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Implement renderable class
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@ -1 +1,45 @@
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#pragma once
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#include <GLM/ext/matrix_transform.hpp>
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#include "renderable.h"
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Renderable::Renderable(Model* model) : _model(model) {}
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Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {}
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void Renderable::move(glm::vec3 deltaVec) {
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_position += deltaVec;
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}
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void Renderable::setPosition(glm::vec3 position) {
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_position = position;
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}
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void Renderable::rotate(glm::vec3 axis, float deltaAngle) {
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_rotation = glm::rotate(_rotation, deltaAngle, axis);
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}
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void Renderable::setRotation(glm::vec3 axis, float angle) {
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_rotation = glm::rotate(glm::mat4(1.0f), angle, axis);
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}
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void Renderable::scale(float deltaScale) {
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_scale += deltaScale;
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}
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void Renderable::setScale(float scale) {
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_scale = glm::vec3(scale);
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}
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inline glm::mat4 Renderable::modelMatrix() const {
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, _position);
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model = model * _rotation;
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model = glm::scale(model, _scale);
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return model;
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}
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void Renderable::render(ShaderProgram shader) {
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_model->render(shader);
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}
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@ -8,9 +8,9 @@
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class Renderable {
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private:
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Model* _model;
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glm::vec3 _position;
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glm::mat4 _rotation;
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glm::vec3 _scale;
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glm::vec3 _position = glm::vec3(0.0f);
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glm::mat4 _rotation = glm::mat4(1.0f);
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glm::vec3 _scale = glm::vec3(1.0f);
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public:
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Renderable(Model* model);
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@ -18,12 +18,14 @@ public:
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public:
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void move(glm::vec3 deltaVec);
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void setPosition(glm::vec3 deltaVec);
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void rotate(glm::vec3 axis, float angleRad);
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void setRotation(glm::vec3 axis, float angleRad);
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void setPosition(glm::vec3 position);
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void rotate(glm::vec3 axis, float deltaAngle);
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void setRotation(glm::vec3 axis, float angle);
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void scale(float deltaScale);
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void setScale(float scale);
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inline glm::mat4 modelMatrix() const;
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public:
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void render(ShaderProgram shader);
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};
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