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objectInstance.cpp
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objectInstance.cpp
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#include "objectInstance.h"
#include "box.h"
#include <QtOpenGL/qgl.h>
ObjectInstance::ObjectInstance(int ob, Point p, Vector sz, float ori, float orien, double movi):
object(ob), pos(p), size(sz), orientation(ori), orienX(orien), visible(true), posCara(pos), mov(movi)
{
if(this->orientation>=0) this->orientation = ((int)this->orientation)%360;
_transBox.init(pos);
}
ObjectInstance::ObjectInstance() {}
ObjectInstance::~ObjectInstance(void)
{}
double angle2rad(double rad) {
return (rad * M_PI / 180);
}
void ObjectInstance::Render(std::vector<Model> &lmodels, bool dibuixa, int id_dofi)
{
// Cal aplicar les transformacions de model necessàries i pintar l'objecte
if (!visible) return; //evita que es vegi el dofi en la camara d eprimera persona
Model &o=lmodels[object];
Box box=o.boundingBox();
//if(this->object==4) cerr << "Rendering instance from object " << this->object << " with orientation " << this->orientation << endl;
//CENTRE DE LA CAIXA CONTENIDORA (BOUNDING BOX)
Point centreBB;
centreBB.x = (box.maxb.x+box.minb.x)/2;
centreBB.y = (box.maxb.y+box.minb.y)/2;
centreBB.z = (box.maxb.z+box.minb.z)/2;
//MIDA EN COORDENADES DE LA CAIXA CONTENIDORA
float midaX=box.maxb.x-box.minb.x;
float midaY=box.maxb.y-box.minb.y;
float midaZ=box.maxb.z-box.minb.z;
if(object==id_dofi){
posCara.x=pos.x;
posCara.y=pos.y;
posCara.z=pos.z;
}
else{
}
cameraIDI camAux;
camAux.iniciTGModelat();
camAux.trasllada(pos.x, pos.y, pos.z);
camAux.rota(orientation, 0.0, 1.0, 0.0);
camAux.rota(orienX, 1.0, 0.0, 0.0);
camAux.escala(size.x/midaX, size.y/midaY, size.z/midaZ);
camAux.trasllada(-centreBB.x, -box.minb.y, -centreBB.z);
//Pintem l'objecte
o.Render();
camAux.fiTGModelat();
if(dibuixa){
//_transBox.Render(); // descomentar si es vol pintar la capsa englobant
_transBox.RenderEsfera();
}
}
int ObjectInstance::getObjectId()
{
return object;
}
// Calculem la caixa transformada a partir de la caixa original
// de l'objecte
void ObjectInstance::computeTransformedBox(Model &obj)
{
Box b = obj.boundingBox();
float sa, sb, sc;
sa=b.maxb.x-b.minb.x;
sb=b.maxb.y-b.minb.y;
sc = b.maxb.z - b.minb.z;
cameraIDI camAux;
camAux.iniciTGModelat();
camAux.identitat();
camAux.trasllada(pos.x, pos.y, pos.z);
camAux.rota(orientation, 0, 1, 0);
camAux.rota(orienX, 1.0, 0.0, 0.0);
camAux.escala(size.x/sa, size.y/sb, size.z/sc);
camAux.trasllada(-0.5*(b.maxb.x + b.minb.x), -b.minb.y, -0.5*(b.maxb.z + b.minb.z));
vector<Vertex> &verts = obj.vertices;
Point punt(verts[0].coord.x, verts[0].coord.y, verts[0].coord.z);
Scene::transformPoint(punt);
_transBox.init(punt);
for (unsigned int i=1; i<verts.size(); ++i)
{
Point punt(verts[i].coord.x, verts[i].coord.y, verts[i].coord.z);
Scene::transformPoint(punt);
_transBox.update(punt);
}
camAux.fiTGModelat();
}
Box & ObjectInstance::getTransformedBox ()
{
return _transBox;
}
void ObjectInstance::Rotate(Scene& sc, double angle) {
this->orientation += angle;
if(this->orientation>=0) this->orientation = ((int)this->orientation)%360;
else this->orientation = (360 + this->orientation);
if(sc.detectCollisions(*this)){
this->orientation -= angle;
}
sc.updateTransformedBox(*this);
}
void ObjectInstance::MoveFront(Scene& sc) {
Point old_pos(pos.x, pos.y, pos.z);
pos.x = pos.x - mov*sin(angle2rad(this->orientation));
pos.y = pos.y + mov*cos(angle2rad(this->orienX));
pos.z = pos.z - mov*cos(angle2rad(this->orientation));
if(sc.detectCollisions(*this))
pos = old_pos;
int test=sc.detectCollisionsLimits(*this);
if(test!=0){
pos = old_pos;
}
sc.updateTransformedBox(*this);
}
void ObjectInstance::MoveBack(Scene& sc) {
Point old_pos(pos.x, pos.y, pos.z);
pos.x = pos.x + mov*sin(angle2rad(this->orientation));
pos.y = pos.y - mov*cos(angle2rad(this->orienX));
pos.z = pos.z + mov*cos(angle2rad(this->orientation));
if(sc.detectCollisions(*this))
pos = old_pos;
int test=sc.detectCollisionsLimits(*this);
if(test!=0){
pos = old_pos;
}
sc.updateTransformedBox(*this);
}
void ObjectInstance::Puja(Scene& sc) {
Point old_pos(pos.x, pos.y, pos.z);
float oldOrienX = this->orienX;
if(this->orienX<0 && this->orienX>=-180) {
this->orienX += 3;
}
pos.x = pos.x - mov*sin(angle2rad(this->orientation));
pos.y = pos.y + mov*cos(angle2rad(this->orienX));
pos.z = pos.z - mov*cos(angle2rad(this->orientation));
if(sc.detectCollisions(*this)){
pos = old_pos;
if(sc.detectCollisions(*this)){
this->orienX=oldOrienX;
}
}
int test=sc.detectCollisionsLimits(*this);
if(test==1){
pos = old_pos;
this->orienX =oldOrienX;
}
else if(test==2){
pos = old_pos;
}
else if(test==3){
pos = old_pos;
}
sc.updateTransformedBox(*this);
}
void ObjectInstance::Baixa(Scene& sc) {
Point old_pos(pos.x, pos.y, pos.z);
float oldOrienX = this->orienX;
if(this->orienX<=0 && this->orienX>-180){
this->orienX -= 3;
}
pos.x = pos.x - mov*sin(angle2rad(this->orientation));
pos.y = pos.y + mov*cos(angle2rad(this->orienX));
pos.z = pos.z - mov*cos(angle2rad(this->orientation));
if(sc.detectCollisions(*this)){
pos = old_pos;
if(sc.detectCollisions(*this)){
this->orienX=oldOrienX;
}
}
int test=sc.detectCollisionsLimits(*this);
if(test==1){
pos = old_pos;
}
else if(test==2){
pos = old_pos;
this->orienX =oldOrienX;
}
else if(test==3){
pos = old_pos;
}
sc.updateTransformedBox(*this);
}
float ObjectInstance::getOrientation() {
return this->orientation;
}
float ObjectInstance::getOrienX() {
return this->orienX;
}