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object.cpp
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52 lines (46 loc) · 1.36 KB
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#include "pch.h"
#include "object.h"
Object::Object(std::shared_ptr<MeshData> pMesh, std::shared_ptr<Texture> pTexture)
: m_mesh { pMesh }
, m_texture { pTexture }
{
CreateBoundingVolume(pMesh->vertices);
}
void Object::Update(uint64_t dt)
{
const uint8_t* keyboardState = SDL_GetKeyboardState(NULL);
if (keyboardState[SDL_SCANCODE_W]) {
m_transform.MoveY(dt);
}
if (keyboardState[SDL_SCANCODE_S]) {
m_transform.MoveY(dt * -1);
}
if (keyboardState[SDL_SCANCODE_A]) {
m_transform.MoveX(dt * -1);
}
if (keyboardState[SDL_SCANCODE_D]) {
m_transform.MoveX(dt);
}
if (keyboardState[SDL_SCANCODE_Q]) {
m_transform.MoveZ(dt * -1);
}
if (keyboardState[SDL_SCANCODE_E]) {
m_transform.MoveZ(dt);
}
if (keyboardState[SDL_SCANCODE_R]) {
m_transform.m_position = glm::vec3(0.0f);
}
}
void Object::CreateBoundingVolume(const std::vector<Vertex> vertices)
{
glm::vec3& min = m_boundingVolume.min;
glm::vec3& max = m_boundingVolume.max;
for (const auto& v : vertices) {
min.x = glm::min(min.x, v.position.x);
min.y = glm::min(min.y, v.position.y);
min.z = glm::min(min.z, v.position.z);
max.x = glm::max(max.x, v.position.x);
max.y = glm::max(max.y, v.position.y);
max.z = glm::max(max.z, v.position.z);
}
}