#pragma once #include "renderable.h" Renderable::Renderable(Model* model) : _model(model) { _boundary = model->boundBox(); } Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) { _boundary = model->boundBox(); } Renderable::~Renderable() { if (_light != nullptr) { delete _light; _light = nullptr; } } void Renderable::setModel(Model* model) { _model = model; _boundary = model->boundBox(); } 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); } ScopedLight Renderable::transformedLight() const { // Transform the light position to the world space return _light->toWorldSpace(modelMatrix()); } ScopedLight* Renderable::originalLight() const { return _light; } void Renderable::makeLight() { _light = new ScopedLight(glm::vec3(0.0f)); } void Renderable::render(ShaderProgram shader) { // Check if initialized if (_model == nullptr) { Logger::error("Tries to render an uninitialized renderable object"); return; } // Set model matrix shader.setUniform("model", modelMatrix()); // Render _model->render(shader); } void Renderable::updateBoundary() { // Traverse every vertex in the transferred model and update the boundary Boundary newBoundary; for (auto& mesh : _model->meshes()) { for (auto& vertex : mesh.vertices()) { glm::vec4 transformedVertex = modelMatrix() * glm::vec4(vertex._position, 1.0f); newBoundary.updateControlPoints(glm::vec3(transformedVertex)); } } } HitRecord Renderable::hit(const Ray& ray) const { // First test if the ray hits the boundary box if (!_boundary.hit(ray)) { return HitRecord(); } else { // If the ray hits the boundary box return _model->hit(ray.toLocalSpace(modelMatrix())); } }