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#include "boundingdynamicmesh.h"
#include "Graphics/modeltransform.h"
#include <vector>
// without mesh obj data
BoundingDynamicMesh::BoundingDynamicMesh(std::shared_ptr<ModelTransform> mt,
const glm::vec3 &initial_pos) :
m_mt(mt)
{
m_isMesh = false;
m_bounding_cylinder = std::make_shared<CylinderCollider>(initial_pos, mt->getScale());
}
// with mesh obj data
BoundingDynamicMesh::BoundingDynamicMesh(std::shared_ptr<ModelTransform> mt,
const glm::vec3 &initial_pos,
std::vector<glm::vec3> &obj_data) :
m_mt(mt),
m_obj_data(obj_data)
{
m_isMesh = true;
m_bounding_cylinder = std::make_shared<CylinderCollider>(initial_pos, mt->getScale()*getMeshDimensions()*2.f);
}
glm::vec3 BoundingDynamicMesh::getCenterPos(){
return m_mt->getPos();
}
void BoundingDynamicMesh::updateCenterPos(glm::vec3 new_pos){
m_mt->setPos(new_pos);
m_bounding_cylinder->updateCollisionPos(new_pos);
}
glm::vec3 BoundingDynamicMesh::getMeshDimensions(){
float max_x = m_obj_data[0].x;
float min_x = m_obj_data[0].x;
float max_y = m_obj_data[0].y;
float min_y = m_obj_data[0].y;
float max_z = m_obj_data[0].z;
float min_z = m_obj_data[0].z;
for (const glm::vec3 &v : m_obj_data){
// check max
if (v.x > max_x){
max_x = v.x;
}
if (v.y > max_y){
max_y = v.y;
}
if (v.z > max_z){
max_z = v.z;
}
// check mins
if (v.x < min_x){
min_x = v.x;
}
if (v.y < min_y){
min_y = v.y;
}
if (v.z < min_z){
min_z = v.z;
}
}
float r_x = (max_x - min_x)/2.f;
float r_y = (max_y - min_y)/2.f;
float r_z = (max_z - min_z)/2.f;
return glm::vec3(r_x, r_y, r_z);
}
glm::vec3 BoundingDynamicMesh::getEllipsoidDimensions(){
if (m_isMesh){
return m_mt->getScale()*getMeshDimensions();
}
return m_mt->getScale()/2.f;
}
Cylinder BoundingDynamicMesh::getCylinder(){
return m_bounding_cylinder->getCylinder();
}
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