75 lines
2.5 KiB
C++
75 lines
2.5 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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namespace egn{
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class object
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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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};
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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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mutable math::mat4<GLfloat> m_model_matrix; //compile all the above info into a matrix
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mutable int m_update_flag = NO_UPDATE; //whether or not to update the matrix upon access
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public:
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object() = default;
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explicit object(const math::vec3<GLfloat>& position);
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object(const math::vec3<GLfloat>& position, const math::quaternion<GLfloat>& orientation);
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object(const object&) = default;
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object(object&&) = default;
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virtual ~object() = default;
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object& operator=(const object&) = default;
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object& operator=(object&&) = 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>& get_model_matrix()const;
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const math::vec3<GLfloat>& get_position()const;
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const math::vec3<GLfloat>& get_scale()const;
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const math::quaternion<GLfloat>& get_orientation()const;
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protected:
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void recalc_model_matrix()const;
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};
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}
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#endif
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