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Cube.h
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Cube.h
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#ifndef CUBE_H_
#define CUBE_H_
#include <vector>
#include <cassert> //assert
#include "SimulatedModel.h"
#include "Vector4.h"
#include "Matrix44.h"
using namespace std;
/**
* @brief As a child of SimulatedModel, Cube simply supplies the vertices and a collision hull to its parent's constructor given a specific size.
* @see SimulatedModel
*/
class Cube : public SimulatedModel
{
private:
public:
Cube(GLfloat size = 1.0,
const Matrix44& globalOrientation = Matrix44()) :
SimulatedModel(Cube::createCubeActor(size, globalOrientation),
vector<Vector4>(),
globalOrientation)
{
vector<Vector4> vertices;
vertices.push_back(Vector4(size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, -size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, -size / 2.0, size / 2.0, 1.0));
vertices.push_back(Vector4(-size / 2.0, size / 2.0, size / 2.0, 1.0));
vertices >> *this;
}
~Cube()
{
}
private:
static bool createCubeActor(const GLfloat& size, const Matrix44& globalOrientation = Matrix44())
{
return false;
}
};
#endif /*CUBE_H_*/