#pragma once #include "renderable.h" // 极值点一定在model包围盒的顶点处取到 Renderable::Renderable(Model* model) : _model(model) {} Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {} void Renderable::move(glm::vec3 deltaVec) { _position += deltaVec; } void Renderable::setPosition(glm::vec3 position) { _position = position; } void Renderable::rotate(glm::vec3 axis, float deltaAngle) { _rotation = glm::rotate(_rotation, deltaAngle, axis); } void Renderable::setRotation(glm::vec3 axis, float angle) { _rotation = glm::rotate(glm::mat4(1.0f), angle, axis); } void Renderable::scale(float deltaScale) { _scale += deltaScale; } void Renderable::setScale(float scale) { _scale = glm::vec3(scale); } void Renderable::render(ShaderProgram shader) { // Set model matrix shader.setUniform("model", modelMatrix()); // Render _model->render(shader); } // check here to get global boundary // must check before get boundary void Renderable::check_boundary() { std::vector temp = {_model->get_upper_bound(),_model->get_lower_bound()}; _lower_bound = glm::vec3(3e36, 3e36, 3e36); _upper_bound = -_lower_bound; auto model = this->modelMatrix();// 变换矩阵 // 位运算 从000到111的每一种组合 for (int i = 0; i < 8; i++) { //遍历每一个顶点 glm::vec4 vx = glm::vec4(temp[(i & 4) >> 2][0], temp[(i & 2)>>1][1], temp[i & 1][2], 1.0f); auto vex = model * vx; // 经过变化之后的点的坐标 for (int j = 0; j < 3; j++) { _lower_bound[j] = _lower_bound[j] < vex[j] ? _lower_bound[j] : vex[j]; _upper_bound[j] = _upper_bound[j] > vex[j] ? _upper_bound[j] : vex[j]; } } }