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2021-10-01 14:16:47 -05:00

107 lines
2.5 KiB
C++

#include "Entity.h"
#include<vector>
#include "Application.h"
#include "Model.h"
#include "Shader.h"
namespace nf {
Entity::Entity() :
m_constructed(false),
m_model(nullptr),
m_position(0.0),
m_rotation(0.0),
m_scale(1.0)
{
}
void Entity::create(Asset* modelAsset) {
if (m_constructed)
Error("Entity already created!");
m_constructed = true;
AModel* model;
if ((model = dynamic_cast<AModel*>(modelAsset)) == nullptr)
Error("Non-model asset passed to Entity::create!");
if (model->alreadyLoaded) {
m_model = model->loadedModel;
}
else {
m_model = new Model(model);
model->alreadyLoaded = true;
model->loadedModel = m_model;
}
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
bool Entity::isConstructed() {
return m_constructed;
}
void Entity::setPosition(double x, double y, double z) {
m_position = { x, y, z };
}
void Entity::setPosition(const Vec3& position) {
m_position = position;
}
void Entity::setRotation(double x, double y, double z) {
m_rotation = { x, y, z };
}
void Entity::setRotation(const Vec3& rotation) {
m_rotation = rotation;
}
void Entity::setScale(double x) {
m_scale = { x, x, x };
}
void Entity::setScale(double x, double y, double z) {
m_scale = { x, y, z };
}
void Entity::setScale(const Vec3& scale) {
m_scale = scale;
}
void Entity::render(Shader* shader, bool onlyDepth) {
shader->bind();
glm::mat4 model = getModelMatrix();
shader->setUniform("model[0]", model);
m_model->render(shader, onlyDepth, 1);
}
Model* Entity::getModel() const {
return m_model;
}
const glm::mat4 Entity::getModelMatrix() {
glm::mat4 model(1.0f);
model = glm::translate(model, glm::vec3(m_position.x, m_position.y, m_position.z));
model = glm::rotate(model, glm::radians((float)m_rotation.x), glm::vec3(1.0, 0.0, 0.0));
model = glm::rotate(model, glm::radians((float)m_rotation.y), glm::vec3(0.0, 1.0, 0.0));
model = glm::rotate(model, glm::radians((float)m_rotation.z), glm::vec3(0.0, 0.0, 1.0));
model = glm::scale(model, glm::vec3(m_scale.x, m_scale.y, m_scale.z));
return model;
}
void Entity::destroy() {
if (m_constructed && m_model) {
Application::getApp()->getCurrentState()->m_modelsToDelete.insert(m_model);
m_model = nullptr;
}
m_constructed = false;
m_position = Vec3(0.0);
m_rotation = Vec3(0.0);
m_scale = Vec3(1.0);
}
Entity::~Entity() {
destroy();
}
}