#pragma once #include "modelclass.h" #include #include class Object : public ModelClass { public: Object(); ~Object(); void SetScaleMatrix(XMMATRIX scaleMatrix); void SetRotateMatrix(XMMATRIX rotateMatrix); void SetTranslateMatrix(XMMATRIX translateMatrix); void SetSRMatrix(XMMATRIX srMatrix); void SetWorldMatrix(XMMATRIX worldMatrix); void SetPosition(XMVECTOR position); void SetRotation(XMVECTOR rotation); void SetScale(XMVECTOR scale); XMMATRIX GetScaleMatrix() const; XMMATRIX GetRotateMatrix() const; XMMATRIX GetTranslateMatrix() const; XMMATRIX GetSRMatrix() const; XMMATRIX GetWorldMatrix() const; XMVECTOR GetPosition(); XMVECTOR GetRotation(); XMVECTOR GetScale(); void SetVelocity(XMVECTOR); void AddVelocity(float); XMVECTOR GetVelocity() const; void SetAcceleration(XMVECTOR); XMVECTOR GetAcceleration() const; void SetMass(float); float GetMass() const; void SetGrounded(bool); bool IsGrounded() const; bool IsPhysicsEnabled() const; void SetPhysicsEnabled(bool state); void UpdateWorldMatrix(); void UpdateSRMatrix(); void UpdateScaleMatrix(); void UpdateRotateMatrix(); void UpdateTranslateMatrix(); void Update(); std::string GetName(); void SetName(std::string name); int SetId(int id); int GetId() const; bool LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, const std::wstring& filename); enum ShaderType { CEL_SHADING, LIGHTING, NORMAL_MAPPING, SPECULAR_MAPPING, REFLECTION, REFRACTION }; ShaderType GetActiveShader() const { return m_activeShader; }; void SetActiveShader(ShaderType activeShader) { m_activeShader = activeShader; }; float GetBoundingRadius() const; public : bool m_demoSpinning = false; XMVECTOR m_previousPosition; XMVECTOR m_velocity; int m_id; private: XMMATRIX m_scaleMatrix; XMMATRIX m_rotateMatrix; XMMATRIX m_translateMatrix; XMMATRIX m_srMatrix; XMMATRIX m_worldMatrix; XMVECTOR m_acceleration; float m_mass; bool m_isGrounded; bool m_isPhysicsEnabled; std::string m_name; ShaderType m_activeShader = LIGHTING; float m_boundingRadius; };