Cube::Cube(const position_type &where, std::shared_ptr<Texture> texture )
		: Object3D(where) {
	// 8 points, 6 surfaces

	position_type
			    blf(-1.0, -1.0, 1.0)    // front rectangle
	,       brf(1.0, -1.0, 1.0)
	,       trf(1.0, 1.0, 1.0)
	,       tlf(-1.0, 1.0, 1.0)
	,       blr(-1.0, -1.0, -1.0)    // rear rectangle
	,       brr(1.0, -1.0, -1.0)
	,       trr(1.0, 1.0, -1.0)
	,       tlr(-1.0, 1.0, -1.0);

  position_type
    negZ(0.0, 0.0, -1.0)
    , posZ(0.0, 0.0, 1.0)
    , negY(0.0, -1.0, 0.0)
    , posY(0.0, 1.0, 0.0)
    , negX(-1.0, 0.0, 0.0)
    , posX(1.0, 0.0, 0.0);

	// if changing the order, make sure to change accessors so they grab the correct object
  this->add_child(new Rectangle(POSITION_INHERIT, { blf, blr, brr, brf }, { negY, negY, negY, negY }, texture));    // bottom negY
  this->add_child(new Rectangle(POSITION_INHERIT, { trr, brr, blr, tlr }, { negZ, negZ, negZ, negZ }, texture));    // rear   negZ
  this->add_child(new Rectangle(POSITION_INHERIT, { trf, brf, brr, trr }, { posX, posX, posX, posX }, texture));    // right  posX
  this->add_child(new Rectangle(POSITION_INHERIT, { tlr, blr, blf, tlf }, { negX, negX, negX, negX }, texture));    // left   negX
  this->add_child(new Rectangle(POSITION_INHERIT, { tlf, blf, brf, trf }, { posZ, posZ, posZ, posZ }, texture));    // front  posZ
  this->add_child(new Rectangle(POSITION_INHERIT, { tlr, tlf, trf, trr }, { posY, posY, posY, posY }, texture));    // top    posY

}    // Cube
/**
 * Main function.
 */
int main(int argc, char *argv[]){
	//runs application
	QApplication a(argc, argv);

    Settings& sts = Settings::get();

    QTranslator trr(&a);
    trr.load(sts.language(), "./Translation");
    a.installTranslator(&trr);

	Application::MainWindow w;
	w.show();
	w.showMaximized();
	return a.exec();
}
Cube::Cube( const position_type &where, Texture::pointer_type texture )
	: Object( where, texture )
{
	glm::vec3
		blf( -1.0, -1.0, 1.0 )    // front rectangle
		, brf( 1.0, -1.0, 1.0 )
		, trf( 1.0, 1.0, 1.0 )
		, tlf( -1.0, 1.0, 1.0 )
		, blr( -1.0, -1.0, -1.0 )    // rear rectangle
		, brr( 1.0, -1.0, -1.0 )
		, trr( 1.0, 1.0, -1.0 )
		, tlr( -1.0, 1.0, -1.0 )
		;

	glm::vec3
		negZ( 0.0, 0.0, -1.0 )
		, posZ( 0.0, 0.0, 1.0 )
		, negY( 0.0, -1.0, 0.0 )
		, posY( 0.0, 1.0, 0.0 )
		, negX( -1.0, 0.0, 0.0 )
		, posX( 1.0, 0.0, 0.0 )
		;

	// gl_triangle strip
	// for ccw winding:  top left, bottom left, top right, bottom right

	auto add_components = [ &]( const std::vector<Component::pointer_type>& vec )
	{
		for ( auto& v : vec )
			this->components.emplace_back( v );
	};

	add_components( Triangle::from_quad( std::vector<glm::vec3>( { blf, blr, brf, brr } ), negY, texture ) );	// bottom
	add_components( Triangle::from_quad( std::vector<glm::vec3>( { trr, brr, tlr, blr } ), negZ, texture ) );	// rear
	add_components( Triangle::from_quad( std::vector<glm::vec3>( { trf, brf, trr, brr } ), posX, texture ) );    // right  posX
	add_components( Triangle::from_quad( std::vector<glm::vec3>( { tlr, blr, tlf, blf } ), negX, texture ) );    // left   negX
	add_components( Triangle::from_quad( std::vector<glm::vec3>( { tlf, blf, trf, brf } ), posZ, texture ) );    // front  posZ
	add_components( Triangle::from_quad( std::vector<glm::vec3>( { tlr, tlf, trr, trf } ), posY, texture ) );    // top    posY
}