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actor.cpp
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actor.cpp
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#include <sstream>
#include "actor.h"
#include "input.h"
#include "interpolationHelper.h"
#include "renderer.h"
#include "node.h"
#include "meshData.h"
Actor::Actor(){
renderer=Renderer::getInstance();
input=Input::getInstance();
renderLayer=0;
location=Vector3f(0,0,0);
rotation=Vector3f(0,0,0);
scale=Vector3f(1,1,1);
orientation=Vector3f(0,0,1);
xAxis=Vector3f(0,0,0);
yAxis=Vector3f(0,0,0);
zAxis=Vector3f(0,0,0);
pivotLocation=Vector3f(0,0,0);
transformMatrix.identity();
originalMatrix.identity();
bUseTransformMatrix=true;
particleScale=2.0f;
particleAngleScale = 0.0f;
transitionTime=0.5f;
base=NULL;
baseMatrix.identity();
parent=NULL;
groupID="NULL";
initialLocation=Vector3f(0,0,0);
initialRotation=Vector3f(0,0,0);
color=Vector4f(1,1,1,1);
sceneShaderID="color";
//soundFileName="NULL";
elapsedTime=0.0;
birth=0.0;
name="Actor";
bInit=false;
bPickable=true;
bHidden=false;
bRemoveable=true;
bSelected=false;
drawType=DRAW_TEA; //teapot
blendModeOne=GL_SRC_ALPHA;
blendModeTwo=GL_ONE_MINUS_SRC_ALPHA;
vboMeshID="NULL";
textureID="NULL";
ofTexturePtr=NULL;
registerProperties();
//Actor Menu
menuType.push_back("10MoveButton");
menuType.push_back("12RotateButton");
menuProp.push_back("NULL");
menuProp.push_back("NULL");
menuIcon.push_back("icon_move");
menuIcon.push_back("icon_rotate");
menuName.push_back("LOCATION");
menuName.push_back("ROTATION");
//Render properties
bTextured=false;
bShadowTextured=false;
bZTest=true;
bZWrite=true;
bUseShader=true;
bComputeLight=true;
bDrawOrientation=true;
bLight=false;
textTimer=renderer->currentTime;
texScale = Vector3f(1,1,1);
texRotation = Vector3f(0,0,0);
texTranslation = Vector3f(0,0,0);
//for actor loading
actorOffset=0;
nodeOffset=0;
//for actor picking
objectID=-1.0;
}
Actor::~Actor(){
}
void Actor::registerProperties(){
//register all properties for saving
createMemberID("RENDERLAYER",&renderLayer,this);
createMemberID("NAME",&name,this);
createMemberID("LOCATION", &location, this);
createMemberID("ROTATION", &rotation, this);
createMemberID("SCALE", &scale, this);
createMemberID("ORIENTATION", &orientation, this);
createMemberID("TRANSFORMMATRIX",&transformMatrix,this);
createMemberID("SCALEMATRIX",&scaleMatrix,this);
createMemberID("BASE",&base,this);
createMemberID("BASEMATRIX",&baseMatrix,this);
createMemberID("PIVOTLOCATION", &pivotLocation, this);
createMemberID("GROUPID",&groupID, this);
createMemberID("PARTICLESCALE",&particleScale, this);
createMemberID("PARTICLEANGLESCALE",&particleAngleScale, this);
createMemberID("COLOR", &color, this);
createMemberID("VBOMESHID", &vboMeshID, this);
createMemberID("TEXTUREID", &textureID, this);
createMemberID("TEXTRANSLATION",&texTranslation,this);
createMemberID("TEXROTATION",&texRotation,this);
createMemberID("TEXSCALE",&texScale,this);
createMemberID("DRAWTYPE",&drawType,this);
createMemberID("BLENDMODEONE",&blendModeOne,this);
createMemberID("BLENDMODETWO",&blendModeTwo,this);
createMemberID("SCENESHADERID",&sceneShaderID,this);
createMemberID("BHIDDEN",&bHidden,this);
createMemberID("BUSETRANSFORMMATRIX",&bUseTransformMatrix,this);
//createMemberID("SOUNDFILENAME",&soundFileName,this);
createMemberID("BSHADOWTEXTURED",&bShadowTextured,this);
createMemberID("BCOMPUTELIGHT",&bComputeLight,this);
createMemberID("BTEXTURED",&bTextured,this);
createMemberID("BZTEST",&bZTest,this);
createMemberID("BZWRITE",&bZWrite,this);
createMemberID("BUSESHADER",&bUseShader,this);
