ELEC2645 (2018/19) / Mbed 2 deprecated el17cd

Dependencies:   mbed

Cube/Cube.cpp

Committer:
el17cd
Date:
2019-02-23
Revision:
6:75031d14fc0d
Parent:
5:54d3b36fec2c
Child:
7:15543cb10a14

File content as of revision 6:75031d14fc0d:

#include "mbed.h"
#include "Cube.h"

Cube::Cube(float x, float y, float z, float size){
    float v[8][3] = {{x-size, y+size, z-size},
    {x-size, y+size, z+size},
    {x+size, y+size, z+size},
    {x+size, y+size, z-size},
    {x-size, y-size, z-size},
    {x-size, y-size, z+size},
    {x+size, y-size, z+size},
    {x+size, y-size, z-size}};
    
    for(int vertex = 0; vertex < 8; vertex++){
        for(int axis = 0; axis < 3; axis++){
            verticies[vertex][axis] = v[vertex][axis];
        }
    }
    float f0Points[4][3] = {{v[0][0], v[0][1], v[0][2]}, {v[1][0], v[1][1], v[1][2]}, {v[2][0], v[2][1], v[2][2]}, {v[3][0], v[3][1], v[3][2]}};
    float f1Points[4][3] = {{v[0][0], v[0][1], v[0][2]}, {v[1][0], v[1][1], v[1][2]}, {v[5][0], v[5][1], v[5][2]}, {v[4][0], v[4][1], v[4][2]}};
    float f2Points[4][3] = {{v[1][0], v[1][1], v[1][2]}, {v[2][0], v[2][1], v[2][2]}, {v[6][0], v[6][1], v[6][2]}, {v[5][0], v[5][1], v[5][2]}};
    float f3Points[4][3] = {{v[3][0], v[3][1], v[3][2]}, {v[2][0], v[2][1], v[2][2]}, {v[6][0], v[6][1], v[6][2]}, {v[7][0], v[7][1], v[7][2]}};
    float f4Points[4][3] = {{v[0][0], v[0][1], v[0][2]}, {v[3][0], v[3][1], v[3][2]}, {v[7][0], v[7][1], v[7][2]}, {v[4][0], v[4][1], v[4][2]}};
    float f5Points[4][3] = {{v[4][0], v[4][1], v[4][2]}, {v[5][0], v[5][1], v[5][2]}, {v[6][0], v[6][1], v[6][2]}, {v[7][0], v[7][1], v[7][2]}};
    faces[0].setVerticies(f0Points);
    faces[1].setVerticies(f1Points);
    faces[2].setVerticies(f2Points);
    faces[3].setVerticies(f3Points);
    faces[4].setVerticies(f4Points);
    faces[5].setVerticies(f5Points);
}

Face Cube::getFace(int index){
    return faces[index];
}

void Cube::rotateX(float angle){
    for( int i = 0; i<12; i++){
        float hyp = sqrt(pow(verticies[i][0],2) + pow(verticies[i][1], 2));
        verticies[i][0] = verticies[i][0]*cos(angle)-verticies[i][2]*sin(angle);
        verticies[i][2] = verticies[i][2]*cos(angle)+verticies[i][0]*sin(angle);
    }
    float f0Points[4][3] = {{verticies[0][0], verticies[0][1], verticies[0][2]}, {verticies[1][0], verticies[1][1], verticies[1][2]}, {verticies[2][0], verticies[2][1], verticies[2][2]}, {verticies[3][0], verticies[3][1], verticies[3][2]}};
    float f1Points[4][3] = {{verticies[0][0], verticies[0][1], verticies[0][2]}, {verticies[1][0], verticies[1][1], verticies[1][2]}, {verticies[5][0], verticies[5][1], verticies[5][2]}, {verticies[4][0], verticies[4][1], verticies[4][2]}};
    float f2Points[4][3] = {{verticies[1][0], verticies[1][1], verticies[1][2]}, {verticies[2][0], verticies[2][1], verticies[2][2]}, {verticies[6][0], verticies[6][1], verticies[6][2]}, {verticies[5][0], verticies[5][1], verticies[5][2]}};
    float f3Points[4][3] = {{verticies[3][0], verticies[3][1], verticies[3][2]}, {verticies[2][0], verticies[2][1], verticies[2][2]}, {verticies[6][0], verticies[6][1], verticies[6][2]}, {verticies[7][0], verticies[7][1], verticies[7][2]}};
    float f4Points[4][3] = {{verticies[0][0], verticies[0][1], verticies[0][2]}, {verticies[3][0], verticies[3][1], verticies[3][2]}, {verticies[7][0], verticies[7][1], verticies[7][2]}, {verticies[4][0], verticies[4][1], verticies[4][2]}};
    float f5Points[4][3] = {{verticies[4][0], verticies[4][1], verticies[4][2]}, {verticies[5][0], verticies[5][1], verticies[5][2]}, {verticies[6][0], verticies[6][1], verticies[6][2]}, {verticies[7][0], verticies[7][1], verticies[7][2]}};
    faces[0].setVerticies(f0Points);
    faces[1].setVerticies(f1Points);
    faces[2].setVerticies(f2Points);
    faces[3].setVerticies(f3Points);
    faces[4].setVerticies(f4Points);
    faces[5].setVerticies(f5Points);
}


void Cube::translate(float x, float y, float z){
    for( int i = 0; i<12; i++){
        float hyp = sqrt(pow(verticies[i][0],2) + pow(verticies[i][1], 2));
        verticies[i][0] += x;
        verticies[i][1] += y;
        verticies[i][2] += z;
    }
    float f0Points[4][3] = {{verticies[0][0], verticies[0][1], verticies[0][2]}, {verticies[1][0], verticies[1][1], verticies[1][2]}, {verticies[2][0], verticies[2][1], verticies[2][2]}, {verticies[3][0], verticies[3][1], verticies[3][2]}};
    float f1Points[4][3] = {{verticies[0][0], verticies[0][1], verticies[0][2]}, {verticies[1][0], verticies[1][1], verticies[1][2]}, {verticies[5][0], verticies[5][1], verticies[5][2]}, {verticies[4][0], verticies[4][1], verticies[4][2]}};
    float f2Points[4][3] = {{verticies[1][0], verticies[1][1], verticies[1][2]}, {verticies[2][0], verticies[2][1], verticies[2][2]}, {verticies[6][0], verticies[6][1], verticies[6][2]}, {verticies[5][0], verticies[5][1], verticies[5][2]}};
    float f3Points[4][3] = {{verticies[3][0], verticies[3][1], verticies[3][2]}, {verticies[2][0], verticies[2][1], verticies[2][2]}, {verticies[6][0], verticies[6][1], verticies[6][2]}, {verticies[7][0], verticies[7][1], verticies[7][2]}};
    float f4Points[4][3] = {{verticies[0][0], verticies[0][1], verticies[0][2]}, {verticies[3][0], verticies[3][1], verticies[3][2]}, {verticies[7][0], verticies[7][1], verticies[7][2]}, {verticies[4][0], verticies[4][1], verticies[4][2]}};
    float f5Points[4][3] = {{verticies[4][0], verticies[4][1], verticies[4][2]}, {verticies[5][0], verticies[5][1], verticies[5][2]}, {verticies[6][0], verticies[6][1], verticies[6][2]}, {verticies[7][0], verticies[7][1], verticies[7][2]}};
    faces[0].setVerticies(f0Points);
    faces[1].setVerticies(f1Points);
    faces[2].setVerticies(f2Points);
    faces[3].setVerticies(f3Points);
    faces[4].setVerticies(f4Points);
    faces[5].setVerticies(f5Points);
}