vectozavr-shooter/engine/World.h

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//
// Created by Иван Ильин on 13.01.2021.
//
#ifndef ENGINE_WORLD_H
#define ENGINE_WORLD_H
#include <map>
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#include "Camera.h"
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#include "Screen.h"
#include "physics/RigidBody.h"
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struct IntersectionInformation final {
const Vec3D pointOfIntersection;
const double distanceToObject;
const Triangle intersectedTriangle;
const ObjectNameTag objectName;
const std::shared_ptr<RigidBody> obj;
const bool intersected;
};
class World final {
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private:
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std::map<ObjectNameTag, std::shared_ptr<RigidBody>> _objects;
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void checkCollision(const ObjectNameTag &tag);
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public:
World() = default;
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void update();
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void addBody(std::shared_ptr<RigidBody> mesh);
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std::shared_ptr<RigidBody> body(const ObjectNameTag &tag);
void removeBody(const ObjectNameTag &tag);
void loadBody(const ObjectNameTag &tag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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void loadMap(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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// std::string skipTags is a string that consist of all objects we want to skip in ray casting
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IntersectionInformation rayCast(const Vec3D &from, const Vec3D &to, const std::string &skipTags = "");
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std::map<ObjectNameTag, std::shared_ptr<RigidBody>>::iterator begin() { return _objects.begin(); }
std::map<ObjectNameTag, std::shared_ptr<RigidBody>>::iterator end() { return _objects.end(); }
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};
#endif //INC_3DZAVR_WORLD_H