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GameObject.cpp
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GameObject.cpp
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#include "GameObject.h"
#include "Application.h"
#include "MeshObject.h"
#include "C_Transform.h"
#include "C_Normals.h"
#include "C_MeshInfo.h"
#include "C_Material.h"
#include "C_Camera.h"
#include "Mesh_R.h"
#include "Animator.h"
#include "MathGeoLib/include/Geometry/Frustum.h"
GameObject::GameObject(string name, GameObject * parent) : name(name), parent(parent){
AddComponent(Transform);
ID = App->RandomNumberGenerator.GetIntRNInRange();
}
GameObject::GameObject(MeshObject* mesh, vector<Texture*> textures, string name) : mesh(mesh), textures(textures), name(name) {
AddComponent(Transform);
AddComponent(Mesh_Info);
AddComponent(Normals);
AddComponent(Material);
ID = App->RandomNumberGenerator.GetIntRNInRange();
}
GameObject::~GameObject() {}
bool GameObject::Start()
{
if (mesh != nullptr) {
App->scene_intro->AddAABB(&aabb, Color(0.0f, 1.0f, 0.0f, 1.0f));
App->scene_intro->AddOBB(&obb, Color(0.0f, 0.0f, 1.0f, 1.0f));
/*App->scene_intro->AddAABB(&aabb, mesh->b_aabb->color);
App->scene_intro->AddOBB(&obb, mesh->b_obb->color);*/
UpdateBox();
}
return false;
}
void GameObject::StartChilds() {
for (int i = 0; i < childs.size(); ++i) {
if (active)
childs[i]->Start();
childs[i]->StartChilds();
}
}
void GameObject::UpdateChilds() {
if (animator != nullptr)
animator->UpdateAnim();
for (int i = 0; i < childs.size(); ++i) {
childs[i]->active = active;
//childs[i]->transform->UpdateMatrices();
childs[i]->UpdateChilds();
}
}
void GameObject::drawChilds() {
for(int i = 0; i < childs.size(); ++i){
if (active) {
if (App->scene_intro->main_camera->camera->CullFace(childs[i])) {
if (childs[i]->mesh != nullptr) {
childs[i]->mesh->Draw();
}
}
}
childs[i]->drawChilds();
}
}
float4x4 GameObject::mat2float4(mat4x4 mat)
{
float4x4 f_mat;
f_mat.Set(mat.M);
return f_mat.Transposed();
}
mat4x4 GameObject::Float2Mat4(float4x4 f) {
GameObject* a;
a->camera->frustum.ProjectionMatrix();
float4x4 m = App->camera->camera->frustum.ProjectionMatrix();
m.Transpose();
mat4x4 m4 = { m.At(0,0), m.At(0,1), m.At(0,2), m.At(0,3),
m.At(1,0), m.At(1,1), m.At(1,2), m.At(1,3),
m.At(2,0), m.At(2,1), m.At(2,2), m.At(2,3),
m.At(3,0), m.At(3,1), m.At(3,2), m.At(3,3) };
return m4;
}
void GameObject::CleanUp() {
for (GameObject* obj : childs) {
if (obj != nullptr) {
obj->CleanUp();
}
obj = nullptr;
}
childs.clear();
for (int i = 0; i < components.size(); ++i) {
if (components[i] != nullptr)
delete components[i];
components[i] = nullptr;
}
components.clear();
for (int i = 0; i < textures.size(); ++i) {
textures[i] = nullptr;
}
textures.clear();
if (mesh != nullptr) {
mesh->CleanUp();
delete mesh;
}
mesh = nullptr;
}
void GameObject::UpdateBox() {
obb = box;
obb.Transform(mat2float4(this->transform->globalMatrix));
aabb.SetNegativeInfinity();
aabb.Enclose(obb);
}
const char* GameObject::getType(aiTextureType type)
{
switch (type) {
case aiTextureType_DIFFUSE:
return "Diffuse_Map";
break;
case aiTextureType_SPECULAR:
return "Specular_Map";
break;
case aiTextureType_NORMALS:
return "Normal_Map";
break;
case aiTextureType_HEIGHT:
return "Height_Map";
break;
}
}
Component * GameObject::AddComponent(Component_Type type)
{
Component* component;
switch (type) {
case Component_Type::Transform:
component = new C_Transform(this, type);