createMemberID("BPICKABLE",&bPickable,this);
createMemberID("BLIGHT",&bLight,this);
createMemberID("TEXTIMER",&textTimer,this);
createMemberID("MENUTYPE", &menuType, this);
}
void Actor::postLoad(){
baseMatrix=calcMatrix(this);
matrixToVectors();
bInit=true;
}
void Actor::setup(){
// baseMatrix=calcMatrix(this);
// matrixToVectors();
}
void Actor::trigger(Actor * other){
}
void Actor::setLocation(Vector3f loc){
transformMatrix.setTranslation(loc);
baseMatrix=calcMatrix(this);
matrixToVectors();
}
void Actor::setRotation(Vector3f rot){
Vector3f relTranslation=transformMatrix.getTranslation();
transformMatrix=Matrix4f::createRotationAroundAxis(rot.x*M_PI/180,rot.y*M_PI/180,rot.z*M_PI/180);
transformMatrix.setTranslation(relTranslation);
baseMatrix=calcMatrix(this);
matrixToVectors();
}
void Actor::setRotation(Vector3f xA, Vector3f yA, Vector3f zA){
Matrix3f rotationMatrix;
rotationMatrix[0]=xA.x;
rotationMatrix[1]=xA.y;
rotationMatrix[2]=xA.z;
rotationMatrix[3]=yA.x;
rotationMatrix[4]=yA.y;
rotationMatrix[5]=yA.z;
rotationMatrix[6]=zA.x;
rotationMatrix[7]=zA.y;
rotationMatrix[8]=zA.z;
transformMatrix.setRotation(rotationMatrix);
baseMatrix=calcMatrix(this);
matrixToVectors();
}
void Actor::addRotation(float amount, Vector3f Axis){
//using OpenGL to generate rotationMatrix
Matrix4f fullMat;
//push Matrix in before old transform.
Matrix4f oldRotation=transformMatrix;
Matrix4f thisMat;
//construct new full rotation Matrix
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
//glMultMatrixf(baseMatrix);
glRotatef(amount,Axis.x,Axis.y,Axis.z);
glGetFloatv(GL_MODELVIEW_MATRIX,thisMat.data);
glPopMatrix();
thisMat.setTranslation(oldRotation.getTranslation());
oldRotation.setTranslation(Vector3f(0,0,0));
transformMatrix= thisMat * oldRotation;
baseMatrix=calcMatrix(this);
matrixToVectors();
}
void Actor::setScale(Vector3f newScale){
scale=newScale;
scaleMatrix.identity();
scaleMatrix[0]=scale.x;
scaleMatrix[5]=scale.y;
scaleMatrix[10]=scale.z;
setRotationFromAxis(xAxis,yAxis,zAxis);
}
void Actor::setAbsoluteLocation(Vector3f loc){
if (base){
//find relative location
Vector3f locDiff = loc - base->baseMatrix.getTranslation();
//project on base's axis
Vector3f xA,yA,zA;
getAxis(&xA,&yA,&zA, base->baseMatrix);
Vector3f relLoc;
relLoc.x= locDiff.dotProduct(xA);
relLoc.y= locDiff.dotProduct(yA);
relLoc.z= locDiff.dotProduct(zA);
setLocation(relLoc);
}
else
setLocation(loc);
}
void Actor::getAxis(Vector3f* xA, Vector3f* yA, Vector3f* zA, Matrix4f myMatrix){
xA->x=myMatrix[0];
xA->y=myMatrix[1];
xA->z=myMatrix[2];
yA->x=myMatrix[4];
yA->y=myMatrix[5];
yA->z=myMatrix[6];
zA->x=myMatrix[8];
zA->y=myMatrix[9];
zA->z=myMatrix[10];
}
void Actor::setRotationFromAxis(Vector3f xA, Vector3f yA, Vector3f zA){
xA.normalize();
yA.normalize();
zA.normalize();
/*
xA=xA* scale.x;
yA=yA* scale.y;
zA=zA* scale.z;
*/
transformMatrix[0]=xA.x;
transformMatrix[1]=xA.y;
transformMatrix[2]=xA.z;
transformMatrix[4]=yA.x;
transformMatrix[5]=yA.y;
transformMatrix[6]=yA.z;
transformMatrix[8]=zA.x;
transformMatrix[9]=zA.y;
transformMatrix[10]=zA.z;
// finalMatrix.setTranslation(translation);
baseMatrix=calcMatrix(this);
matrixToVectors();
}
Matrix4f Actor::calcMatrix(Actor* myActor){
Matrix4f myMatrix;
if (myActor->base){
myMatrix= calcMatrix(myActor->base) * myActor->originalMatrix * myActor->transformMatrix * myActor->scaleMatrix;
return myMatrix;
}
else
return myMatrix * myActor->originalMatrix * myActor->transformMatrix * myActor->scaleMatrix;
}
Vector3f Actor::calcEuler(Matrix4f myMatrix){
//calculate rotation in euler angles - maybe put this into a separate function?
