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- /*
- * PolyVertex.cpp
- * Poly
- *
- * Created by Ivan Safrin on 3/14/08.
- * Copyright 2008 __MyCompanyName__. All rights reserved.
- *
- */
- #include "PolyVertex.h"
- using namespace Polycode;
- Vertex::Vertex() : Vector3(0,0,0) {
- texCoord = Vector2(0,0);
- normal = Vector3(0,0,0);
- useVertexColor = false;
- }
- Vertex::Vertex(Number pos_x, Number pos_y, Number pos_z, Number nor_x, Number nor_y, Number nor_z) : Vector3(pos_x, pos_y, pos_z) {
- normal = Vector3(nor_x, nor_y, nor_z);
- texCoord = Vector2(0,0);
- useVertexColor = false;
- restPosition.set(pos_x, pos_y, pos_z);
- }
- Vertex::Vertex(Number pos_x, Number pos_y, Number pos_z, Number nor_x, Number nor_y, Number nor_z, Number u, Number v): Vector3(pos_x, pos_y, pos_z) {
- normal = Vector3(nor_x, nor_y, nor_z);
- texCoord = Vector2(u,v);
- useVertexColor = false;
- restPosition.set(pos_x, pos_y, pos_z);
- }
- Vertex::Vertex(Number x, Number y, Number z) : Vector3(x,y,z) {
- useVertexColor = false;
- restPosition.set(x, y, z);
- }
- Vertex::Vertex(Number x, Number y, Number z, Number u, Number v) : Vector3(x,y,z) {
- texCoord = Vector2(u,v);
- useVertexColor = false;
- restPosition.set(x, y, z);
- }
- void Vertex::addBoneAssignment(unsigned int boneID, Number boneWeight) {
- BoneAssignment *newBas = new BoneAssignment();
- newBas->boneID = boneID;
- if(boneWeight > 1)
- boneWeight = 1;
- if(boneWeight < 0)
- boneWeight = 0;
-
- newBas->weight = boneWeight;
- boneAssignments.push_back(newBas);
- }
- void Vertex::setNormal(Number x, Number y, Number z) {
- normal.x = x;
- normal.y = y;
- normal.z = z;
- }
- void Vertex::normalizeWeights() {
- Number allWeights = 0;
- // if(boneAssignments.size() == 1)
- // if(boneAssignments[0]->weight < 1)
- // return;
-
- for(int i =0 ;i < boneAssignments.size(); i++) {
- allWeights += boneAssignments[i]->weight;
- }
-
- for(int i =0 ;i < boneAssignments.size(); i++) {
- boneAssignments[i]->weight *= 1.0f/allWeights;
- }
- }
- int Vertex::getNumBoneAssignments() {
- return boneAssignments.size();
- }
- BoneAssignment *Vertex::getBoneAssignment(unsigned int index) {
- return boneAssignments[index];
- }
- Vertex::~Vertex() {
- // delete normal;
- // delete texCoord;
- }
- Vector2 Vertex::getTexCoord() {
- return texCoord;
- }
- void Vertex::setTexCoord(Number u, Number v) {
- texCoord.x = u;
- texCoord.y = v;
- }
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