transform = (C_Transform*)component;
break;
case Component_Type::Mesh_Info:
component = new C_MeshInfo(this, type);
break;
case Component_Type::Normals:
component = new C_Normals(this, type);
normals = (C_Normals*) component;
break;
case Component_Type::Material:
component = new C_Material(this, type);
break;
case Component_Type::Script:
//component = new C_Script(this, type);
break;
case Component_Type::Camera:
component = new C_Camera(this, type);
camera = (C_Camera*)component;
break;
case Component_Type::C_Animator:
component = new Animator(this, type);
animator = (Animator*)component;
break;
}
components.push_back(component);
component->Enable();
return component;
}
Component * GameObject::getComponent(Component_Type type)
{
for (int i = 0; i < components.size(); ++i) {
if (components[i]->type == type)
return components[i];
}
return nullptr;
}
void GameObject::Save(const char* _name, json& file) {
file["Game Objects"][_name]["Name"] = name;
file["Game Objects"][_name]["UID"] = ID;
if (parent != nullptr) {
file["Game Objects"][_name]["Parent UID"] = parent->ID;
}
else {
file["Game Objects"][_name]["Parent UID"] = 0;
}
file["Game Objects"][_name]["Enable"] = active;
file["Game Objects"][_name]["Static"] = _static;
for (uint i = 0; i < components.size(); ++i)
components[i]->Save(_name, file);
}
void GameObject::Load(const char * _name, const json & file)
{
name = file["Game Objects"][_name]["Name"].get<string>().c_str();
ID = file["Game Objects"][_name]["UID"].get<uint>();
if (file["Game Objects"][_name].find("Parent UID") != file["Game Objects"][_name].end()) {
int id = file["Game Objects"][_name]["Parent UID"].get<uint>();
if (id == 0)
App->scene_intro->root = this;
else
App->scene_intro->setParentByID(id, App->scene_intro->root, this);
}
active = file["Game Objects"][_name]["Enable"].get<bool>();
_static = file["Game Objects"][_name]["Static"].get<bool>();
if(file["Game Objects"][_name]["Components"].find("Transform") != file["Game Objects"][_name]["Components"].end());
{
transform->Load(_name, file);
}
if (file["Game Objects"][_name]["Components"].find("Mesh") != file["Game Objects"][_name]["Components"].end())
{
C_MeshInfo* t = (C_MeshInfo*)AddComponent(Component_Type::Mesh_Info);
t->Load(_name, file);
Mesh_R* resource = (Mesh_R*)App->resources->Get(t->id);
vector<Vertex> vec = resource->toVertex();
vector<uint>indx(resource->_indices, resource->_indices + (sizeof(resource->_indices) * resource->buffersSize[indices_size] * 3) / sizeof(resource->_indices[0]));
mesh = new MeshObject(vec, indx, this);
box.SetNegativeInfinity();
box.Enclose((math::float3*)resource->_vertices, resource->buffersSize[vertices_size]);
}
if (file["Game Objects"][_name]["Components"].find("Normals") != file["Game Objects"][_name]["Components"].end())
{
C_Normals* t = (C_Normals*)AddComponent(Component_Type::Normals);
t->Load(_name, file);
}
if (file["Game Objects"][_name]["Components"].find("Material") != file["Game Objects"][_name]["Components"].end())
{
C_Material* t = (C_Material*)AddComponent(Component_Type::Material);
t->Load(_name, file);
}
if (file["Game Objects"][_name]["Components"].find("Camera") != file["Game Objects"][_name]["Components"].end())
{
C_Camera* t = (C_Camera*)AddComponent(Component_Type::Camera);
t->Load(_name, file);
App->scene_intro->main_camera = this;
}
Start();
/*std::string
App->importer->LoadFile("/Library/Meshes/")*/
}