vectozavr-shooter/engine/Mesh.h

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//
// Created by Иван Ильин on 13.01.2021.
//
#ifndef ENGINE_MESH_H
#define ENGINE_MESH_H
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#include <utility>
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#include <vector>
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#include <SFML/Graphics.hpp>
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#include "Triangle.h"
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#include "Object.h"
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class Mesh : public Object {
private:
std::vector<Triangle> _tris;
sf::Color _color = sf::Color(255, 245, 194);
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bool _visible = true;
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Mesh &operator*=(const Matrix4x4 &matrix4X4);
// OpenGL
mutable GLfloat* _geometry = nullptr;
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public:
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explicit Mesh(ObjectNameTag nameTag) : Object(std::move(nameTag)) {};
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Mesh &operator=(const Mesh &mesh) = delete;
Mesh(const Mesh &mesh) = default;
explicit Mesh(ObjectNameTag nameTag, const std::vector<Triangle> &tries);
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explicit Mesh(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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void loadObj(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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[[nodiscard]] std::vector<Triangle> const &triangles() const { return _tris; }
void setTriangles(std::vector<Triangle>&& t);
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[[nodiscard]] size_t size() const { return _tris.size() * 3; }
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[[nodiscard]] sf::Color color() const { return _color; }
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void setColor(const sf::Color &c);
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void setVisible(bool visibility) { _visible = visibility; }
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[[nodiscard]] bool isVisible() const { return _visible; }
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~Mesh() override;
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Mesh static LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width = 0.1,
const sf::Color &color = {150, 150, 150, 100});
// OpenGL functions
GLfloat *glFloatArray() const;
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void glFreeFloatArray();
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};
#endif //INC_3DZAVR_MESH_H