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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;
}
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