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