// from MATRIX and QUATERNION FAQ - http://www.flipcode.com/documents/matrfaq.html#Q37
float trx, trY, angle_y, angle_x, angle_z, C;
#define RADIANS 180/M_PI
angle_y = -asin( myMatrix[2]); /* Calculate Y-axis angle */
C = cos( angle_y );
angle_y *= RADIANS;
if ( fabs( C ) > 0.005 ) /* Gimball lock? */
{
trx = myMatrix[10] / C; /* No, so get X-axis angle */
trY = -myMatrix[6] / C;
angle_x = atan2( trY, trx ) * RADIANS;
trx = myMatrix[0] / C; /* Get Z-axis angle */
trY = -myMatrix[1] / C;
angle_z = atan2( trY, trx ) * RADIANS;
}
else /* Gimball lock has occurred */
{
angle_x = 0; /* Set X-axis angle to zero */
trx = myMatrix[5]; /* And calculate Z-axis angle */
trY = myMatrix[4];
angle_z = atan2( trY, trx ) * RADIANS;
}
return(Vector3f(angle_x,-angle_y,-angle_z));
}
void Actor::matrixToVectors(){
//updating axis
xAxis=Vector3f(baseMatrix[0],baseMatrix[1],baseMatrix[2]);
yAxis=Vector3f(baseMatrix[4],baseMatrix[5],baseMatrix[6]);
zAxis=Vector3f(baseMatrix[8],baseMatrix[9],baseMatrix[10]);
//update location
location=transformMatrix.getTranslation();
//update rotation
rotation=calcEuler(transformMatrix);
}
/* update and draw */
void Actor::update(double deltaTime){
elapsedTime+=deltaTime;
for (int i=0;i<(int)movers.size();i++){
if (movers[i]!=NULL && !movers[i]->bFinished){ //if we have a mover and it hasn't finished moving yet...
//update the mover
movers[i]->interpolate();
//update our mover buffers
}
}
for (int i=0;i<(int)movers.size();i++){
if (movers[i]->bFinished){
delete(movers[i]);
movers.erase(movers.begin()+i);
}
}
baseMatrix=calcMatrix(this);
matrixToVectors();
}
// updates shader uniforms
void Actor::updateShaders(){
if (!bHidden){
GLuint uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "time");
glUniform1fARB(uniform_location, renderer->currentTime);
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "cameraInverse");
glUniformMatrix4fvARB(uniform_location, 1,false, (GLfloat*)&renderer->inverseCameraMatrix[0]);
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "bComputeLight");
glUniform1i(uniform_location, (GLuint)bComputeLight);
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "bSelected");
glUniform1i(uniform_location, (GLuint)bSelected);
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "objectID");
glUniform1f(uniform_location, objectID);
}
//THESE bind to texture units it seems?
