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Copy pathbox.cpp
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141 lines (106 loc) · 3.06 KB
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#include "box.h"
#include <QtOpenGL/qgl.h>
Box::Box(const Point& minimum, const Point& maximum)
: minb(minimum), maxb(maximum)
{}
void Box::update(const Point& p)
{
if (p.x < minb.x) minb.x=p.x;
if (p.y < minb.y) minb.y=p.y;
if (p.z < minb.z) minb.z=p.z;
if (p.x > maxb.x) maxb.x=p.x;
if (p.y > maxb.y) maxb.y=p.y;
if (p.z > maxb.z) maxb.z=p.z;
}
void Box::init(const Point& p)
{
minb = p;
maxb = p;
radi = (maxb-minb).length()/2.f;
quadObj = gluNewQuadric();
}
void Box::minToCenter()
{
float dx=(maxb.x-minb.x)/2;
float dy=(maxb.y-minb.y)/2;
float dz=(maxb.z-minb.z)/2;
minb.x+=dx;
maxb.x+=dx;
minb.y+=dy;
maxb.y+=dy;
minb.z+=dz;
maxb.z+=dz;
}
// per a poder fer comprovacions si es vol
void Box::Render()
{
glLineWidth(1.0);
Render(1.0, 1.0, 1.0);
}
void Box::RenderEsfera(){
radi = (maxb-minb).length()/2.f;
Point p=this->getCenter();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(p.x,p.y,p.z);
if(!quadObj) quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_LINE);
gluQuadricNormals(quadObj, GLU_SMOOTH);
gluSphere(quadObj, radi, 15, 15);
glPopMatrix();
}
void Box::Render(double r, double g, double b)
{
glColor3f(r, g, b);
glBegin(GL_LINES);
glVertex3f(minb.x, minb.y, minb.z);
glVertex3f(maxb.x, minb.y, minb.z);
glVertex3f(maxb.x, minb.y, minb.z);
glVertex3f(maxb.x, maxb.y, minb.z);
glVertex3f(maxb.x, maxb.y, minb.z);
glVertex3f(minb.x, maxb.y, minb.z);
glVertex3f(minb.x, maxb.y, minb.z);
glVertex3f(minb.x, minb.y, minb.z);
glVertex3f(minb.x, minb.y, maxb.z);
glVertex3f(maxb.x, minb.y, maxb.z);
glVertex3f(maxb.x, minb.y, maxb.z);
glVertex3f(maxb.x, maxb.y, maxb.z);
glVertex3f(maxb.x, maxb.y, maxb.z);
glVertex3f(minb.x, maxb.y, maxb.z);
glVertex3f(minb.x, maxb.y, maxb.z);
glVertex3f(minb.x, minb.y, maxb.z);
glVertex3f(minb.x, maxb.y, minb.z);
glVertex3f(minb.x, maxb.y, maxb.z);
glVertex3f(maxb.x, maxb.y, minb.z);
glVertex3f(maxb.x, maxb.y, maxb.z);
glVertex3f(minb.x, minb.y, minb.z);
glVertex3f(minb.x, minb.y, maxb.z);
glVertex3f(maxb.x, minb.y, minb.z);
glVertex3f(maxb.x, minb.y, maxb.z);
glEnd();
}
Point Box::getCenter() {
float dx=(maxb.x-minb.x)/2;
float dy=(maxb.y-minb.y)/2;
float dz=(maxb.z-minb.z)/2;
Point p(minb.x+dx, minb.y+dy, minb.z+dz);
return p;
}
double Box:: getHorizRadius() {
float dx=(maxb.x-minb.x)/2;
float dy=(maxb.y-minb.y)/2;
float dz=(maxb.z-minb.z)/2;
return sqrt(dx*dx + dz*dz + dy*dy);
}
bool Box::hasCollisions(Box& b) {
double ra = this->getHorizRadius();
double rb = b.getHorizRadius();
Point pa = this->getCenter();
Point pb = b.getCenter();
float dx=(pa.x-pb.x);
float dy=(pa.y-pb.y);
float dz=(pa.z-pb.z);
double d = sqrt(dx*dx + dz*dz+ dy*dy);
if(d < (ra+rb)) return true;
else return false;
}