shooter/engine/Object.h

100 lines
3.5 KiB
C++

//
// Created by Иван Ильин on 15.03.2021.
//
#ifndef ENGINE_OBJECT_H
#define ENGINE_OBJECT_H
#include <map>
#include <string>
#include <utility>
#include <memory>
#include "Vec3D.h"
#include "Matrix4x4.h"
#include <SFML/OpenGL.hpp>
class ObjectNameTag final {
private:
const std::string _name;
public:
explicit ObjectNameTag(std::string name = "") : _name(std::move(name)) {}
[[nodiscard]] std::string str() const { return _name; }
bool operator==(const ObjectNameTag &tag) const { return _name == tag._name; }
bool operator!=(const ObjectNameTag &tag) const { return _name != tag._name; }
bool operator<(const ObjectNameTag &tag) const { return _name < tag._name; }
[[nodiscard]] bool contains(const ObjectNameTag& nameTag) const;
};
class Object {
private:
bool checkIfAttached(Object *obj);
const ObjectNameTag _nameTag;
Matrix4x4 _transformMatrix = Matrix4x4::Identity();
Vec3D _position{0, 0, 0};
/*
* Take into account when you rotate body,
* you change '_angle' & '_angleLeftUpLookAt' only for this particular body,
* but not for attached objects! This way during rotation
* '_angle' & '_angleLeftUpLookAt' stays constant all attached objects.
*/
Vec3D _angle{0, 0, 0};
Vec3D _angleLeftUpLookAt{0, 0, 0};
std::map<ObjectNameTag, std::weak_ptr<Object>> _attachedObjects;
public:
explicit Object(ObjectNameTag nameTag) : _nameTag(std::move(nameTag)) {};
Object(const Object &object) : _nameTag(object._nameTag),
_transformMatrix(object._transformMatrix),
_position(object._position),
_angle(object._angle),
_angleLeftUpLookAt(object._angleLeftUpLookAt) {};
// TODO: implement rotations using quaternions (?)
void transform(const Matrix4x4 &t);
void transformRelativePoint(const Vec3D &point, const Matrix4x4 &transform);
void translate(const Vec3D &dv);
void translateToPoint(const Vec3D &point);
void attractToPoint(const Vec3D &point, double value);
void scale(const Vec3D &s);
void rotate(const Vec3D &r);
void rotate(const Vec3D &v, double rv);
void rotateToAngle(const Vec3D &v);
void rotateRelativePoint(const Vec3D &s, const Vec3D &r);
void rotateRelativePoint(const Vec3D &s, const Vec3D &v, double r);
void rotateLeft(double rl);
void rotateUp(double ru);
void rotateLookAt(double rlAt);
[[nodiscard]] Vec3D left() const { return _transformMatrix.x().normalized(); }
[[nodiscard]] Vec3D up() const { return _transformMatrix.y().normalized(); }
[[nodiscard]] Vec3D lookAt() const { return _transformMatrix.z().normalized(); }
[[nodiscard]] Vec3D position() const { return _position; }
[[nodiscard]] Vec3D angle() const { return _angle; }
[[nodiscard]] Vec3D angleLeftUpLookAt() const { return _angleLeftUpLookAt; }
void attach(std::shared_ptr<Object> object);
void unattach(const ObjectNameTag &tag);
std::shared_ptr<Object> attached(const ObjectNameTag &tag);
[[nodiscard]] ObjectNameTag name() const { return _nameTag; }
[[nodiscard]] Matrix4x4 model() const { return Matrix4x4::Translation(_position) * _transformMatrix; }
[[nodiscard]] Matrix4x4 invModel() const { return Matrix4x4::View(model()); }
// OpenGL function
[[nodiscard]] GLfloat *glModel() const;
[[nodiscard]] GLfloat *glInvModel() const;
virtual ~Object();
};
#endif //MINECRAFT_3DZAVR_OBJECT_H