/** * Copyright 2012 Jason Sorensen (sorensenj@smert.net) * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. */ package net.smert.frameworkgl.gameobjects; import net.smert.frameworkgl.math.AABB; import net.smert.frameworkgl.math.Matrix3f; import net.smert.frameworkgl.math.Transform4f; import net.smert.frameworkgl.math.Vector3f; import net.smert.frameworkgl.opengl.mesh.Mesh; import net.smert.frameworkgl.opengl.renderable.AbstractRenderable; import net.smert.frameworkgl.opengl.renderable.RenderableState; /** * * @author Jason Sorensen <sorensenj@smert.net> */ public class GameObject { private final AABB worldAabb; private AbstractRenderable renderable; private Mesh mesh; private final RenderableState renderableState; private Transform4f scalingTransform; private final Transform4f worldTransform; public GameObject() { worldAabb = new AABB(); renderableState = new RenderableState(); worldTransform = new Transform4f(); } public void destroy() { if (renderable == null) { return; } renderable.destroy(); } public AABB getWorldAabb() { return worldAabb; } public AbstractRenderable getRenderable() { return renderable; } public void setRenderable(AbstractRenderable renderable) { this.renderable = renderable; } public Matrix3f getWorldRotation() { return worldTransform.getRotation(); } public GameObject setWorldRotation(Vector3f axis, float angle) { worldTransform.getRotation().fromAxisAngle(axis, angle); return this; } public Mesh getMesh() { return mesh; } public void setMesh(Mesh mesh) { this.mesh = mesh; } public RenderableState getRenderableState() { return renderableState; } public Transform4f getScalingTransform() { return scalingTransform; } public GameObject setScalingTransform(Transform4f scalingTransform) { this.scalingTransform = scalingTransform; return this; } public Transform4f getWorldTransform() { return worldTransform; } public GameObject setWorldTransform(Transform4f worldTransform) { this.worldTransform.set(worldTransform); return this; } public Vector3f getWorldPosition() { return worldTransform.getPosition(); } public GameObject setWorldPosition(float x, float y, float z) { worldTransform.setPosition(x, y, z); return this; } public GameObject setWorldPosition(Vector3f position) { worldTransform.setPosition(position); return this; } public void init() { } public void update() { } }