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Cube.cpp
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Cube.cpp
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#include "Cube.h"
#include <cstdio>
Cube::Cube(QOpenGLShaderProgram* prog, float size) : GridMesh(prog, "Cube", 1, 1), _size(size)
{
setSize(_size);
}
TriangleMesh* Cube::clone()
{
return new Cube(_prog, _size);
}
void Cube::setSize(const float& size)
{
float side = size / 2.0f;
std::vector<float> p = {
// Front
-side, -side, side, -side, -side, -side, side, -side, -side, side, -side, side,
// Right
side, -side, side, side, -side, -side, side, side, -side, side, side, side,
// Back
-side, side, side, side, side, side, side, side, -side, -side, side, -side,
// Left
-side, -side, side, -side, side, side, -side, side, -side, -side, -side, -side,
// Bottom
-side, -side, -side, -side, side, -side, side, side, -side, side, -side, -side,
// Top
-side, -side, side, side, -side, side, side, side, side, -side, side, side };
std::vector<float> n = {
// Front
0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
// Right
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
// Back
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
// Left
-1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
// Bottom
0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f,
// Top
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f };
std::vector<float> t = {
// Front
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
// Right
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
// Back
-1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
// Left
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
// Bottom
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
// Top
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f };
std::vector<float> bt = {
// Front
0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f,
// Right
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
// Back
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
// Left
0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f,
// Bottom
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
// Top
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f };
std::vector<float> tex = {
// Front
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
// Right
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
// Back
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
// Left
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
// Bottom
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
// Top
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
std::vector<unsigned int> el = {
0,1,2,0,2,3,
4,5,6,4,6,7,
8,9,10,8,10,11,
12,13,14,12,14,15,
16,17,18,16,18,19,
20,21,22,20,22,23
};
initBuffers(&el, &p, &n, &tex, &t, &bt);
_boundingSphere.setCenter(0, 0, 0);
_boundingSphere.setRadius(sqrt(3) * (size / 2));
_boundingBox.setLimits(-side, side, -side, side, -side, side);
}