Files
OpenVulkano/openVulkanoCpp/Scene/Node.hpp
2020-10-17 00:53:30 +02:00

96 lines
2.2 KiB
C++

/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <vector>
#include <glm/glm.hpp>
#include "../Base/ICloseable.hpp"
#include "Drawable.hpp"
namespace openVulkanoCpp
{
namespace Scene
{
class Scene;
enum class UpdateFrequency
{
Always, Sometimes, Never
};
struct Node : virtual IInitable, virtual ICloseable
{
friend Scene;
public:
glm::mat4x4 localMat, worldMat;
bool enabled = true;
Node* parent = nullptr;
Scene* scene = nullptr;
std::vector<Node*> children;
std::vector<Drawable*> drawables;
UpdateFrequency matrixUpdateFrequency = UpdateFrequency::Never;
ICloseable* renderNode = nullptr;
public:
Node();
~Node() override;
void Init() override;
void Close() override;
void AddChild(Node* node);
inline void AddChild(Drawable* drawable) { AddDrawable(drawable); }
void RemoveChild(Node* node);
inline void RemoveChild(Drawable* drawable) { RemoveDrawable(drawable); }
void AddDrawable(Drawable* drawable);
void RemoveDrawable(Drawable* drawable);
void SetMatrix(glm::mat4x4 mat);
[[nodiscard]] const glm::mat4x4& GetMatrix() const { return localMat; }
[[nodiscard]] const glm::mat4x4& GetWorldMatrix() const { return worldMat; }
[[nodiscard]] bool IsEnabled() const { return enabled; }
void Enable() { enabled = true; }
void Disable() { enabled = false; }
[[nodiscard]] Node* GetParent() const { return parent; }
[[nodiscard]] Scene* GetScene() const { return scene; }
[[nodiscard]] bool IsRoot() const { return scene && parent == this; }
[[nodiscard]] UpdateFrequency GetUpdateFrequency() const { return matrixUpdateFrequency; }
void SetUpdateFrequency(UpdateFrequency frequency)
{
if (!children.empty()) throw std::runtime_error("The update must not be changed for nodes with children.");
this->matrixUpdateFrequency = frequency;
}
protected:
virtual void UpdateWorldMatrix(const glm::mat4x4& parentWorldMat);
private:
void SetParent(Node* parent);
void SetScene(Scene* scene);
};
}
}