143 lines
5.4 KiB
C++
143 lines
5.4 KiB
C++
/**
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This file is a part of our_dick
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Copyright (C) 2020 rexy712
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef OUR_DICK_ENGINE_OBJECT_HPP
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#define OUR_DICK_ENGINE_OBJECT_HPP
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#include "graphics/gl_include.hpp" //GLfloat
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#include "math/math.hpp"
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#include "base_types.hpp"
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namespace egn{
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class object_base
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{
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protected:
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enum update{
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NO_UPDATE,
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SCALE_UPDATE = 1,
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TRANSLATION_UPDATE = 2,
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ROTATION_UPDATE = 4,
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BOUNDING_VOLUME_UPDATE = 8,
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};
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protected:
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math::vec3<GLfloat> m_position; //track current positon in world space
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math::quaternion<GLfloat> m_orientation; //track current model space rotation
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math::vec3<GLfloat> m_scale{1.0f, 1.0f, 1.0f}; //track model space scale
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private:
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mutable math::mat4<GLfloat> m_model_matrix; //compile all the above info into a matrix
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protected:
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mutable int m_update_flag = NO_UPDATE; //whether or not to update the matrix upon access
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//make the update flag protected so subclasses can share it
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public:
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object_base() = default;
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explicit object_base(const math::vec3<GLfloat>& position);
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object_base(const math::vec3<GLfloat>& position, const math::quaternion<GLfloat>& orientation);
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object_base(const object_base&) = default;
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object_base(object_base&&) = default;
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virtual ~object_base() = default;
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object_base& operator=(const object_base&) = default;
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object_base& operator=(object_base&&) = default;
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void translate(const math::vec3<GLfloat>& distance);
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void rotate(const math::quaternion<GLfloat>& distance);
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void scale(const math::vec3<GLfloat>& distance);
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void look_at(const math::vec3<GLfloat>& targ, const math::vec3<GLfloat>& up);
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virtual void set_position(const math::vec3<GLfloat>& pos);
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virtual void set_orientation(const math::quaternion<GLfloat>& orient);
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virtual void set_scale(const math::vec3<GLfloat>& scale);
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const math::mat4<GLfloat>& model_matrix()const;
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const math::vec3<GLfloat>& position()const;
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const math::vec3<GLfloat>& scale()const;
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const math::quaternion<GLfloat>& orientation()const;
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protected:
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void recalc_model_matrix()const;
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};
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class aabb_object : virtual public object_base
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{
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protected:
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aabb m_model_bounding_box; //model coordinate bounding volume
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private:
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mutable aabb m_world_bounding_box; //world coordinate bounding volume
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public:
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using object_base::object_base;
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using object_base::operator=;
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aabb_object(const math::vec3<GLfloat>& position,
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const math::vec3<GLfloat>& aabb_p1, const math::vec3<GLfloat>& aabb_p2);
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aabb_object(const math::vec3<GLfloat>& position, const math::quaternion<GLfloat>& orientation,
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const math::vec3<GLfloat>& aabb_p1, const math::vec3<GLfloat>& aabb_p2);
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aabb_object() = default;
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aabb_object(const aabb_object&) = default;
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aabb_object(aabb_object&&) = default;
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~aabb_object() = default;
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aabb_object& operator=(const aabb_object&) = default;
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aabb_object& operator=(aabb_object&&) = default;
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const aabb& get_model_bounding_box()const;
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const aabb& get_bounding_box()const;
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};
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class aabs_object : virtual public object_base
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{
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protected:
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aabs m_model_bounding_sphere; //model coordinate bounding volume
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private:
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mutable aabs m_world_bounding_sphere; //world coordinate bounding volume
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public:
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using object_base::object_base;
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using object_base::operator=;
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aabs_object(const math::vec3<GLfloat>& position, float aabs_r);
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aabs_object(const math::vec3<GLfloat>& position, const math::quaternion<GLfloat>& orientation,
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float aabs_r);
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aabs_object() = default;
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aabs_object(const aabs_object&) = default;
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aabs_object(aabs_object&&) = default;
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~aabs_object() = default;
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aabs_object& operator=(const aabs_object&) = default;
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aabs_object& operator=(aabs_object&&) = default;
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const aabs& get_model_bounding_sphere()const;
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const aabs& get_bounding_sphere()const;
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};
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bool check_collision(const aabb_object& l, const aabb_object& r);
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bool check_collision(const aabb_object& l, const aabs_object& r);
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bool check_collision(const aabs_object& l, const aabb_object& r);
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bool check_collision(const aabs_object& l, const aabs_object& r);
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bool check_collision(const aabb_object& o, const math::vec3<float>& point);
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bool check_collision(const aabs_object& o, const math::vec3<float>& point);
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bool check_collision(const aabb_object& o, const line& l);
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bool check_collision(const aabs_object& o, const line& l);
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bool check_collision(const aabb& l, const aabb& r);
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bool check_collision(const aabb& l, const aabs& r);
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bool check_collision(const aabs& l, const aabb& r);
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bool check_collision(const aabs& l, const aabs& r);
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bool check_collision(const aabb& l, const math::vec3<float>& point);
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bool check_collision(const aabs& l, const math::vec3<float>& point);
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bool check_collision(const aabb& o, const line& l);
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bool check_collision(const aabs& o, const line& l);
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}
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#endif
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