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Actor.cpp
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199 lines (178 loc) · 4.14 KB
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// ----------------------------------------------------------------
// From Game Programming in C++ by Sanjay Madhav
// Copyright (C) 2017 Sanjay Madhav. All rights reserved.
//
// Released under the BSD License
// See LICENSE in root directory for full details.
// ----------------------------------------------------------------
#include "Actor.h"
#include "Game.h"
#include "Component.h"
#include "LevelLoader.h"
const char* Actor::TypeNames[NUM_ACTOR_TYPES] = {
"Actor",
"BallActor",
"FollowActor",
"PlaneActor",
"TargetActor",
};
Actor::Actor(Game* game)
:mState(EActive)
,mPosition(Vector3::Zero)
,mRotation(Quaternion::Identity)
,mScale(1.0f)
,mGame(game)
,mRecomputeTransform(true)
{
mGame->AddActor(this);
}
Actor::~Actor()
{
mGame->RemoveActor(this);
// Need to delete components
// Because ~Component calls RemoveComponent, need a different style loop
while (!mComponents.empty())
{
delete mComponents.back();
}
}
void Actor::Update(float deltaTime)
{
if (mState == EActive)
{
if (mRecomputeTransform)
{
ComputeWorldTransform();
}
UpdateComponents(deltaTime);
UpdateActor(deltaTime);
}
}
void Actor::UpdateComponents(float deltaTime)
{
for (auto comp : mComponents)
{
comp->Update(deltaTime);
}
}
void Actor::UpdateActor(float deltaTime)
{
}
void Actor::ProcessInput(const uint8_t* keyState)
{
if (mState == EActive)
{
// First process input for components
for (auto comp : mComponents)
{
comp->ProcessInput(keyState);
}
ActorInput(keyState);
}
}
void Actor::ActorInput(const uint8_t* keyState)
{
}
void Actor::ComputeWorldTransform()
{
mRecomputeTransform = false;
// Scale, then rotate, then translate
mWorldTransform = Matrix4::CreateScale(mScale);
mWorldTransform *= Matrix4::CreateFromQuaternion(mRotation);
mWorldTransform *= Matrix4::CreateTranslation(mPosition);
// Inform components world transform updated
for (auto comp : mComponents)
{
comp->OnUpdateWorldTransform();
}
}
void Actor::RotateToNewForward(const Vector3& forward)
{
// Figure out difference between original (unit x) and new
float dot = Vector3::Dot(Vector3::UnitX, forward);
float angle = Math::Acos(dot);
// Facing down X
if (dot > 0.9999f)
{
SetRotation(Quaternion::Identity);
}
// Facing down -X
else if (dot < -0.9999f)
{
SetRotation(Quaternion(Vector3::UnitZ, Math::Pi));
}
else
{
// Rotate about axis from cross product
Vector3 axis = Vector3::Cross(Vector3::UnitX, forward);
axis.Normalize();
SetRotation(Quaternion(axis, angle));
}
}
void Actor::AddComponent(Component* component)
{
// Find the insertion point in the sorted vector
// (The first element with a order higher than me)
int myOrder = component->GetUpdateOrder();
auto iter = mComponents.begin();
for (;
iter != mComponents.end();
++iter)
{
if (myOrder < (*iter)->GetUpdateOrder())
{
break;
}
}
// Inserts element before position of iterator
mComponents.insert(iter, component);
}
void Actor::RemoveComponent(Component* component)
{
auto iter = std::find(mComponents.begin(), mComponents.end(), component);
if (iter != mComponents.end())
{
mComponents.erase(iter);
}
}
void Actor::LoadProperties(const rapidjson::Value& inObj)
{
// Use strings for different states
std::string state;
if (JsonHelper::GetString(inObj, "state", state))
{
if (state == "active")
{
SetState(EActive);
}
else if (state == "paused")
{
SetState(EPaused);
}
else if (state == "dead")
{
SetState(EDead);
}
}
// Load position, rotation, and scale, and compute transform
JsonHelper::GetVector3(inObj, "position", mPosition);
JsonHelper::GetQuaternion(inObj, "rotation", mRotation);
JsonHelper::GetFloat(inObj, "scale", mScale);
ComputeWorldTransform();
}
void Actor::SaveProperties(rapidjson::Document::AllocatorType& alloc, rapidjson::Value& inObj) const
{
std::string state = "active";
if (mState == EPaused)
{
state = "paused";
}
else if (mState == EDead)
{
state = "dead";
}
JsonHelper::AddString(alloc, inObj, "state", state);
JsonHelper::AddVector3(alloc, inObj, "position", mPosition);
JsonHelper::AddQuaternion(alloc, inObj, "rotation", mRotation);
JsonHelper::AddFloat(alloc, inObj, "scale", mScale);
}