation; RBscale = RBInit.scale; type = RBInit.type; return true; } void C_Object::updateRBWorld() { Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position); Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation); Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale); RBworld = translation * rot * scale; } Oyster::Math::Float4x4 C_Object::getRBWorld() const { return RBworld; } void C_Object::setRBPos(Oyster::Math::Float3 newPos) { this->RBposition = newPos; } Oyster::Math::Float3 C_Object::getRBPos() const { return this->RBposition; } void C_Object::setRBRot(Oyster::Math::Quaternion newRot) { this->RBrotation = newRot; } Oyster::Math::Quaternion C_Object::getRBRotation() const { return this->RBrotation; } void C_Object::setRBScale(Oyster::Math::Float3 newScale) { this->RBscale = newScale; } Oyster::Math::Float3 C_Object::getRBScale() const { return this->RBscale; } RB_Type C_Object::getBRtype()const { return this->type; } // !RB DEBUG