vectozavr-shooter/engine/Object.h

68 lines
2.4 KiB
C++

//
// Created by Иван Ильин on 15.03.2021.
//
#ifndef ENGINE_OBJECT_H
#define ENGINE_OBJECT_H
#include <map>
#include "Vec3D.h"
#include <string>
#include <utility>
#include <memory>
class ObjectNameTag final {
private:
const std::string _name;
public:
explicit ObjectNameTag(std::string name = "") : _name(std::move(name)) {}
[[nodiscard]] std::string str() const { return _name; }
bool operator==(const ObjectNameTag& tag) const { return _name == tag._name; }
bool operator!=(const ObjectNameTag& tag) const { return _name != tag._name; }
bool operator<(const ObjectNameTag& tag) const { return _name < tag._name; }
};
class Object {
protected:
std::unique_ptr<Vec3D> _left = std::make_unique<Vec3D>(Vec3D{1, 0, 0}); // internal X
std::unique_ptr<Vec3D> _up = std::make_unique<Vec3D>(Vec3D{0, 1, 0}); // internal Y
std::unique_ptr<Vec3D> _lookAt = std::make_unique<Vec3D>(Vec3D{0, 0, 1}); // internal Z
std::map<ObjectNameTag, std::shared_ptr<Object>> _attachedObjects;
std::unique_ptr<Vec3D> _position = std::make_unique<Vec3D>(Vec3D{0, 0, 0});
std::unique_ptr<Vec3D> _angle = std::make_unique<Vec3D>(Vec3D{0, 0, 0});
std::unique_ptr<Vec3D> _angleLeftUpLookAt = std::make_unique<Vec3D>(Vec3D{0, 0, 0});
public:
Object() = default;
virtual void translate(const Vec3D& dv);
virtual void translateToPoint(const Vec3D& point);
virtual void scale(const Vec3D& s);
virtual void rotate(const Vec3D& r);
virtual void rotate(const Vec3D& v, double rv);
virtual void rotateToAngle(const Vec3D& v);
virtual void rotateRelativePoint(const Vec3D& s, const Vec3D& r);
virtual void rotateRelativePoint(const Vec3D& s, const Vec3D& v, double r);
void rotateLeft(double rl);
void rotateUp(double ru);
void rotateLookAt(double rlAt);
[[nodiscard]] Vec3D position() const { return *_position; }
[[nodiscard]] Vec3D angle() const { return *_angle; }
[[nodiscard]] Vec3D angleLeftUpLookAt() const { return *_angleLeftUpLookAt; }
[[nodiscard]] Vec3D left() const { return *_left; }
[[nodiscard]] Vec3D up() const { return *_up; }
[[nodiscard]] Vec3D lookAt() const { return *_lookAt; }
void attach(std::shared_ptr<Object> object, const ObjectNameTag& tag);
void unattach(const ObjectNameTag& tag);
std::shared_ptr<Object> attached(const ObjectNameTag& tag);
virtual ~Object();
};
#endif //MINECRAFT_3DZAVR_OBJECT_H