vectozavr-shooter/engine/Object.h

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//
// Created by Иван Ильин on 15.03.2021.
//
#ifndef ENGINE_OBJECT_H
#define ENGINE_OBJECT_H
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#include <map>
#include "Vec3D.h"
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#include <memory>
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#include <string>
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class Object {
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protected:
std::unique_ptr<Vec3D> _left = std::make_unique<Vec3D>(Vec3D{1, 0, 0}); // internal X
std::unique_ptr<Vec3D> _up = std::make_unique<Vec3D>(Vec3D{0, 1, 0}); // internal Y
std::unique_ptr<Vec3D> _lookAt = std::make_unique<Vec3D>(Vec3D{0, 0, 1}); // internal Z
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std::map<std::string, std::shared_ptr<Object>> _attachedObjects;
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std::unique_ptr<Vec3D> _position = std::make_unique<Vec3D>(Vec3D{0, 0, 0});
std::unique_ptr<Vec3D> _angle = std::make_unique<Vec3D>(Vec3D{0, 0, 0});
std::unique_ptr<Vec3D> _angleLeftUpLookAt = std::make_unique<Vec3D>(Vec3D{0, 0, 0});
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public:
Object() = default;
virtual void translate(const Vec3D& dv);
virtual void translateToPoint(const Vec3D& point);
virtual void scale(const Vec3D& s);
virtual void rotate(const Vec3D& r);
virtual void rotate(const Vec3D& v, double rv);
virtual void rotateToAngle(const Vec3D& v);
virtual void rotateRelativePoint(const Vec3D& s, const Vec3D& r);
virtual void rotateRelativePoint(const Vec3D& s, const Vec3D& v, double r);
[[nodiscard]] Vec3D position() const { return *_position; }
[[nodiscard]] Vec3D angle() const { return *_angle; }
[[nodiscard]] Vec3D angleLeftUpLookAt() const { return *_angleLeftUpLookAt; }
[[nodiscard]] Vec3D left() const { return *_left; }
[[nodiscard]] Vec3D up() const { return *_up; }
[[nodiscard]] Vec3D lookAt() const { return *_lookAt; }
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void rotateLeft(double rl);
void rotateUp(double ru);
void rotateLookAt(double rlAt);
void attach(std::shared_ptr<Object> object, const std::string& name);
void unattach(const std::string& name);
std::shared_ptr<Object> attached(const std::string& name);
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virtual ~Object();
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};
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#endif //MINECRAFT_3DZAVR_OBJECT_H