shooter/engine/World.h

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//
// Created by Иван Ильин on 13.01.2021.
//
#ifndef ENGINE_WORLD_H
#define ENGINE_WORLD_H
#include <map>
#include "Camera.h"
#include "physics/RigidBody.h"
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class World {
private:
std::map<std::string, std::shared_ptr<RigidBody>> _objects;
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public:
World() = default;
void checkCollision(const std::string& body);
void update();
void projectObjectsInCamera(std::shared_ptr<Camera> camera);
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void addBody(std::shared_ptr<RigidBody> mesh, const std::string& name = "");
std::shared_ptr<RigidBody> body(const std::string& name);
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void removeBody(std::string name);
void loadBody(const std::string &name, const std::string &filename, const std::string &materials = "", const Vec3D& scale = Vec3D{1, 1, 1});
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// rayCast returns pair of Point4D and std::string:
// 1) Point4D is point of collision
// 2) std::string - title of the object
std::pair<Vec3D, std::string> rayCast(const Vec3D& from, const Vec3D& to);
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void loadMap(const std::string& filename, const std::string& materials, const std::string& name = "map", const Vec3D & scale = Vec3D{1, 1, 1});
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};
#endif //INC_3DZAVR_WORLD_H