Kukatz 3D  0.1
Török Attila szakdolgozata
projects/Kukatz 3D/include/gameobject.hpp
00001 /*
00002  * gameobject.hpp - Kukatz 3D
00003  * Copyright (c) 2011 - TÖRÖK Attila (torokati44@gmail.com)
00004  *
00005  * This software is provided 'as-is', without any express or implied
00006  * warranty. In no event will the authors be held liable for any damages
00007  * arising from the use of this software.
00008  *
00009  * Permission is granted to anyone to use this software for any purpose,
00010  * including commercial applications, and to alter it and redistribute it
00011  * freely, subject to the following restrictions:
00012  *
00013  *       1. The origin of this software must not be misrepresented; you must not
00014  *                      claim that you wrote the original software. If you use this software
00015  *                      in a product, an acknowledgment in the product documentation would be
00016  *                      appreciated but is not required.
00017  *
00018  *       2. Altered source versions must be plainly marked as such, and must not be
00019  *                      misrepresented as being the original software.
00020  *
00021  *       3. This notice may not be removed or altered from any source
00022  *                      distribution.
00023  */
00024 
00025 #ifndef GAMEOBJECT_HPP_INCLUDED
00026 #define GAMEOBJECT_HPP_INCLUDED
00027 
00028 #include "renderable.hpp"
00029 
00030 #include <SFML/System/Vector3.hpp>
00031 
00032 // This class holds the mesh-to-world transformation data
00033 class GameObject: public Renderable
00034 {
00035 protected:
00036         float* matrix;
00037         
00038 public:
00039         GameObject();
00040         
00041         virtual void render() = 0;
00042         virtual bool is_visible() = 0;
00043         
00044         sf::Vector3f local_to_global(const sf::Vector3f&);
00045         
00046         void set_identity();
00047         
00048         void set_transform();
00049         void unset_transform();
00050         
00051         
00052         void get_x_axis(float&, float&, float&);
00053         void get_x_axis(sf::Vector3f&);
00054         sf::Vector3f get_x_axis();
00055         
00056         void set_x_axis();
00057         void set_x_axis(float, float, float);
00058         void set_x_axis(const sf::Vector3f&);
00059         void set_x_axis(const sf::Vector3i&);
00060         
00061         
00062         void get_y_axis(float&, float&, float&);
00063         void get_y_axis(sf::Vector3f&);
00064         sf::Vector3f get_y_axis();
00065         
00066         void set_y_axis();
00067         void set_y_axis(float, float, float);
00068         void set_y_axis(const sf::Vector3f&);
00069         void set_y_axis(const sf::Vector3i&);
00070         
00071         
00072         void get_z_axis(float&, float&, float&);
00073         void get_z_axis(sf::Vector3f&);
00074         sf::Vector3f get_z_axis();
00075         
00076         void set_z_axis();
00077         void set_z_axis(float, float, float);
00078         void set_z_axis(const sf::Vector3f&);
00079         void set_z_axis(const sf::Vector3i&);
00080         
00081         void set_axes(const sf::Vector3f&, const sf::Vector3f&, const sf::Vector3f&);
00082         void set_axes(const sf::Vector3i&, const sf::Vector3i&, const sf::Vector3i&);
00083         
00084         sf::Vector3f get_position();
00085         
00086         void set_position(float, float, float);
00087         void set_position(const sf::Vector3f&);
00088         void set_position(const sf::Vector3i&);
00089         
00090         virtual ~GameObject();
00091 };
00092 
00093 #endif // GAMEOBJECT_HPP_INCLUDED
 Összes Osztályok