shooter/engine/Object.h

84 lines
2.9 KiB
C++

//
// Created by Иван Ильин on 15.03.2021.
//
#ifndef ENGINE_OBJECT_H
#define ENGINE_OBJECT_H
#include <map>
#include "Vec3D.h"
#include <string>
#include <utility>
#include <memory>
#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; }
};
class Object {
private:
bool checkIfAttached(Object* obj);
const ObjectNameTag _nameTag;
Matrix4x4 _transformMatrix = Matrix4x4::Identity();
std::map<ObjectNameTag, std::weak_ptr<Object>> _attachedObjects;
Vec3D _position {0, 0, 0};
Vec3D _angle {0, 0, 0};
Vec3D _angleLeftUpLookAt{0, 0, 0};
public:
explicit Object(ObjectNameTag nameTag) : _nameTag(std::move(nameTag)) {};
explicit Object(const Object& object) : _nameTag(object.name()), _transformMatrix(object.model()) {};
// TODO: add transform(const Matrix4x4& t)
// TODO: add transformRelativePoint(const Vec3D &point, const Matrix4x4& transform)
// TODO: implement every transform method using transform() & transformRelativePoint()
// TODO: implement rotations using quaternions
void translate(const Vec3D& dv);
void translateToPoint(const Vec3D& point);
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(); }
[[nodiscard]] Vec3D up() const { return _transformMatrix.y(); }
[[nodiscard]] Vec3D lookAt() const { return _transformMatrix.z(); }
[[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::Model(_transformMatrix, _position); }
// OpenGL function
[[nodiscard]] GLfloat* glModel() const;
[[nodiscard]] GLfloat* glView() const;
virtual ~Object();
};
#endif //MINECRAFT_3DZAVR_OBJECT_H