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- //========================================================================
- // TransformComponent.cpp - Component for managing transforms on actors
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //========================================================================
- #include "../Unix/GameCodeStd.h"
- #include "TransformComponent.h"
- #include "../Graphics3D/Geometry.h"
- #include "../Utilities/String.h"
- #include <glm/gtx/string_cast.hpp>
- const char* TransformComponent::g_Name = "TransformComponent";
- bool TransformComponent::VInit(TiXmlElement* pData)
- {
- GCC_ASSERT(pData);
- // [mrmike] - this was changed post-press - because changes to the TransformComponents can come in partial definitions,
- // such as from the editor, its better to grab the current values rather than clear them out.
- // glm::vec3 yawPitchRoll = m_transform.GetYawPitchRoll();
- // yawPitchRoll.x = glm::degrees(yawPitchRoll.x);
- // yawPitchRoll.y = glm::degrees(yawPitchRoll.y);
- // yawPitchRoll.z = glm::degrees(yawPitchRoll.z);
- glm::vec3 yawPitchRoll;
- glm::vec3 position = geometry::GetPosition(m_transform);
- TiXmlElement* pPositionElement = pData->FirstChildElement("Position");
- if (pPositionElement)
- {
- double x = 0.0;
- double y = 0.0;
- double z = 0.0;
- pPositionElement->Attribute("x", &x);
- pPositionElement->Attribute("y", &y);
- pPositionElement->Attribute("z", &z);
- position = glm::vec3(x, y, z);
- }
- TiXmlElement* pOrientationElement = pData->FirstChildElement("YawPitchRoll");
- if (pOrientationElement)
- {
- double yaw = 0.0;
- double pitch = 0.0;
- double roll = 0.0;
- pOrientationElement->Attribute("x", &yaw);
- pOrientationElement->Attribute("y", &pitch);
- pOrientationElement->Attribute("z", &roll);
- yawPitchRoll = glm::vec3(yaw, pitch, roll);
- }
- glm::mat4 translation = geometry::BuildTranslation(position);
- glm::mat4 rotation = geometry::BuildYawPitchRoll(
- glm::radians(yawPitchRoll.x),
- glm::radians(yawPitchRoll.y),
- glm::radians(yawPitchRoll.z)
- );
- m_transform = rotation * translation;
-
- return true;
- }
- TiXmlElement* TransformComponent::VGenerateXml(void)
- {
- TiXmlElement* pBaseElement = GCC_NEW TiXmlElement(VGetName());
- // initial transform -> position
- TiXmlElement *pPosition = GCC_NEW TiXmlElement("Position");
- glm::vec3 pos(geometry::GetPosition(m_transform));
- pPosition->SetAttribute("x", ToStr(pos.x).c_str());
- pPosition->SetAttribute("y", ToStr(pos.y).c_str());
- pPosition->SetAttribute("z", ToStr(pos.z).c_str());
- // initial transform -> LookAt
- TiXmlElement* pDirection = GCC_NEW TiXmlElement("YawPitchRoll");
- glm::vec3 orient(geometry::GetYawPitchRoll(m_transform));
- orient.x = glm::degrees(orient.x);
- orient.y = glm::degrees(orient.y);
- orient.z = glm::degrees(orient.z);
- pDirection->SetAttribute("x", ToStr(orient.x).c_str());
- pDirection->SetAttribute("y", ToStr(orient.y).c_str());
- pDirection->SetAttribute("z", ToStr(orient.z).c_str());
- pBaseElement->LinkEndChild(pDirection);
- return pBaseElement;
- }
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