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46 lines
1.1 KiB
C++
46 lines
1.1 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 "model.h"
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#include "shader.h"
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class Renderable {
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private:
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Model* _model;
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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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// 下面是与坐标轴平行的顶点
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glm::vec3 _lower_bound;
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glm::vec3 _upper_bound;
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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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public:
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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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inline glm::mat4 modelMatrix() const;
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public:
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void render(ShaderProgram shader);
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// check here to get global boundary
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void check_boundary();
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};
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inline glm::mat4 Renderable::modelMatrix() const {
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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 = model * _rotation;
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model = glm::scale(model, _scale);
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return model;
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}
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