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//
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// Created by Иван Ильин on 13.01.2021.
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//
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#ifndef ENGINE_MESH_H
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#define ENGINE_MESH_H
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#include <vector>
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#include "Triangle.h"
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#include "animation/Animatable.h"
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#include <SFML/Graphics.hpp>
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#include "Object.h"
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class Mesh : public Object, public Animatable {
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private:
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std::vector<Triangle> _tris;
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sf::Color _color = sf::Color(255, 245, 194);
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bool _visible = true;
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Mesh& operator*=(const Matrix4x4& matrix4X4);
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public:
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Mesh() = default;
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Mesh(const Mesh& mesh);
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explicit Mesh(const std::vector<Triangle>& tries);
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Mesh& operator=(const Mesh& mesh);
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explicit Mesh(const std::string& filename, const std::string &materials = "", const Point4D& scale = Point4D{1, 1, 1});
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Mesh& loadObj(const std::string& filename, const std::string &materials = "", const Point4D& scale = Point4D{1, 1, 1});
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[[nodiscard]] std::vector<Triangle>const &triangles() const { return _tris; }
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[[nodiscard]] std::vector<Triangle>& triangles() override { return _tris; }
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void setTriangles(const std::vector<Triangle>& t) override { _tris = t; }
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// Translate body
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void translate(const Point4D& t) override;
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void translateToPoint(const Point4D& point);
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// Rotate body around XYZ axes
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void rotate(const Point4D& r) override;
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// Rotate body around normalised vector 'v' by 'r' radians
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void rotate(const Point4D& v, double r) override;
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// Rotate body around XYZ by (r.x, r.y, r.z) radians relative val 'point4D'
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void rotateRelativePoint(const Point4D& point4D, const Point4D& r) override;
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// Rotate body around normalised vector 'v' by 'r' radians relative val 'point4D'
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void rotateRelativePoint(const Point4D& point4D, const Point4D& v, double r) override;
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void scale(const Point4D& s);
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void rotateToAngle(const Point4D& v) { rotate(v - _angle); }
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[[nodiscard]] Point4D position() const override { return _position; }
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[[nodiscard]] Point4D angle() const override { return _angle; }
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[[nodiscard]] sf::Color color() const override { return _color; }
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void setColor(sf::Color c) override;
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Mesh static Obj(const std::string& filename);
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Mesh static LineTo(const Point4D& from, const Point4D& to, double line_width = 0.1, sf::Color color = {150, 150, 150, 255});
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void setVisible(bool visibility) { _visible = visibility; }
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[[nodiscard]] bool isVisible() const { return _visible; }
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std::vector<std::shared_ptr<Mesh>> static LoadObjects(const std::string& filename, const std::string &materials = "", const Point4D& scale = Point4D{1, 1, 1});
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};
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#endif //INC_3DZAVR_MESH_H
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