PolyPolygon.cpp 3.6 KB

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  1. /*
  2. * PolyPolygon.cpp
  3. * TAU
  4. *
  5. * Created by Ivan Safrin on 3/14/08.
  6. * Copyright 2008 __MyCompanyName__. All rights reserved.
  7. *
  8. */
  9. #include "PolyPolygon.h"
  10. namespace Polycode {
  11. Polygon::Polygon() : useVertexNormals(false), vertexCount(0), useFaceUV(false) {
  12. normal = new Vector3();
  13. hasSecUVs = false;
  14. useVertexNormals = true;
  15. }
  16. Polygon::~Polygon() {
  17. for(int i=0; i < texCoords.size(); i++) {
  18. delete texCoords[i];
  19. }
  20. texCoords.clear();
  21. for(int i=0; i < texCoords2.size(); i++) {
  22. delete texCoords2[i];
  23. }
  24. texCoords2.clear();
  25. for(int i=0; i < vertices.size(); i++) {
  26. delete vertices[i];
  27. }
  28. vertices.clear();
  29. }
  30. void Polygon::flipUVY() {
  31. for(int i=0; i < vertices.size(); i++) {
  32. Vector2 *coord = vertices[i]->getTexCoord();
  33. vertices[i]->setTexCoord(coord->x, 1-coord->y);
  34. }
  35. }
  36. void Polygon::setUseFaceUV(bool val) {
  37. useFaceUV = val;
  38. }
  39. bool Polygon::usesFaceUV() {
  40. return useFaceUV;
  41. }
  42. Vector2 *Polygon::getTexCoord(int index) {
  43. return texCoords[index];
  44. }
  45. Vector2 *Polygon::getTexCoord2(int index) {
  46. return texCoords2[index];
  47. }
  48. unsigned int Polygon::getVertexCount() {
  49. return vertices.size();
  50. }
  51. Vertex *Polygon::getVertex(unsigned int index) {
  52. return vertices[index];
  53. }
  54. Vector3 Polygon::getFaceNormal() {
  55. /*
  56. Vector3 fNormal;
  57. 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);
  58. 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);
  59. 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);
  60. fNormal.Normalize();
  61. return fNormal;
  62. */
  63. return *normal;
  64. }
  65. Rectangle Polygon::getBounds2D() {
  66. Rectangle retBox;
  67. retBox.x = 1000000000;
  68. retBox.y = 1000000000;
  69. for(int i=0; i < vertices.size(); i++) {
  70. retBox.x = min(retBox.x,vertices[i]->x);
  71. retBox.y = min(retBox.y,vertices[i]->y);
  72. }
  73. for(int i=0; i < vertices.size(); i++) {
  74. retBox.w = max(retBox.w, vertices[i]->x - retBox.x);
  75. retBox.h = max(retBox.h, vertices[i]->y - retBox.y);
  76. }
  77. return retBox;
  78. }
  79. void Polygon::setNormal(Vector3 normal) {
  80. *this->normal = normal;
  81. }
  82. void Polygon::calculateNormal() {
  83. if(vertices.size() < 3)
  84. return;
  85. // 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);
  86. // 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);
  87. // 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);
  88. *normal = (*vertices[0] - *vertices[1]).crossProduct((*vertices[1] - *vertices[2]));
  89. normal->Normalize();
  90. for(int i=0; i < vertices.size(); i++) {
  91. vertices[i]->normal->x = normal->x;
  92. vertices[i]->normal->y = normal->y;
  93. vertices[i]->normal->z = normal->z;
  94. }
  95. }
  96. Vertex *Polygon::addVertex(float x, float y, float z) {
  97. Vertex *vertex = new Vertex(x,y,z);
  98. vertices.push_back(vertex);
  99. return vertex;
  100. }
  101. void Polygon::addTexCoord2(float u, float v) {
  102. Vector2 *newCoord = new Vector2(u,v);
  103. texCoords2.push_back(newCoord);
  104. hasSecUVs =true;
  105. }
  106. void Polygon::addTexCoord(float u, float v) {
  107. Vector2 *newCoord = new Vector2(u,v);
  108. texCoords.push_back(newCoord);
  109. }
  110. void Polygon::addVertex(Vertex *vertex) {
  111. vertices.push_back(vertex);
  112. }
  113. Vertex *Polygon::addVertex(float x, float y, float z, float u, float v) {
  114. Vertex *vertex = new Vertex(x,y,z,u,v);
  115. vertices.push_back(vertex);
  116. return vertex;
  117. }
  118. }