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local Vector = require('Vector')
local Matrix = require('Matrix')
local Node = {}
Node.prototype = {}
Node.prototype.updateTransform = function(self)
self.transform:eye()
self.transform:translate(self.position)
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.Z_UNIT, self.rotation:at(2))
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.Y_UNIT, self.rotation:at(1))
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.X_UNIT, self.rotation:at(0))
self.transform:scale(self.scale)
if self.parent ~= nil then
self.parent.transform:mul(self.transform, self.transform)
end
for _, child in ipairs(self.children) do
child:updateTransform()
end
end
Node.prototype.updateCascade = function(self, dt)
if self.update then
self:update(dt)
end
self:updateTransform()
for _, child in ipairs(self.children) do
child:updateCascade(dt)
end
end
Node.prototype.drawCascade = function(self, camera, shader)
if self.draw then
self:draw(camera, shader)
end
-- do not draw base nodes, but recursively draw children.
for _, child in ipairs(self.children) do
child:drawCascade(camera, shader)
end
end
Node.prototype.translate = function(self, translation)
self.position:add(translation, self.position)
end
Node.prototype.pitch = function(self, angle)
self.rotation:setAt(0, self.rotation:at(0) + angle)
end
Node.prototype.yaw = function(self, angle)
self.rotation:setAt(1, self.rotation:at(1) + angle)
end
Node.prototype.roll = function(self, angle)
self.rotation:setAt(2, self.rotation:at(2) + angle)
end
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Node.mt = {}
Node.mt.__index = Node.prototype
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Node.new = function(parent, position, rotation, scale)
local node = {}
setmetatable(node, Node.mt)
node.parent = parent
node.position = position
node.rotation = rotation
node.scale = scale
node.children = {}
if parent ~= nil then
local index = #parent.children
parent.children[index + 1] = node
end
node.transform = honey.glm.mat4()
node.transform:eye()
node:updateTransform()
return node
end
return Node
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