Files
vb01/node.h
T
2021-10-19 19:06:41 +03:00

80 lines
2.5 KiB
C++
Executable File

#ifndef NODE_H
#define NODE_H
#include"quaternion.h"
#include"vector.h"
#include<vector>
#include<string>
namespace vb01{
class Mesh;
class Model;
class Light;
class ParticleEmitter;
class Text;
class Node{
public:
struct Transform{
Vector3 position=Vector3::VEC_ZERO,scale=Vector3::VEC_IJK;
Quaternion orientation=Quaternion::QUAT_W;
};
Node(Vector3=Vector3::VEC_ZERO,Quaternion=Quaternion::QUAT_W,Vector3=Vector3::VEC_IJK,std::string="");
virtual ~Node();
void attachMesh(Mesh*);
void attachParticleEmitter(ParticleEmitter*);
virtual void update();
void attachChild(Node*);
void dettachChild(Node*);
void addLight(Light*);
void removeLight(int);
void addText(Text*);
void lookAt(Vector3,Vector3,Node*);
void updateLocalAxis();
void setOrientation(Quaternion);
void getDescendants(Node*,std::vector<Node*>&);
Vector3 localToGlobalPosition(Vector3);
Vector3 globalToLocalPosition(Vector3);
Quaternion localToGlobalOrientation(Quaternion);
Quaternion globalToLocalOrientation(Quaternion);
Vector3 localToGlobalScale(Vector3);
Vector3 globalToLocalScale(Vector3);
inline Text* getText(int i){return texts[i];}
inline std::vector<Mesh*>& getMeshes(){return meshes;}
inline Mesh* getMesh(int i){return meshes[i];}
inline Node* getParent(){return parent;}
inline void setParent(Node *par){this->parent=par;}
inline Node* getChild(int i){return children[i];}
inline Vector3 getLocalAxis(int i){return axis[i];}
inline Vector3 getPosition(){return pos;}
inline Vector3 getScale(){return scale;}
inline void setPosition(Vector3 pos){this->pos=pos;}
inline void setScale(Vector3 scale){this->scale=scale;}
inline std::vector<Node*>& getChildren(){return children;}
inline std::vector<Light*>& getLights(){return lights;}
inline Light* getLight(int i){return lights[i];}
inline int getNumLights(){return lights.size();}
inline int getNumChildren(){return children.size();}
inline Quaternion getOrientation(){return orientation;}
inline bool isVisible(){return visible;}
inline std::string getName(){return name;}
inline void setVisible(bool v){this->visible=v;}
protected:
void updateShaders();
bool visible=true;
Vector3 pos,scale,axis[3];
Quaternion orientation;
std::vector<Mesh*> meshes;
std::vector<ParticleEmitter*> emitters;
std::vector<Node*> children;
std::vector<Light*> lights;
std::vector<Text*> texts;
std::string name;
Node *parent=nullptr;
};
}
#endif