Example #1
0
void BoxGeometryComponent::draw(Matrix4 transformation)
{
    Point4 rotated_move = rotate(myRotation) * Point4(myMove.x, myMove.y, myMove.z);
	//Matrix4 total_transform = transformation * translate(Vector4(rotated_move.x, rotated_move.y, rotated_move.z)) * rotate(myRotation) * scale(myScale);
	Matrix4 total_transform = transformation * translate(myTranslation) * rotate(myRotation) * scale(myScale);
	Matrix4 transform_noscale = transformation * translate(myTranslation) * rotate(myRotation);
    std::for_each(myTriangles.begin(), myTriangles.end(), std::bind2nd(std::ptr_fun(TransformAndDraw), total_transform));

	// Draw all subcomponents.
    std::for_each(myComponents.begin(), myComponents.end(), [&transform_noscale](std::shared_ptr<BoxGeometryComponent> x){ x->draw(transform_noscale); });
}
/**
 * Apply property-based transformations to input matrix
 *
 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
 */
void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
    if (properties().getLeft() != 0 || properties().getTop() != 0) {
        matrix.translate(properties().getLeft(), properties().getTop());
    }
    if (properties().getStaticMatrix()) {
        mat4 stat(*properties().getStaticMatrix());
        matrix.multiply(stat);
    } else if (properties().getAnimationMatrix()) {
        mat4 anim(*properties().getAnimationMatrix());
        matrix.multiply(anim);
    }

    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
    if (properties().hasTransformMatrix() || applyTranslationZ) {
        if (properties().isTransformTranslateOnly()) {
            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
                    true3dTransform ? properties().getZ() : 0.0f);
        } else {
            if (!true3dTransform) {
                matrix.multiply(*properties().getTransformMatrix());
            } else {
                mat4 true3dMat;
                true3dMat.loadTranslate(
                        properties().getPivotX() + properties().getTranslationX(),
                        properties().getPivotY() + properties().getTranslationY(),
                        properties().getZ());
                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());

                matrix.multiply(true3dMat);
            }
        }
    }
}