48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
//
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// Created by Иван Ильин on 13.01.2021.
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//
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#ifndef ENGINE_WORLD_H
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#define ENGINE_WORLD_H
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#include <map>
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#include "Camera.h"
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#include "Screen.h"
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#include "physics/RigidBody.h"
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struct IntersectionInformation final {
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const Vec3D pointOfIntersection;
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const double distanceToObject;
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const Triangle intersectedTriangle;
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const ObjectNameTag objectName;
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const std::shared_ptr<RigidBody> obj;
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const bool intersected;
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};
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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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void checkCollision(const ObjectNameTag &tag);
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public:
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World() = default;
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void update();
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void addBody(std::shared_ptr<RigidBody> mesh);
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std::shared_ptr<RigidBody> body(const ObjectNameTag &tag);
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void removeBody(const ObjectNameTag &tag);
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void loadBody(const ObjectNameTag &tag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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void loadMap(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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// std::string skipTags is a string that consist of all objects we want to skip in ray casting
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IntersectionInformation rayCast(const Vec3D &from, const Vec3D &to, const std::string &skipTags = "");
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std::map<ObjectNameTag, std::shared_ptr<RigidBody>>::iterator begin() { return _objects.begin(); }
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std::map<ObjectNameTag, std::shared_ptr<RigidBody>>::iterator end() { return _objects.end(); }
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};
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#endif //INC_3DZAVR_WORLD_H
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