if (renderer->shaderList[sceneShaderID]->shader){
glUniform1iARB(glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "tex"), 0);
}
if (renderer->shaderList[sceneShaderID]->shader){
glUniform1iARB(glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "tex2"), 1);
}
if ( ( (drawType==DRAW_VBOMESH) && renderer->vboList[vboMeshID] && renderer->vboList[vboMeshID]->vertexInterpretation==GL_POINTS )
|| drawType==DRAW_PARTICLES){
GLint uniform_location=0;
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "particleMultiplier");
glUniform1fARB(uniform_location, particleScale);
uniform_location=0;
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "particleAngleScale");
glUniform1fARB(uniform_location, particleAngleScale);
uniform_location=0;
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "postColor");
glUniform4fARB(uniform_location, color.r, color.g, color.b, color.a );
}
}
//translates, rotates, sets up shaders and textures, then calls a more specifc draw function depending on the drawtype
void Actor::draw(){
}
void Actor::drawMesh(){
/*
glScalef(scale.x,scale.y,scale.z);
if (renderer->meshList[mesh])
DrawOBJ(renderer->meshList[mesh]);
*/
}
void Actor::drawSprite(){
if (bTextured){
glEnable(GL_TEXTURE_2D);
glEnable(GL_POINT_SPRITE_ARB);
}
glBegin(GL_POINTS);
glVertex4f(0,0,0,scale.x*0.1);
glEnd();
if (bTextured){
glDisable(GL_TEXTURE_2D);
glDisable(GL_POINT_SPRITE_ARB);
}
}
//Plane is aligned at Top Left corner
void Actor::drawPlane(){
}
void Actor::drawParticles(){}
void Actor::drawTeapot(){
glColor4f(color.r,color.g,color.b,color.a);
glFrontFace(GL_CW);
glutSolidTeapot(scale.x/2);
glFrontFace(GL_CCW);
}
void Actor::drawCube(){
glColor4f(color.r,color.g,color.b,color.a);
glutSolidCube(1/scale.x);
}
void Actor::drawVBOMesh(){
if (renderer->vboList[vboMeshID]){
renderer->drawColladaMesh(renderer->vboList[vboMeshID]);
}
}
void Actor::drawSkeletal(){
}
void Actor::reset(){}
/* control start/stop */
void Actor::start(){}
void Actor::stop(){
for (int i=0;i<(int)movers.size();i++){
delete(movers[i]);
movers.erase(movers.begin()+i);
}
}
void Actor::setBase(Actor* newBase){
Vector3f absLoc=baseMatrix.getTranslation();
Vector3f newBaseAbsLoc=newBase->baseMatrix.getTranslation();
Vector3f newLocation=absLoc-newBaseAbsLoc;
base=newBase;
setLocation(newLocation);
}
/* saving/loading stuff */
//saves all properties as defined in registerProperties
TiXmlElement* Actor::save(TiXmlElement *root){
TiXmlElement * element = new TiXmlElement( "Actor" );
element->SetAttribute("name", name);
TiXmlText * text = new TiXmlText( typeid(*this).name() );
element->LinkEndChild( text );
std::map <std::string, memberID>::iterator it;
for ( it=property.begin() ; it != property.end(); it++ )
{
TiXmlElement * property=new TiXmlElement(it->first);
string value = memberToString(&it->second);
property->LinkEndChild ( new TiXmlText( value));
element->LinkEndChild( property );
}
return element;
}
TiXmlElement* Actor::saveAsPrefab(TiXmlElement *root){
TiXmlElement* regularSave = save(root);
//find base
TiXmlElement* baseElement = regularSave->FirstChildElement("BASE");
baseElement->Clear();
char newBaseText[50];
for (int i=0;i<(int)input->selectedActors.size();i++){
if (base == input->selectedActors[i]){
sprintf(newBaseText,"actor* %i",i);
break;
}else{
sprintf(newBaseText,"actor* -1");
}
}
//sprintf
baseElement->Clear();
baseElement->LinkEndChild ( new TiXmlText( newBaseText));
//baseElement->LinkEndChild ( new TiXmlText( value));
return regularSave;
//make it relative to selectActors and not actorList!
}
//loads all properties as defined in registerProperties
void Actor::load(TiXmlElement *myInfo){
std::map <std::string, memberID>::iterator it;
for ( it=property.begin() ; it != property.end(); it++ ){
TiXmlElement * xmlProperty=NULL; //always initialise if you want to check against NULL!
