📄 chscriptdata.cpp
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/*----------------------------------------------------------------------------
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/\ | | | (_)
/ \ _ __ __| |_ __ ___ _ __ ___ ___ __| |_ __ _
/ /\ \ | '_ \ / _` | '__/ _ \| '_ ` _ \ / _ \/ _` | |/ _` |
/ ____ \| | | | (_| | | | (_) | | | | | | __/ (_| | | (_| |
/_/ \_\_| |_|\__,_|_| \___/|_| |_| |_|\___|\__,_|_|\__,_|
The contents of this file are subject to the Andromedia Public
License Version 1.0 (the "License"); you may not use this file
except in compliance with the License. You may obtain a copy of
the License at http://www.andromedia.com/APL/
Software distributed under the License is distributed on an
"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
implied. See the License for the specific language governing
rights and limitations under the License.
The Original Code is Pueblo client code, released November 4, 1998.
The Initial Developer of the Original Code is Andromedia Incorporated.
Portions created by Andromedia are Copyright (C) 1998 Andromedia
Incorporated. All Rights Reserved.
Andromedia Incorporated 415.365.6700
818 Mission Street - 2nd Floor 415.365.6701 fax
San Francisco, CA 94103
Contributor(s):
--------------------------------------------------------------------------
Chaco team: Dan Greening, Glenn Crocker, Jim Doubek,
Coyote Lussier, Pritham Shetty.
Wrote and designed original codebase.
------------------------------------------------------------------------------
Implementation for the ChRenderContext class for Intel 3DR.
----------------------------------------------------------------------------*/
// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/ChScriptData.cpp,v 2.4 1996/06/27 03:43:46 jimd Exp $
#include "grheader.h"
#include "ChMaze.h"
#include "ChScriptData.h"
#include "CvInstnc.h"
#include "CvType.h"
class ScriptData
{
public:
ChQvScriptRenderData * m_pData;
ChQvInstance * m_pTarget;
ScriptData() : m_pData(0), m_pTarget(0) {};
ScriptData(ChQvScriptRenderData *pData, ChQvInstance *pTarget) :
m_pData(pData), m_pTarget(pTarget)
{};
};
// Statics
/* Types of script render data */
ChQvScriptRenderData::ChQvScriptRenderData(QvNode* pNode) :
ChQvRenderBaseData(pNode)
{
#if 0 && defined(CH_VRML_EVENTS)
if(!m_pDispatcher)
{
m_pDispatcher = new ChVrmlDispatcher;
Init();
}
#endif
};
void ChQvScriptRenderData::Init()
{
ChQvRenderBaseData::Init();
#if 0 && defined(CH_VRML_EVENTS)
AddVrmlDispatcher("set_rotation", SFRotation, OnSetRotation);
AddVrmlDispatcher("set_translation", SFVec3f, OnSetTranslation);
AddVrmlDispatcher("set_scaleFactor", SFVec3f, OnSetScaleFactor);
AddVrmlDispatcher("set_scaleOrientation", SFRotation, OnSetScaleOrientation);
AddVrmlDispatcher("set_center", SFVec3f, OnSetCenter);
#endif
};
ChQvScriptRenderData::~ChQvScriptRenderData()
{
}
void ChQvScriptRenderData::Term()
{
#if 0 && defined(CH_VRML_EVENTS)
delete m_pDispatcher;
m_pDispatcher = 0;
#endif
}
void ChQvScriptRenderData::AddInstance(ChQvInstance *pTarget)
{
}
/////////////////////////////////////////////////////////////////////////////////
ChQvSpinRenderData::ChQvSpinRenderData(QvNode* pNode) :
ChQvScriptRenderData(pNode), m_step(0)
{
#if 0 && defined(CH_VRML_EVENTS)
if(!m_pDispatcher)
{
m_pDispatcher = new ChVrmlDispatcher;
Init();
}
#endif
QvNode *pObject = 0;
string strType;
int iType = pNode->GetType(strType);
switch(iType)
{ // QvSpin is only script object supported so far
case typeQvSpin:
{
pObject = ((QvSpin*)pNode)->m_pObject;
break;
}
default:
break;
}
if(pObject)
{ // Add this script to the object of its affection
