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#ifndef TRANSFORMCOMPONENT_H
#define TRANSFORMCOMPONENT_H
#include "Game/Systems/aisystem.h"
#include "Graphics/global.h"
#include <memory>
#include "Component.h"
class TransformComponent : public Component
{
public:
TransformComponent(std::shared_ptr<ModelTransform> mt,
std::string entity_id,
std::map<std::string, BlackboardData>& m_global_blackboard,
bool isAI = false);
void translate(const glm::vec3 &delta);
void setPos(const glm::vec3 &new_pos);
void setScale(const glm::vec3 &scale);
std::shared_ptr<ModelTransform> getMT();
std::vector<std::shared_ptr<ModelTransform>> getAllMT();
glm::vec3 getScale();
//glm::vec3 getRotation();
void setRotation(float angle, glm::vec3 axis);
float getYRotationAngle();
bool hasMultipleMT();
glm::vec3 getPos();
// used for collisions
glm::vec3 old_pos;
glm::vec3 estimated_final_pos;
bool onGround = false;
bool movingLaterally = false;
float gravity = -25.f;
float yVelocity = 0.f;
private:
std::shared_ptr<ModelTransform> m_model_transform;
std::vector<std::shared_ptr<ModelTransform>> m_all_model_transforms;
bool multipleMT = false;
std::map<std::string, BlackboardData>& m_global_blackboard;
std::string m_entity_id;
bool isAIObject = false;
};
#endif // TRANSFORMCOMPONENT_H
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