xmlProperty=myInfo->FirstChildElement(it->first);
if (xmlProperty && xmlProperty->GetText()!=NULL){ //check if the saved file has this element
string myValue=xmlProperty->Value();
memberFromString(&(it->second),xmlProperty->GetText());
}
else
cout << "unknown property..." << endl;
}
}
//reads out a property value as a string
string Actor::memberToString(memberID *mID){
//Vector3f
if (mID->memberType->name()==typeid(Vector3f).name() )
return writeVector3f(mID);
//float
if (mID->memberType->name()==typeid(float).name())
return writeFloat(mID);
//bool
if (mID->memberType->name()==typeid(bool).name())
return writeBool(mID);
//gluint
if (mID->memberType->name()==typeid(GLuint).name())
return writeGLuint(mID);
//Matrix4f
if (mID->memberType->name()==typeid(Matrix4f).name())
return writeMatrix4f(mID);
//Matrix3f
if (mID->memberType->name()==typeid(Matrix3f).name())
return writeMatrix3f(mID);
//Vector4
if (mID->memberType->name()==typeid(Vector4f).name())
return writeVector4f(mID);
//int
if (mID->memberType->name()==typeid(int).name())
return writeInt(mID);
//double
if (mID->memberType->name()==typeid(double).name())
return writeDouble(mID);
//string
if (mID->memberType->name()==typeid(string).name())
return writeString(mID);
//Actor*
if (mID->memberType->name()==typeid(Actor*).name())
return writeActor(mID);
//Node Pointer
if (mID->memberType->name()==typeid(Node*).name())
return writeNode(mID);
///vectors
//Vector Actor*
if (mID->memberType->name()==typeid(vector<Actor*>).name())
return writeVecActor(mID);
//Vector Node*
if (mID->memberType->name()==typeid(vector<Node*>).name())
return writeVecNode(mID);
//Vector String*
if (mID->memberType->name()==typeid(vector<string>).name())
return writeVecString(mID);
//Vector Vec3f*
if (mID->memberType->name()==typeid(vector<Vector3f>).name())
return writeVecVector3f(mID);
//Vector Vec4f*
if (mID->memberType->name()==typeid(vector<Vector4f>).name())
return writeVecVector4f(mID);
return "NULL";
}
//sets a property as defined through registerProperties to a value passed in a string
void Actor::memberFromString(memberID *mID,string value){
char * cValue;
cValue = new char [value.size()+1];
strcpy (cValue, value.c_str());
//give special priority to locations and other vectors!
if (setPropertyTo (mID, readVector3f(cValue)))
return;
if (setPropertyTo (mID, readVector4f(cValue)))
return;
if (setPropertyTo (mID, readMatrix4f(cValue)))
return;
if (setPropertyTo (mID, readBool(cValue)))
return;
if (setPropertyTo (mID, readGLuint(cValue)))
return;
if (setPropertyTo (mID, readInt(cValue)))
return;
if (setPropertyTo (mID, readFloat(cValue)))
return;
if (setPropertyTo (mID, readDouble(cValue)))
return;
if (setStringPropertyTo(mID, readString(cValue)))
return;
if (setNodePropertyTo(mID, readNode(cValue)))
return;
if (setActorPropertyTo(mID, readActor(cValue)))
return;
///vectors
if (setVecPropertyTo (mID,readVecString(cValue)))
return;
cValue = new char [value.size()+1];
strcpy (cValue, value.c_str());
if (setVecPropertyTo (mID,readVecActor(cValue)))
return;
cValue = new char [value.size()+1];
strcpy (cValue, value.c_str());
if (setVecPropertyTo (mID,readVecNode(cValue)))
return;
cValue = new char [value.size()+1];
strcpy (cValue, value.c_str());
if (setVecPropertyTo (mID,readVecVector3f(cValue)))
return;
cValue = new char [value.size()+1];
strcpy (cValue, value.c_str());
if (setVecPropertyTo (mID,readVecVector4f(cValue)))
return;
delete(cValue);
}
//gets called from memberFromString! Don't use as standalone function!
bool Actor::setStringPropertyTo(memberID * mID,string s){
if (mID->memberType->name()==typeid(s).name())
{
string * theString=(string*)mID->memberReference;
*theString=s;
return true;
}
return false;
}
//gets called from memberFromString! Don't use as standalone function!
bool Actor::setActorPropertyTo(memberID * mID,Actor* a){
const std::type_info* mType;
mType=&(typeid(a));
if (mID->memberType->name()==mType->name() )
{
//double referencing ftw!!
//get adress of pointer
Actor** pa= (Actor**)mID->memberReference;
//switch content of adress of pointer (wow!)
if (a)
*pa=a;
else
*pa=NULL;
return true;
}
return false;
}
bool Actor::setNodePropertyTo(memberID * mID,Node* n){
const std::type_info* mType;
mType=&(typeid(n));
if (mID->memberType->name()==mType->name() && n )
{
cout << "loading a Node* property!" << endl;
//double referencing ftw!!
//get adress of pointer
Node** pa= (Node**)mID->memberReference;
//switch content of adress of pointer (wow!)