((ChQvRenderBaseData*)pObject->GetRenderData())->Add(this);
}
};
void ChQvSpinRenderData::Init()
{
ChQvScriptRenderData::Init();
#if 0 && defined(CH_VRML_EVENTS)
AddVrmlDispatcher("set_rotation", SFRotation, OnSetRotation);
AddVrmlDispatcher("set_translation", SFVec3f, OnSetTranslation);
AddVrmlDispatcher("set_scaleFactor", SFVec3f, OnSetScaleFactor);
AddVrmlDispatcher("set_scaleOrientation", SFRotation, OnSetScaleOrientation);
AddVrmlDispatcher("set_center", SFVec3f, OnSetCenter);
#endif
};
ChQvSpinRenderData::~ChQvSpinRenderData()
{
}
void ChQvSpinRenderData::Term()
{
#if 0 && defined(CH_VRML_EVENTS)
delete m_pDispatcher;
m_pDispatcher = 0;
#endif
}
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
#if (defined(CH_USE_RLAB))
void SpinCallback(ChNrFrame frame, void * arg)
#else
void SpinCallback(ChNrFrame frame, void * arg, float delta)
#endif
{
ChQvSpinRenderData *pData = (ChQvSpinRenderData *)arg;
ChQvInstance *pTarget = (ChQvInstance *)(ChNrObjectGetAppData(frame));
if(pData && pTarget)
{
pData->Spin(pTarget);
}
}
#endif
void ChQvSpinRenderData::AddInstance(ChQvInstance *pTarget)
{
ChQvScriptRenderData::AddInstance(pTarget);
if(pTarget->GetFrame())
{
ChNrFrameAddCallback(pTarget->GetFrame(), SpinCallback, this);
}
}
void ChQvSpinRenderData::Spin(ChQvInstance *pTarget)
{
if(!pTarget->GetContext()->IsAnimating()) return;
float newStep = pTarget->GetContext()->GetFrameCount();
double step = newStep - m_step; // Based on frame count, interpreting the angle as "per frame increment"
m_step = newStep;
QvSpin *pSpin = (QvSpin*)GetNode();
// No spin, do nothing
if(pSpin->xangle.value == 0 && pSpin->yangle.value == 0 && pSpin->zangle.value == 0) return;
if(step)
{
// Time has passed, so we need to
// integrate the incremental spin by applying this rotation step to the current spinTransform
double twopi = atan(1.0) * 8.; // good to about 17 places
if(pSpin->xangle.value != 0.0)
{
float xangle = float(fmod(double(pSpin->xangle.value) * step, twopi));
m_spinTransform *= GxTransform3Wf(GxVec3f(1., 0., 0.), xangle);
}
if(pSpin->yangle.value != 0.0)
{
float yangle = float(fmod(double(pSpin->yangle.value) * step, twopi));
m_spinTransform *= GxTransform3Wf(GxVec3f(0., 1., 0.), yangle);
}
if(pSpin->zangle.value != 0.0)
{
float zangle = float(fmod(double(pSpin->zangle.value) * step, twopi));
m_spinTransform *= GxTransform3Wf(GxVec3f(0., 0., 1.), zangle);
}
}
ChNrFrame frame = pTarget->GetFrame();
if(frame)
{
GxTransform3Wf instTransform = pTarget->GetRendererTransform();
if(pTarget->GetTransformInstance())
{
// It has its own transformation attribute, like a grouping node
// So modify the tree transform
GxTransform3Wf instTransform = pTarget->GetTransform();
if(pSpin->axes.value == QvSpin::GLOBAL)
{
pTarget->GetTransformInstance()->SetSelfTransform(instTransform * m_spinTransform * instTransform.Inverse());
}
else
{
pTarget->GetTransformInstance()->SetSelfTransform(m_spinTransform);
}
pTarget->GetTransformInstance()->SetTransformDirty();
}
else
{
//leaf node - spin it in RL land
GxTransform3Wf instTransform = pTarget->GetRendererTransform();
ChNrFrameAddTransform(frame, CombineReplace, *(instTransform.GetMatrix()));
if(pSpin->axes.value == QvSpin::GLOBAL)
{
ChNrFrameAddTransform(frame, CombineAfter, *(m_spinTransform.GetMatrix()));
}
else
{
ChNrFrameAddTransform(frame, CombineBefore, *(m_spinTransform.GetMatrix()));
}
}
}
pTarget->GetContext()->SetDirty(); // force another frame
}
/////////////////////////////////////////////////////////////////////////////////
// end of file
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