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Mesh.cpp
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/////////////////////////
// Mesh abstracts a generic object to be drawn
// should be inheritted for interesting objects
// (also really just stores location and orientation stuff)
// Mark Elsinger 2/12/2014
/////////////////////////
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <string>
#include "Mesh.h"
Mesh::Mesh(std::string n, float r, float b, float g)
{
name = n;
x = 0.0f;
y = 0.0f;
z = 0.0f;
roll = 0.0f;
pitch = 0.0f;
yaw = 0.0f;
scaleX = 1.0f;
scaleY = 1.0f;
scaleZ = 1.0f;
red = r;
blue = b;
green = g;
//verts = vertexp;
//inds = indexp;
//tex = texturep;
}
/*void Mesh::update()
{
//overwrite for actual entities...
}*/
void Mesh::translate(float dx, float dy, float dz)
{
x += dx;
y += dy;
z += dz;
}
void Mesh::rotate(float dpitch, float dyaw, float droll)
{
pitch += dpitch;
yaw += dyaw;
roll += droll;
}
void Mesh::scale(float dscalex, float dscaley, float dscalez)
{
scaleX += dscalex;
scaleY += dscaley;
scaleZ += dscalez;
if (scaleX < 0.0f)
{
scaleX = 0.0f;
}
if (scaleY < 0.0f)
{
scaleY = 0.0f;
}
if (scaleZ < 0.0f)
{
scaleZ = 0.0f;
}
}
bool Mesh::collidesWith(Mesh other) //1x1 collision box
{
if (x < other.x + 2.0f
&& x > other.x - 2.0f
&& y < other.y + 2.0f
&& y > other.y - 2.0f)
{
return true;
}
else
{
return false;
}
}
void Mesh::changeColor(float r, float g, float b)
{
red = r;
green = g;
blue = b;
}
#pragma region GETTERS
/*
GLuint Mesh::getVertP()
{
return verts;
}
GLuint Mesh::getIndP()
{
return inds;
}
GLuint Mesh::getTexP()
{
return tex;
}
*/
/*
float Mesh::getX()
{
return x;
}
float Mesh::getY()
{
return y;
}
float Mesh::getZ()
{
return z;
}
float Mesh::getRoll()
{
return roll;
}
float Mesh::getPitch()
{
return pitch;
}
float Mesh::getYaw()
{
return yaw;
}
float Mesh::getScaleX()
{
return scaleX;
}
float Mesh::getScaleY()
{
return scaleY;
}
float Mesh::getScaleZ()
{
return scaleZ;
}
std::string Mesh::getName()
{
return name;
}
*/
#pragma endregion GETTERS