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93 lines
2.3 KiB
C++
93 lines
2.3 KiB
C++
#pragma once
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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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Renderable::~Renderable() {
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if (_light != nullptr) {
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delete _light;
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_light = nullptr;
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}
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}
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void Renderable::setModel(Model* model) {
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_model = model;
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}
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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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ScopedLight Renderable::transformedLight() const {
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// Transform the light position to the world space
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return _light->toWorldSpace(modelMatrix());
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}
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ScopedLight* Renderable::originalLight() const {
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return _light;
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}
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void Renderable::makeLight() {
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_light = new ScopedLight(glm::vec3(0.0f));
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}
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void Renderable::render(ShaderProgram shader) {
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// Check if initialized
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if (_model == nullptr) {
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Logger::error("Tries to render an uninitialized renderable object");
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return;
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}
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// Set model matrix
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shader.setUniform("model", modelMatrix());
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// Render
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_model->render(shader);
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}
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// check here to get global boundary
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// must check before get boundary
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void Renderable::checkBoundary() {
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if (_model == nullptr) {
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return;
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}
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std::vector<glm::vec3> temp = {_model->upperBoundVex(),_model->lowerBoundVex()};
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_lowerBoundVex = glm::vec3(3e36, 3e36, 3e36);
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_upperBoundVex = -_lowerBoundVex;
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auto model = this->modelMatrix(); // transform matrix
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// Bit calculation
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for (int i = 0; i < 8; i++) {
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glm::vec4 vx = glm::vec4(temp[(i & 4) >> 2][0], temp[(i & 2)>>1][1], temp[i & 1][2], 1.0f);
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auto vex = model * vx; // Transformed vertex position
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for (int j = 0; j < 3; j++) {
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_lowerBoundVex[j] = _lowerBoundVex[j] < vex[j] ? _lowerBoundVex[j] : vex[j];
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_upperBoundVex[j] = _upperBoundVex[j] > vex[j] ? _upperBoundVex[j] : vex[j];
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}
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}
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} |