Unit.h 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114
  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #pragma once
  24. #include "Vec3.h"
  25. #include "Quat.h"
  26. #include "Mat4.h"
  27. #include "Hash.h"
  28. #include "IdTable.h"
  29. #include "SceneGraph.h"
  30. namespace crown
  31. {
  32. typedef Id ComponentId;
  33. //-----------------------------------------------------------------------------
  34. struct ComponentType
  35. {
  36. enum Enum
  37. {
  38. UNKNOWN,
  39. RENDER,
  40. SOUND
  41. };
  42. };
  43. //-----------------------------------------------------------------------------
  44. struct Component
  45. {
  46. Id32 id;
  47. ComponentType::Enum type;
  48. ComponentId component;
  49. };
  50. //-----------------------------------------------------------------------------
  51. struct UnitResource
  52. {
  53. };
  54. class Camera;
  55. class World;
  56. struct Unit
  57. {
  58. Unit();
  59. void create(World& creator, const Vec3& pos, const Quat& rot);
  60. void destroy();
  61. void load(UnitResource* ur);
  62. void unload();
  63. void reload(UnitResource* new_ur);
  64. Vec3 local_position(int32_t node = 0) const;
  65. Quat local_rotation(int32_t node = 0) const;
  66. Mat4 local_pose(int32_t node = 0) const;
  67. Vec3 world_position(int32_t node = 0) const;
  68. Quat world_rotation(int32_t node = 0) const;
  69. Mat4 world_pose(int32_t node = 0) const;
  70. void set_local_position(const Vec3& pos, int32_t node = 0);
  71. void set_local_rotation(const Quat& rot, int32_t node = 0);
  72. void set_local_pose(const Mat4& pose, int32_t node = 0);
  73. void add_component(const char* name, uint32_t type, ComponentId component);
  74. void remove_component(const char* name);
  75. Component* get_component(const char* name);
  76. Camera* camera(const char* name);
  77. private:
  78. bool next_free_component(uint32_t& index);
  79. public:
  80. World* m_creator;
  81. SceneGraph m_scene_graph;
  82. int32_t m_root_node;
  83. Camera* m_camera;
  84. UnitResource* m_resource;
  85. List<Component> m_component_list;
  86. };
  87. } // namespace crown