/* * PolyPolygon.cpp * TAU * * Created by Ivan Safrin on 3/14/08. * Copyright 2008 __MyCompanyName__. All rights reserved. * */ #include "PolyPolygon.h" namespace Polycode { Polygon::Polygon() : useVertexNormals(false), vertexCount(0), useFaceUV(false) { normal = new Vector3(); hasSecUVs = false; useVertexNormals = true; } Polygon::~Polygon() { for(int i=0; i < texCoords.size(); i++) { delete texCoords[i]; } texCoords.clear(); for(int i=0; i < texCoords2.size(); i++) { delete texCoords2[i]; } texCoords2.clear(); } void Polygon::flipUVY() { for(int i=0; i < vertices.size(); i++) { Vector2 *coord = vertices[i]->getTexCoord(); vertices[i]->setTexCoord(coord->x, 1-coord->y); } } void Polygon::setUseFaceUV(bool val) { useFaceUV = val; } bool Polygon::usesFaceUV() { return useFaceUV; } Vector2 *Polygon::getTexCoord(int index) { return texCoords[index]; } Vector2 *Polygon::getTexCoord2(int index) { return texCoords2[index]; } unsigned int Polygon::getVertexCount() { return vertices.size(); } Vertex *Polygon::getVertex(unsigned int index) { return vertices[index]; } Vector3 Polygon::getFaceNormal() { /* Vector3 fNormal; fNormal.x = (vertices[2]->z-vertices[1]->z)*(vertices[2]->y-vertices[1]->y)-(vertices[0]->y-vertices[1]->y)*(vertices[2]->z-vertices[1]->z); fNormal.y = (vertices[0]->x-vertices[1]->x)*(vertices[2]->z-vertices[1]->z)-(vertices[0]->z-vertices[1]->z)*(vertices[2]->x-vertices[1]->x); fNormal.z = (vertices[0]->y-vertices[1]->y)*(vertices[2]->x-vertices[1]->x)-(vertices[0]->x-vertices[1]->x)*(vertices[2]->y-vertices[1]->y); fNormal.Normalize(); return fNormal; */ return *normal; } Rectangle Polygon::getBounds2D() { Rectangle retBox; retBox.x = 1000000000; retBox.y = 1000000000; for(int i=0; i < vertices.size(); i++) { retBox.x = min(retBox.x,vertices[i]->x); retBox.y = min(retBox.y,vertices[i]->y); } for(int i=0; i < vertices.size(); i++) { retBox.w = max(retBox.w, vertices[i]->x - retBox.x); retBox.h = max(retBox.h, vertices[i]->y - retBox.y); } return retBox; } void Polygon::setNormal(Vector3 normal) { *this->normal = normal; } void Polygon::calculateNormal() { if(vertices.size() < 3) return; // normal->x = (vertices[2]->z-vertices[1]->z)*(vertices[2]->y-vertices[1]->y)-(vertices[0]->y-vertices[1]->y)*(vertices[2]->z-vertices[1]->z); // normal->y = (vertices[0]->x-vertices[1]->x)*(vertices[2]->z-vertices[1]->z)-(vertices[0]->z-vertices[1]->z)*(vertices[2]->x-vertices[1]->x); // normal->z = (vertices[0]->y-vertices[1]->y)*(vertices[2]->x-vertices[1]->x)-(vertices[0]->x-vertices[1]->x)*(vertices[2]->y-vertices[1]->y); *normal = (*vertices[0] - *vertices[1]).crossProduct((*vertices[1] - *vertices[2])); normal->Normalize(); for(int i=0; i < vertices.size(); i++) { vertices[i]->normal->x = normal->x; vertices[i]->normal->y = normal->y; vertices[i]->normal->z = normal->z; } } Vertex *Polygon::addVertex(float x, float y, float z) { Vertex *vertex = new Vertex(x,y,z); vertices.push_back(vertex); return vertex; } void Polygon::addTexCoord2(float u, float v) { Vector2 *newCoord = new Vector2(u,v); texCoords2.push_back(newCoord); hasSecUVs =true; } void Polygon::addTexCoord(float u, float v) { Vector2 *newCoord = new Vector2(u,v); texCoords.push_back(newCoord); } void Polygon::addVertex(Vertex *vertex) { vertices.push_back(vertex); } Vertex *Polygon::addVertex(float x, float y, float z, float u, float v) { Vertex *vertex = new Vertex(x,y,z,u,v); vertices.push_back(vertex); return vertex; } }