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#pragma once
#include "EditorAttachment.hpp"
#include "GameObjectTags.hpp"
#include "Material.hpp"
#include "Mesh.hpp"
#include "PodVector.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <vector>
class GameWorld;
class GameObject {
public: // NOTE: public for editors
std::unique_ptr<EditorAttachment> mEditorAttachment = nullptr;
GameWorld* mWorld = nullptr;
GameObject* mParent = nullptr;
PodVector<GameObject*> mChildren;
glm::quat mRot{};
glm::vec3 mPos{};
public:
static void FreeRecursive(GameObject* object);
// TODO allow moving between worlds
explicit GameObject(GameWorld* world);
virtual ~GameObject();
GameObject(const GameObject&) = delete;
GameObject& operator=(const GameObject&) = delete;
GameObject(GameObject&&) = default;
GameObject& operator=(GameObject&&) = default;
GameWorld* GetWorld() const;
GameObject* GetParent() const;
const PodVector<GameObject*>& GetChildren() const;
void AddChild(GameObject* child);
GameObject* RemoveChild(int index);
GameObject* RemoveChild(GameObject* child);
PodVector<GameObject*> RemoveAllChildren();
EditorAttachment* GetEditorAttachment() const { return mEditorAttachment.get(); }
void SetEditorAttachment(EditorAttachment* attachment) { mEditorAttachment.reset(attachment); }
const glm::vec3& GetPos();
void SetPos(const glm::vec3& pos);
const glm::quat& GetRotation() const;
void SetRotation(const glm::quat& rotation);
// Tag
virtual Tags::GameObjectMemoryManagement GetMemoryManagement() const;
virtual Tags::GameObjectType GetTypeTag() const;
// Visuals
virtual const Material* GetMeshMaterial() const;
virtual const GpuMesh* GetMesh() const;
// Lifetime hooks
virtual void Awaken();
virtual void Resleep();
virtual void Update();
protected:
void SetParent(GameObject* parent);
};
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