// // Created by Иван Ильин on 13.01.2021. // #ifndef ENGINE_MESH_H #define ENGINE_MESH_H #include #include #include #include "Triangle.h" #include "Object.h" class Mesh : public Object { private: std::vector _tris; sf::Color _color = sf::Color(255, 245, 194); bool _visible = true; Mesh &operator*=(const Matrix4x4 &matrix4X4); // OpenGL mutable GLfloat* _geometry = nullptr; public: explicit Mesh(ObjectNameTag nameTag) : Object(std::move(nameTag)) {}; Mesh &operator=(const Mesh &mesh) = delete; Mesh(const Mesh &mesh) = default; explicit Mesh(ObjectNameTag nameTag, const std::vector &tries); explicit Mesh(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1}); void loadObj(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1}); [[nodiscard]] std::vector const &triangles() const { return _tris; } void setTriangles(const std::vector &t); void setTriangles(std::vector&& t); [[nodiscard]] size_t size() const { return _tris.size() * 3; } [[nodiscard]] sf::Color color() const { return _color; } void setColor(const sf::Color &c); void setVisible(bool visibility) { _visible = visibility; } [[nodiscard]] bool isVisible() const { return _visible; } ~Mesh() override; Mesh static LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width = 0.1, const sf::Color &color = {150, 150, 150, 100}); // OpenGL functions GLfloat *glFloatArray() const; }; #endif //INC_3DZAVR_MESH_H