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primitive.hpp
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primitive.hpp
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#ifndef CS488_PRIMITIVE_HPP
#define CS488_PRIMITIVE_HPP
#include "algebra.hpp"
#include "material.hpp"
#define GLEW_STATIC
#include <GL/glew.h>
#include "SDL_OGL.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <list>
#define GRAVITY -20.0
#define FRICTION 50.0
#define TERMINAL 20.0
#define BOARD 13
#include "SoundManager.h"
class RayHit {
public:
RayHit(double d, Point3D p, Material* m, Vector3D n);
double dist;
Point3D pos;
Material* mat;
Vector3D norm;
};
class Primitive {
public:
virtual ~Primitive();
virtual void render();
virtual RayHit* raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces = false);
};
class Object {
public:
Object(std::string name, Point3D pos, Vector3D scale, Material* m, Primitive* p, bool dyn);
RayHit* raycast(Point3D from, Vector3D ray);
void render();
void seek(Point3D point, double accel);
void move(double dt, std::list<Object*>& objects);
std::string m_name;
Matrix4x4 transform;
bool dynamic;
Point3D m_pos;
Vector3D m_vel;
Vector3D m_scale;
Primitive* m_primitive;
Material* m_material;
private:
Matrix4x4 inversetransform;
};
class Sphere : public Primitive {
public:
Sphere();
virtual ~Sphere();
virtual RayHit* raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces = false);
virtual void render();
private:
GLUquadricObj* quadric;
};
class Cube : public Primitive {
public:
virtual ~Cube();
virtual RayHit* raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces = false);
virtual void render();
};
class NonhierSphere : public Primitive {
public:
NonhierSphere(const Point3D& pos, double radius)
: m_pos(pos), m_radius(radius), quadric(gluNewQuadric())
{
}
virtual ~NonhierSphere();
virtual RayHit* raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces = false);
virtual void render();
private:
GLUquadricObj* quadric;
Point3D m_pos;
double m_radius;
};
class NonhierBox : public Primitive {
public:
NonhierBox(const Point3D& pos, double size)
: m_pos(pos), m_size(size, size, size), hasTexture(false)
{
}
NonhierBox(const Point3D& pos, Vector3D size)
: m_pos(pos), m_size(size), hasTexture(false)
{
}
NonhierBox(const Point3D& pos, Vector3D size, GLuint textureID, GLuint bumpProgram, GLuint bumpMap)
: m_pos(pos), m_size(size), hasTexture(true), textureID(textureID),bumpProgram(bumpProgram), bumpMap(bumpMap)
{
}
virtual ~NonhierBox();
virtual RayHit* raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces = false);
virtual void render();
Point3D m_pos;
Vector3D m_size;
private:
bool hasTexture;
GLuint textureID;
GLuint bumpProgram;
GLuint bumpMap;
};
#endif