mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 07:28:12 +08:00
51 lines
1.2 KiB
C++
51 lines
1.2 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) {
|
|
_upper_bound = model->get_upper_bound();
|
|
_lower_bound = model->get_lower_bound();
|
|
}
|
|
|
|
Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {
|
|
_upper_bound = model->get_upper_bound();
|
|
_lower_bound = model->get_lower_bound();
|
|
}
|
|
|
|
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() {
|
|
|
|
} |