Files
Bomberman/lib/Ray/sources/Model/Model.cpp
2021-05-27 23:02:39 +02:00

129 lines
3.5 KiB
C++

/*
** EPITECH PROJECT, 2021
** Bomberman
** File description:
** Model
*/
#include "Model/Model.hpp"
#include "Exceptions/RayError.hpp"
RAY::Drawables::Drawables3D::Model::Model(const std::string &filename,
std::optional<std::pair<MaterialType, std::string>> texture,
const RAY::Vector3 &position,
const RAY::Vector3 &rotationAxis,
float rotationAngle,
const RAY::Vector3 &scale)
: ADrawable3D(position, WHITE),
_model(LoadModel(filename.c_str())),
_rotationAxis(rotationAxis),
_rotationAngle(rotationAngle),
_scale(scale)
{
if (texture.has_value())
this->setTextureToMaterial(texture->first, texture->second);
}
RAY::Drawables::Drawables3D::Model::Model(const Mesh &mesh)
: ADrawable3D({0, 0, 0}, WHITE), _model(LoadModelFromMesh(mesh))
{
}
RAY::Drawables::Drawables3D::Model::~Model()
{
this->unload();
}
bool RAY::Drawables::Drawables3D::Model::load(const std::string &filename)
{
this->_model = LoadModel(filename.c_str());
return true;
}
bool RAY::Drawables::Drawables3D::Model::load(const Mesh &mesh)
{
this->_model = LoadModelFromMesh(mesh);
return true;
}
bool RAY::Drawables::Drawables3D::Model::unload()
{
UnloadModel(this->_model);
return true;
}
bool RAY::Drawables::Drawables3D::Model::unloadKeepMeshes()
{
UnloadModelKeepMeshes(_model);
return true;
}
bool RAY::Drawables::Drawables3D::Model::setAnimation(const RAY::ModelAnimation &animation)
{
if (!IsModelAnimationValid(this->_model, animation))
throw RAY::Exception::NotCompatibleError("The animation is not compatible with the model");
UpdateModelAnimation(this->_model, animation, animation.getFrameCounter());
return true;
}
bool RAY::Drawables::Drawables3D::Model::setTextureToMaterial(RAY::Drawables::Drawables3D::Model::MaterialType materialType, const RAY::Texture &texture)
{
this->_textureList[materialType] = texture;
SetMaterialTexture(&this->_model.materials[materialType], materialType, this->_textureList[materialType]);
return true;
}
bool RAY::Drawables::Drawables3D::Model::setTextureToMaterial(RAY::Drawables::Drawables3D::Model::MaterialType materialType, const std::string &texturePath)
{
this->_textureList.emplace(materialType, texturePath);
SetMaterialTexture(&this->_model.materials[materialType], materialType, this->_textureList[materialType]);
return true;
}
RAY::Drawables::Drawables3D::Model::operator ::Model() const
{
return this->_model;
}
int RAY::Drawables::Drawables3D::Model::getBoneCount() const
{
return this->_model.boneCount;
}
RAY::Drawables::Drawables3D::Model &RAY::Drawables::Drawables3D::Model::setRotationAngle(float rotationAngle)
{
this->_rotationAngle = rotationAngle;
return *this;
}
float RAY::Drawables::Drawables3D::Model::getRotationAngle(void)
{
return this->_rotationAngle;
}
RAY::Drawables::Drawables3D::Model &RAY::Drawables::Drawables3D::Model::setRotationAxis(const RAY::Vector3 &scale)
{
this->_scale = scale;
return *this;
}
const RAY::Vector3 &RAY::Drawables::Drawables3D::Model::getRotationAxis(void)
{
return this->_rotationAxis;
}
RAY::Drawables::Drawables3D::Model &RAY::Drawables::Drawables3D::Model::setScale(const RAY::Vector3 &scale)
{
this->_scale = scale;
return *this;
}
const RAY::Vector3 &RAY::Drawables::Drawables3D::Model::getScale(void)
{
return this->_scale;
}
void RAY::Drawables::Drawables3D::Model::drawOn(RAY::Window &)
{
DrawModelEx(this->_model, this->_position, this->_rotationAxis, this->_rotationAngle, this->_scale, this->_color);
}