100 lines
1.8 KiB
C++
100 lines
1.8 KiB
C++
#pragma once
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#ifndef CUBE_H
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#define CUBE_H
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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class Cube
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{
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private:
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glm::vec3 Position;
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glm::vec3 scale;
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glm::vec3 rotation;
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glm::vec3 color;
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//const float CUBE_COLORS[24]{
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// 1.0f, 0.0f, 0.0f,
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// 0.0f, 1.0f, 0.0f,
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// 0.0f, 0.0f, 1.0f,
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// 1.0f, 1.0f, 0.0f,
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// 0.0f, 1.0f, 1.0f,
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// 1.0f, 0.0f, 1.0f,
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// 1.0f, 1.0f, 1.0f,
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// 0.0f, 0.0f, 0.0f
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//};
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public:
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Cube(glm::vec3 position, glm::vec3 scale, glm::vec3 rotation, glm::vec3 color)
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{
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this->Position = position;
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this->scale = scale;
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this->rotation = rotation;
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this->color = color;
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}
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//void draw(unsigned int& modelLoc, unsigned int& VAO)
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//{
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// glBindVertexArray(VAO);
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// glm::mat4 model = getModelMatrix();
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// glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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// glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // 36 indices for the cube
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// glBindVertexArray(0);
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//}
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glm::mat4 getModelMatrix() const
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{
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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 = glm::rotate(model, glm::radians(rotation.x), glm::vec3(1, 0, 0));
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model = glm::rotate(model, glm::radians(rotation.y), glm::vec3(0, 1, 0));
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model = glm::rotate(model, glm::radians(rotation.z), glm::vec3(0, 0, 1));
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model = glm::scale(model, scale);
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return model;
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}
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void setPosition(glm::vec3 position)
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{
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this->Position = position;
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}
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void setScale(glm::vec3 scale)
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{
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this->scale = scale;
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}
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void setRotation(glm::vec3 rotation)
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{
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this->rotation = rotation;
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}
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void setColor(glm::vec3 color)
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{
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this->color = color;
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}
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glm::vec3 getPosition() const
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{
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return Position;
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}
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glm::vec3 getScale() const
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{
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return scale;
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}
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glm::vec3 getRotation() const
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{
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return rotation;
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}
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glm::vec3 getColor() const
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{
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return color;
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}
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};
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#endif |