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#pragma once
#include "EditorAttachment.hpp"
#include "Material.hpp"
#include "Renderer.hpp"
#include "VertexIndex.hpp"
#include <MacrosCodegen.hpp>
#include <PodVector.hpp>
#include <rapidjson/fwd.h>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <span>
#include <vector>
namespace Tags {
enum class GameObjectKind {
KD_Generic,
KD_Player,
KD_SimpleGeometry,
KD_Building,
KD_LevelWrapper,
KD_COUNT,
};
BRUSSEL_ENUM(GameObjectKind, ToString FromString ExcludeHeuristics);
} // namespace Tags
class GameWorld;
class GameObject {
public:
using Kind = Tags::GameObjectKind;
using enum Tags::GameObjectKind;
private:
std::unique_ptr<EditorAttachment> mEditorAttachment;
GameWorld* mWorld;
GameObject* mParent;
PodVector<GameObject*> mChildren;
glm::quat mRot;
glm::vec3 mPos;
glm::vec3 mScale;
Kind mKind;
protected:
bool mStopFreePropagation : 1 = false;
public:
static void FreeRecursive(GameObject* object);
// TODO allow moving between worlds
GameObject(GameWorld* world);
GameObject(Kind kind, GameWorld* world);
virtual ~GameObject();
GameObject(const GameObject&) = delete;
GameObject& operator=(const GameObject&) = delete;
GameObject(GameObject&&) = default;
GameObject& operator=(GameObject&&) = default;
Kind GetKind() const;
GameWorld* GetWorld() const;
GameObject* GetParent() const;
const PodVector<GameObject*>& GetChildren() const;
void AddChild(GameObject* child);
GameObject* RemoveChild(int index);
GameObject* RemoveChild(GameObject* child);
void RemoveSelfFromParent();
PodVector<GameObject*> RemoveAllChildren();
EditorAttachment* GetEditorAttachment() const { return mEditorAttachment.get(); }
void SetEditorAttachment(EditorAttachment* attachment) { mEditorAttachment.reset(attachment); }
const glm::vec3& GetPos() const;
void SetPos(const glm::vec3& pos);
const glm::quat& GetRotation() const;
void SetRotation(const glm::quat& rotation);
const glm::vec3& GetScale() const;
void SetScale(const glm::vec3& scale);
// Visuals
virtual std::span<const RenderObject> GetRenderObjects() const;
// Lifetime hooks
virtual void OnInitialized();
virtual void Awaken();
virtual void Resleep();
virtual void Update();
static rapidjson::Value Serialize(GameObject* obj, rapidjson::Document& root);
static std::unique_ptr<GameObject> Deserialize(const rapidjson::Value& value, GameWorld* world);
virtual void ReadSaveFormat(const rapidjson::Value& value);
virtual void WriteSaveFormat(rapidjson::Value& value, rapidjson::Document& root);
protected:
void SetParent(GameObject* parent);
};
#include <generated/GameObject.gh.inl>
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