100 lines
2.0 KiB
Go
100 lines
2.0 KiB
Go
package object
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import (
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"zworld/engine/renderapi/texture"
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"zworld/plugins/math/quat"
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"zworld/plugins/math/vec3"
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)
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// Builder API for game objects
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type builder[K Object] struct {
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object K
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position vec3.T
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rotation quat.T
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scale vec3.T
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active bool
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parent Object
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children []Component
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}
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// Builder instantiates a new group builder.
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func Builder[K Object](object K) *builder[K] {
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return &builder[K]{
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object: object,
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position: vec3.Zero,
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rotation: quat.Ident(),
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scale: vec3.One,
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active: true,
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}
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}
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// Attach a child component
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func (b *builder[K]) Attach(child Component) *builder[K] {
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b.children = append(b.children, child)
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return b
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}
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// Set the parent of the object
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func (b *builder[K]) Parent(parent Object) *builder[K] {
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b.parent = parent
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return b
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}
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// Position sets the intial position of the object.
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func (b *builder[K]) Position(p vec3.T) *builder[K] {
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b.position = p
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return b
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}
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// Rotation sets the intial rotation of the object.
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func (b *builder[K]) Rotation(r quat.T) *builder[K] {
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b.rotation = r
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return b
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}
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// Scale sets the intial scale of the object.
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func (b *builder[K]) Scale(s vec3.T) *builder[K] {
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b.scale = s
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return b
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}
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// Active sets the objects active flag.
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func (b *builder[K]) Active(active bool) *builder[K] {
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b.active = active
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return b
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}
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func (b *builder[K]) Texture(slot texture.Slot, ref texture.Ref) *builder[K] {
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type Textured interface {
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SetTexture(slot texture.Slot, ref texture.Ref)
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}
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if textured, ok := any(b.object).(Textured); ok {
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textured.SetTexture(slot, ref)
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} else {
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// todo: raise a warning if its not possible?
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}
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return b
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}
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// Create instantiates a new object with the current builder settings.
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func (b *builder[K]) Create() K {
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obj := b.object
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obj.Transform().SetPosition(b.position)
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obj.Transform().SetRotation(b.rotation)
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obj.Transform().SetScale(b.scale)
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if b.active {
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Enable(obj)
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} else {
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Disable(obj)
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}
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for _, child := range b.children {
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Attach(obj, child)
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}
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if b.parent != nil {
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Attach(b.parent, obj)
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}
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return obj
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}
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