2021-09-13 15:53:43 +03:00
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//
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// Created by Иван Ильин on 15.03.2021.
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//
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#ifndef ENGINE_OBJECT_H
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#define ENGINE_OBJECT_H
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2021-10-02 20:36:07 +03:00
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#include <map>
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2021-10-12 17:12:47 +03:00
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#include "Vec3D.h"
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2021-10-09 13:41:12 +03:00
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#include <string>
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2021-10-17 10:21:10 +03:00
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#include <utility>
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2021-10-23 15:02:25 +03:00
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#include <memory>
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2021-10-29 23:44:37 +03:00
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#include "Matrix4x4.h"
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#include <SFML/OpenGL.hpp>
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2021-10-17 11:41:58 +03:00
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class ObjectNameTag final {
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private:
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const std::string _name;
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public:
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explicit ObjectNameTag(std::string name = "") : _name(std::move(name)) {}
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[[nodiscard]] std::string str() const { return _name; }
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bool operator==(const ObjectNameTag& tag) const { return _name == tag._name; }
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bool operator!=(const ObjectNameTag& tag) const { return _name != tag._name; }
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bool operator<(const ObjectNameTag& tag) const { return _name < tag._name; }
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};
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2021-10-02 21:17:03 +03:00
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class Object {
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private:
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bool checkIfAttached(Object* obj);
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const ObjectNameTag _nameTag;
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Matrix4x4 _transformMatrix = Matrix4x4::Identity();
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std::map<ObjectNameTag, std::weak_ptr<Object>> _attachedObjects;
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Vec3D _position {0, 0, 0};
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Vec3D _angle {0, 0, 0};
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Vec3D _angleLeftUpLookAt{0, 0, 0};
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public:
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explicit Object(ObjectNameTag nameTag) : _nameTag(std::move(nameTag)) {};
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Object(const Object& object) : _nameTag(object.name()), _transformMatrix(object.model()) {};
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2021-10-30 21:29:42 +03:00
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// TODO: implement rotations using quaternions (?)
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void transform(const Matrix4x4& t);
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void transformRelativePoint(const Vec3D &point, const Matrix4x4& transform);
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void translate(const Vec3D& dv);
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void translateToPoint(const Vec3D& point);
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void scale(const Vec3D& s);
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void rotate(const Vec3D& r);
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void rotate(const Vec3D& v, double rv);
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void rotateToAngle(const Vec3D& v);
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void rotateRelativePoint(const Vec3D& s, const Vec3D& r);
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void rotateRelativePoint(const Vec3D& s, const Vec3D& v, double r);
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void rotateLeft(double rl);
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void rotateUp(double ru);
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void rotateLookAt(double rlAt);
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[[nodiscard]] Vec3D left() const { return _transformMatrix.x(); }
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[[nodiscard]] Vec3D up() const { return _transformMatrix.y(); }
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[[nodiscard]] Vec3D lookAt() const { return _transformMatrix.z(); }
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[[nodiscard]] Vec3D position() const { return _position; }
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[[nodiscard]] Vec3D angle() const { return _angle; }
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[[nodiscard]] Vec3D angleLeftUpLookAt() const { return _angleLeftUpLookAt; }
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void attach(std::shared_ptr<Object> object);
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void unattach(const ObjectNameTag& tag);
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std::shared_ptr<Object> attached(const ObjectNameTag& tag);
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[[nodiscard]] ObjectNameTag name() const { return _nameTag; }
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2021-10-30 12:13:22 +03:00
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[[nodiscard]] Matrix4x4 model() const { return Matrix4x4::Translation(_position) * _transformMatrix; }
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// OpenGL function
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[[nodiscard]] GLfloat* glModel() const;
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[[nodiscard]] GLfloat* glView() const;
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virtual ~Object();
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};
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#endif //MINECRAFT_3DZAVR_OBJECT_H
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