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Vp::GameObject

Regular world object entity. More...

#include "Viewport/entity/GameObject.h"

Inherits from Vp::Entity

Inherited by Vp::ColoredObject, Vp::TexturedObject

Public Functions

Name
GameObject() =default<br>Creates an empty GameObject.
GameObject(Core::Mesh * mesh, ObjectShader * shader)
virtual voiddispose() override
virtual voidrender(Shader * shader, glm::mat4 view, glm::mat4 projection, bool silhouette) override<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it.
virtual voidupdate(Scene & scene) override

Public Attributes

Name
Core::Mesh *m_mesh
floatm_opacity

Additional inherited members

Public Functions inherited from Vp::Entity

Name
Entity()
virtual~Entity() =default
virtual DisplayTypegetDisplayType() const
virtual glm::vec3getHighlightColor() const
virtual boolisHighlighted() const
virtual voidonSceneAdd(Scene & scene)<br>Called when the entity is added to a scene.
virtual voidonSceneRemove(Scene & scene)<br>Called when the entity is removed from a scene.
virtual voidsetDisplayType(DisplayType type)
virtual voidsetHighlightColor(glm::vec3 highlightColor)
virtual voidsetHighlighted(bool highlight)

Public Attributes inherited from Vp::Entity

Name
boolm_backFaceCull
unsigned intm_explicitTransparencyOrder <br>Explicit order for ordered transparency.
boolm_highlight <br>Whether to paint this entity with an outline, can be used for selection or just highlighting.
glm::vec3m_highlightColor
boolm_highlightUseDepth <br>Whether the highlight outline should respect the scene's depth buffer.
glm::mat4m_modelMatrix <br>Model transformation of the entity.
boolm_opaque
boolm_selectable <br>Whether this entity should be written into the selection stencil buffer.
intm_selectionId <br>Id of the object, -1 if not assigned, for selection purposes.
Shader *m_shader
boolm_visible
boolm_wboit <br>Whether this entity should be rendered using order independent transparency, relevant if using a shader that supports wboit.
intm_wboitFunc <br>Index of the weight function to be used in wboit.

Protected Attributes inherited from Vp::Entity

Name
DisplayTypem_displayType

Detailed Description

cpp
class Vp::GameObject;
class Vp::GameObject;

Regular world object entity.

Represents a physical drawable object.

Public Functions Documentation

function GameObject

cpp
GameObject() =default
GameObject() =default

Creates an empty GameObject.

Before rendering a mesh and a shader need to be set!

function GameObject

cpp
GameObject(
    Core::Mesh * mesh,
    ObjectShader * shader
)
GameObject(
    Core::Mesh * mesh,
    ObjectShader * shader
)

function dispose

cpp
virtual void dispose() override
virtual void dispose() override

Reimplements: Vp::Entity::dispose

function render

cpp
virtual void render(
    Shader * shader,
    glm::mat4 view,
    glm::mat4 projection,
    bool silhouette
) override
virtual void render(
    Shader * shader,
    glm::mat4 view,
    glm::mat4 projection,
    bool silhouette
) override

IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it.

Reimplements: Vp::Entity::render

Reimplemented by: Vp::SceneModel::render, Vp::TexturedObject::render

Currently there is no error checking and wrongly passed shader type will CAUSE UNDEFINED BEHAVIOUR!

Using dynamic casts instead might be undesirable (slow) here (this might just be a premature optimalization) Generally the shader passed to this method is the m_shader of this entity. However we need functionality that allows us to change the shader temporarily (like for drawing silhouettes) Because of this the shader can also sometimes be something else, usually some derived type of the one the entity expects. I couldn't find a way to inform what kinds of shaders an entity is able to use in its render methods. The type of the shader must be the base Shader class and so some kind of casting must occur.

Another option could be to use some kind of a typeid/enum system that tells us what type a shader is (rather than use dynamic cast). But that approach ignores inheritance which we need and having multiple types of shaders and entity member variable seems very inflexible.

The true elegant solution probably doesn't involve inheritance at all and rather uses composition, together with an ECS or something. But it was decided to not dive into that realm and so we are stuck with this seemingly simple but not very flexible inheritance structure.

function update

cpp
virtual void update(
    Scene & scene
) override
virtual void update(
    Scene & scene
) override

Reimplements: Vp::Entity::update

Reimplemented by: Vp::SceneCamera::update, Vp::SceneModel::update

Public Attributes Documentation

variable m_mesh

cpp
Core::Mesh * m_mesh;
Core::Mesh * m_mesh;

variable m_opacity

cpp
float m_opacity {0.5f};
float m_opacity {0.5f};

Updated on 2024-11-06 at 20:16:53 +0000