qt-scene-editor/FinalProject/renderable.cpp

68 lines
1.9 KiB
C++

#pragma once
#include "renderable.h"
Renderable::Renderable(Model* model) : _model(model) {}
Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {}
void Renderable::setModel(Model* model) {
_model = model;
}
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) {
// Check if initialized
if (_model == nullptr) {
Logger::error("Tries to render an uninitialized renderable object");
return;
}
// Set model matrix
shader.setUniform("model", modelMatrix());
// Render
_model->render(shader);
}
// check here to get global boundary
// must check before get boundary
void Renderable::checkBoundary() {
std::vector<glm::vec3> temp = {_model->get_upper_bound(),_model->get_lower_bound()};
_lower_bound = glm::vec3(3e36, 3e36, 3e36);
_upper_bound = -_lower_bound;
auto model = this->modelMatrix(); // transform matrix
// Bit calculation
for (int i = 0; i < 8; i++) {
glm::vec4 vx = glm::vec4(temp[(i & 4) >> 2][0], temp[(i & 2)>>1][1], temp[i & 1][2], 1.0f);
auto vex = model * vx; // Transformed vertex position
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];
}
}
}