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#include "Cuboid.h"
#include "gl.h"

Cuboid::Cuboid(float width, float height, float depth) {
  setSize(width, height, depth);
  setPos(0, 0, 0);
}

Cuboid::Cuboid(float width, float height, float depth, float x, float y, float z)
{
  setSize(width, height, depth);
  setPos(x, y, z);
}

float Cuboid::getHeight()
{
  return height;
}

float Cuboid::getWidth()
{
  return width;
}

float Cuboid::getDepth()
{
  return depth;
}

float Cuboid::getPosX()
{
  return x;
}

float Cuboid::getPosY()
{
  return y;
}

float Cuboid::getPosZ()
{
  return z;
}

void Cuboid::setSize(float w, float h, float d)
{
  width = w;
  height = h;
  depth = d;
}

void Cuboid::setPos(float x, float y, float z)
{
  this->x = x;
  this->y = y;
  this->z = z;
}

std::list<Triangle> Cuboid::getTriangles()
{
  std::list<Triangle> triangles;
  // width, height, depth
  // Front face
  vmml::vec4f c(0.0, 0.0, 1.0, 0.5);
  
  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
                               vmml::vec3f(x-width/2, y-height/2, z+depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z+depth/2), c));
  
  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z+depth/2),
                               vmml::vec3f(x+width/2, y-height/2, z+depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z+depth/2), c));
  
  // Back face
  c = vmml::vec4f(1.0, 1.0, 0.0, 0.5);
  
  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z-depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z-depth/2),
                               vmml::vec3f(x-width/2, y-height/2, z-depth/2), c));

  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z-depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z-depth/2),
                               vmml::vec3f(x+width/2, y-height/2, z-depth/2), c));
  
  // Left face
  c = vmml::vec4f(0.0, 1.0, 0.0, 0.5);
  
  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
                               vmml::vec3f(x-width/2, y+height/2, z-depth/2),
                               vmml::vec3f(x-width/2, y-height/2, z+depth/2), c));

  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z-depth/2),
                               vmml::vec3f(x-width/2, y-height/2, z+depth/2),
                               vmml::vec3f(x-width/2, y+height/2, z-depth/2), c));
  
  // Right face
  
  triangles.push_back(Triangle(vmml::vec3f(x+width/2, y+height/2, z+depth/2),
                               vmml::vec3f(x+width/2, y-height/2, z+depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z-depth/2), c));

  triangles.push_back(Triangle(vmml::vec3f(x+width/2, y-height/2, z-depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z-depth/2),
                               vmml::vec3f(x+width/2, y-height/2, z+depth/2), c));
  
  // Top face  
  c = vmml::vec4f(1.0, 0.0, 0.0, 0.5);
  
  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z+depth/2),
                               vmml::vec3f(x-width/2, y+height/2, z-depth/2), c));

  triangles.push_back(Triangle(vmml::vec3f(x+width/2, y+height/2, z+depth/2),
                               vmml::vec3f(x+width/2, y+height/2, z-depth/2),
                               vmml::vec3f(x-width/2, y+height/2, z-depth/2), c));

  // Bottom face
  
  triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z+depth/2),
                               vmml::vec3f(x-width/2, y-height/2, z-depth/2),
                               vmml::vec3f(x+width/2, y-height/2, z+depth/2), c));

  triangles.push_back(Triangle(vmml::vec3f(x+width/2, y-height/2, z+depth/2),
                               vmml::vec3f(x-width/2, y-height/2, z-depth/2),
                               vmml::vec3f(x+width/2, y-height/2, z-depth/2), c));
  
  return triangles;
}