*pa=n;
cout << "referenced Node name: " << (*pa)->name << endl;
return true;
}
return false;
}
/* xml parsing */
string Actor::writeVector3f(memberID* mID){
char value[512];
Vector3f * p;
p=(Vector3f*)mID->memberReference;
sprintf(value,"vec3f %f %f %f",p->x, p->y, p->z);
return value;
}
string Actor::writeFloat(memberID* mID){
char value[512];
float * p;
p=(float*)mID->memberReference;
sprintf(value,"float %f",*p);
return value;
}
string Actor::writeDouble(memberID* mID){
char value[512];
double * p;
p=(double*)mID->memberReference;
sprintf(value,"double %f",*p);
return value;
}
string Actor::writeVector4f(memberID* mID){
char value[512];
Vector4f * p;
p=(Vector4f*)mID->memberReference;
sprintf(value,"vec4f %f %f %f %f",p->r, p->g, p->b, p->a);
return value;
}
string Actor::writeBool(memberID* mID){
char value[512];
bool * p;
p=(bool*)mID->memberReference;
sprintf(value,"bool %i",*p);
return value;
}
string Actor::writeGLuint(memberID* mID){
char value[512];
GLuint * p;
p=(GLuint*)mID->memberReference;
sprintf(value,"GLuint %i",*p);
return value;
}
string Actor::writeMatrix4f(memberID* mID){
char value[512];
Matrix4f mat4f;
Matrix4f * p;
p=(Matrix4f*)mID->memberReference;
mat4f=*p;
sprintf(value,"mat4f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f"
,mat4f.data[0], mat4f.data[1], mat4f.data[2], mat4f.data[3],
mat4f.data[4], mat4f.data[5], mat4f.data[6], mat4f.data[7],
mat4f.data[8], mat4f.data[9], mat4f.data[10],mat4f.data[11],
mat4f.data[12],mat4f.data[13],mat4f.data[14],mat4f.data[15]);
return value;
}
string Actor::writeInt(memberID* mID){
char value[512];
int * p;
p=(int*)mID->memberReference;
sprintf(value,"int %i",*p);
return value;
}
string Actor::writeMatrix3f(memberID* mID){
char value[512];
Matrix3f * p;
Matrix3f mat3f;
p=(Matrix3f*)mID->memberReference;
mat3f=*p;
sprintf(value,"mat3f %f %f %f %f %f %f %f %f %f"
,mat3f.data[0], mat3f.data[1], mat3f.data[2],
mat3f.data[3], mat3f.data[4], mat3f.data[5],
mat3f.data[6], mat3f.data[7], mat3f.data[8]);
return value;
}
string Actor::writeString(memberID* mID){
string* me=(string*) mID->memberReference;
string s="string ";
if (me)
s+= (*me);
return s;
}
string Actor::writeNode(memberID* mID){
char value[512];
Node* n;
Node** p; //the ugliness that is **!
p=(Node**)(mID->memberReference); //We're actually holding the ADRESS of a NODE* in the memberReference
n=*p; //so we need to dereference twice!
if (n){ //save actor position in actorList!
for (uint i=0; i<renderer->nodeList.size();i++){
if (renderer->nodeList[i]==n) sprintf(value,"node* %i",i);
}
} else sprintf(value,"node* -1");
return value;
}
string Actor::writeActor(memberID* mID){
char value[512];
Actor* a=NULL;
Actor** p=NULL; //the ugliness that is **!
p=(Actor**)(mID->memberReference); //We're actually holding the ADRESS of an ACTOR* in the memberReference
if (p)
a=*p; //so we need to dereference twice!
if (a){ //save actor position in actorList!
for (uint i=0; i<renderer->actorList.size();i++){
if (renderer->actorList[i]==a) sprintf(value,"actor* %i",i);
}
} else sprintf(value,"actor* -1");
return value;
}
string Actor::writeVecActor(memberID* mID){
string fullString="vector";
vector<Actor*> * myVec = (vector<Actor*> *)mID->memberReference;
cout << "size of saveable Vector: "<< myVec->size() << endl;
for (int i=0; i< (int)myVec->size(); i++){
//create temporary mID
createMemberID("temp",&((*myVec)[i]), this);
//add to our string
fullString+="|" + writeActor(&property["temp"]);
property.erase("temp");
}
return fullString;
}
string Actor::writeVecNode(memberID* mID){
string fullString="vector";
vector<Node*> * myVec = (vector<Node*> *)mID->memberReference;
for (int i=0; i< (int)myVec->size(); i++){
//create temporary mID
createMemberID("temp",&((*myVec)[i]), this);
//add to our string