qt-scene-editor/FinalProject/renderable.cpp
2022-12-13 19:02:44 +08:00

58 lines
1.6 KiB
C++

#pragma once
#include "renderable.h"
// 极值点一定在model包围盒的顶点出取到
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
void Renderable::check_boundary() {
std::vector<glm::vec3> temp = { _lower_bound,_upper_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 < 7; i++) {
//遍历每一个顶点
glm::vec4 vex = glm::vec4(temp[i & 4][0], temp[i & 2][1], temp[i & 1][2],1.0f);
vex = model * vex; // 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];
}
}
}