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- Change placing calculation logic (without sticking) - Sticking still not working
85 lines
3.0 KiB
C++
85 lines
3.0 KiB
C++
#pragma once
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#include <GLM/glm.hpp>
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#include <GLM/ext/matrix_transform.hpp>
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#include <GLM/gtx/quaternion.hpp>
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#include "model.h"
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#include "illuminer.h"
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#include "shader.h"
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#include "boundary.h"
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#include "hitrecord.h"
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class Renderable {
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public:
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static Renderable empty() {
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return Renderable();
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}
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private:
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Renderable() {}
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private:
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Model* _model = nullptr;
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ScopedLight* _light = nullptr;
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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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Boundary _boundary; // the renderable's boudary box, should be updated after a transformation is done
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public:
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Renderable(Model* model);
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Renderable(Model* model, glm::vec3 position);
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~Renderable();
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public:
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glm::vec3 position() const { return _position; }
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glm::mat4 rotation() const { return _rotation; }
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glm::vec3 scaleVal() const { return _scale; }
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Model* model() const { return _model; }
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void setModel(Model* model);
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void move(glm::vec3 deltaVec);
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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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ScopedLight transformedLight() const; // pass out the light object to scene manager to gather all light sources
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ScopedLight* originalLight() const; // pass out the light object to scene manager to set light attributes
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bool hasLight() const { return _light != nullptr; }
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void makeLight(); // create a light source in the object
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void disposeLight(); // remove the light source in the object
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const Boundary& boundary() const { return _boundary; }
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inline glm::mat4 modelMatrix() const;
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public:
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void updateBoundary(); // update the boundary of the renderable after a transformation is done
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HitRecord hit(const Ray& ray) const; // test the hit record of an input array
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void render(ShaderProgram shader);
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};
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inline glm::mat4 Renderable::modelMatrix() const {
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// Calculate rotate direction and angle from rotation matrix _rotation without glm
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glm::vec3 axis;
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float angle;
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glm::quat quat(_rotation);
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glm::vec3 axisAngle = glm::axis(quat);
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axis = glm::normalize(axisAngle);
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angle = glm::angle(quat);
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//float rotateX = glm::degrees(glm::asin(-_rotation[1][2]));
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//float rotateY = glm::degrees(glm::atan(_rotation[0][2] / _rotation[2][2]));
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//float rotateZ = glm::degrees(glm::atan(_rotation[1][0] / _rotation[1][1]));
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// Calculate model matrix
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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 = glm::rotate(model, angle, axis);
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//model = glm::rotate(model, glm::radians(rotateX), glm::vec3(1.0f, 0.0f, 0.0f));
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//model = glm::rotate(model, glm::radians(rotateY), glm::vec3(0.0f, 1.0f, 0.0f));
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//model = glm::rotate(model, glm::radians(rotateZ), glm::vec3(0.0f, 0.0f, 1.0f));
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model = glm::scale(model, _scale);
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return model;
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} |