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>
#include "Camera.h"
#include "physics/RigidBody.h"
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class World final {
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private:
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std::map<ObjectNameTag, std::shared_ptr<RigidBody>> _objects;
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public:
World() = default;
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void checkCollision(const ObjectNameTag& tag);
void update();
void projectObjectsInCamera(std::shared_ptr<Camera> camera);
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void addBody(std::shared_ptr<RigidBody> mesh, const ObjectNameTag& tag);
std::shared_ptr<RigidBody> body(const ObjectNameTag& tag);
void removeBody(const ObjectNameTag& tag);
void loadBody(const ObjectNameTag& tag, const std::string &filename, const std::string &materials = "", const Vec3D& scale = Vec3D{1, 1, 1});
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// rayCast returns pair of Point4D and std::string:
// 1) Point4D is point of collision
// 2) std::string - title of the object
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std::pair<Vec3D, ObjectNameTag> rayCast(const Vec3D& from, const Vec3D& to, const std::string& tag = "");
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void loadMap(const std::string& filename, const std::string& materials, const std::string& name = "map", const Vec3D & scale = Vec3D{1, 1, 1});
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};
#endif //INC_3DZAVR_WORLD_H