119 lines
3.2 KiB
C++
119 lines
3.2 KiB
C++
//
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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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#include <map>
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#include <string>
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#include <utility>
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#include <memory>
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#include "Vec3D.h"
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#include "Matrix4x4.h"
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#include <SFML/OpenGL.hpp>
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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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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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/*
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* Take into account when you rotate body,
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* you change '_angle' & '_angleLeftUpLookAt' only for this particular body,
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* but not for attached objects! This way during rotation
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* '_angle' & '_angleLeftUpLookAt' stays constant all attached objects.
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*/
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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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// 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 attractToPoint(const Vec3D &point, double value);
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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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[[nodiscard]] Matrix4x4 model() const { return Matrix4x4::Translation(_position) * _transformMatrix; }
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[[nodiscard]] Matrix4x4 invModel() const { return Matrix4x4::View(left(), up(), lookAt(), position()); }
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// OpenGL function
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[[nodiscard]] GLfloat *glModel() const;
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[[nodiscard]] GLfloat *glInvModel() const;
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virtual ~Object();
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};
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#endif //MINECRAFT_3DZAVR_OBJECT_H
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