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-rw-r--r--BSPTree.cpp20
-rw-r--r--BSPTree.h21
-rw-r--r--Color.h19
-rw-r--r--Cubehole.cpp230
-rw-r--r--Cubehole.h3
-rw-r--r--Cuboid.cpp86
-rw-r--r--Cuboid.h4
-rw-r--r--DisplayClass.cpp4
-rw-r--r--Matrix.h45
-rw-r--r--Trapezocube.cpp89
-rw-r--r--Trapezocube.h5
-rw-r--r--Triangle.h42
-rw-r--r--Vector.h61
-rw-r--r--Vertex.h25
-rw-r--r--main.cpp2
15 files changed, 244 insertions, 412 deletions
diff --git a/BSPTree.cpp b/BSPTree.cpp
index cb182a9..1dbb6a9 100644
--- a/BSPTree.cpp
+++ b/BSPTree.cpp
@@ -5,13 +5,13 @@ BSPTree::BSPTree(const std::list<Triangle> &triangles) : frontTree(0), backTree(
if(triangles.empty())
return;
- Vertex center = findCenter(triangles);
- std::cout << "Center at (" << center.getX() << ", " << center.getY() << ", " << center.getZ() << ")" << std::endl;
+ vmml::vec3f center = findCenter(triangles);
+ std::cout << "Center at " << center << std::endl;
const Triangle *planeT = findNearestTriangle(triangles, center);
plane = Plane(*planeT);
- std::cout << "The plane normal is (" << plane.getNormal().getX() << ", " << plane.getNormal().getY() << ", " << plane.getNormal().getZ() << ")" << std::endl;
+ std::cout << "The plane normal is " << plane.getNormal() << std::endl;
std::list<Triangle> front, back;
@@ -43,8 +43,8 @@ BSPTree::BSPTree(const std::list<Triangle> &triangles) : frontTree(0), backTree(
}
-Vertex BSPTree::findCenter(const std::list<Triangle> &triangles) {
- Vertex v;
+vmml::vec3f BSPTree::findCenter(const std::list<Triangle> &triangles) {
+ vmml::vec3f v;
for(std::list<Triangle>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
v += t->getCenter();
@@ -53,17 +53,17 @@ Vertex BSPTree::findCenter(const std::list<Triangle> &triangles) {
return v/triangles.size();
}
-const Triangle* BSPTree::findNearestTriangle(const std::list<Triangle> &triangles, const Vertex &v) {
+const Triangle* BSPTree::findNearestTriangle(const std::list<Triangle> &triangles, const vmml::vec3f &v) {
if(triangles.empty())
return 0;
std::list<Triangle>::const_iterator t = triangles.begin();
const Triangle *current = &*t;
- float distanceSq = current->getCenter().distanceSq(v);
+ float distanceSq = current->getCenter().squared_distance(v);
for(++t; t != triangles.end(); ++t) {
- float d = t->getCenter().distanceSq(v);
+ float d = t->getCenter().squared_distance(v);
if(d < distanceSq) {
current = &*t;
@@ -71,8 +71,8 @@ const Triangle* BSPTree::findNearestTriangle(const std::list<Triangle> &triangle
}
}
- Vertex tCenter = current->getCenter();
- std::cout << "Nearest triangle center at (" << tCenter.getX() << ", " << tCenter.getY() << ", " << tCenter.getZ() << ")" << std::endl;
+ vmml::vec3f tCenter = current->getCenter();
+ std::cout << "Nearest triangle center at " << tCenter << std::endl;
std::cout << "DistanceSq is " << distanceSq << std::endl;
return current;
diff --git a/BSPTree.h b/BSPTree.h
index 78ec81f..4965318 100644
--- a/BSPTree.h
+++ b/BSPTree.h
@@ -4,24 +4,25 @@
#include "Triangle.h"
#include <list>
#include <cmath>
+#include <vmmlib/vector.hpp>
class BSPTree {
private:
class Plane {
public:
Plane() : d(0) {}
- Plane(const Vector &n, float d0) : normal(n), d(d0) {}
+ Plane(const vmml::vec3f &n, float d0) : normal(n), d(d0) {}
Plane(const Triangle &t) : normal(t.getNormal()), d(t.getVertex(0).dot(normal)) {}
- bool contains(const Vertex &v) {
+ bool contains(const vmml::vec3f &v) {
return (fabsf(normal.dot(v) - d) < 1E-6);
}
- bool isBehind(const Vertex &v) {
+ bool isBehind(const vmml::vec3f &v) {
return (normal.dot(v) - d) < 0;
}
- bool isInFront(const Vertex &v) {
+ bool isInFront(const vmml::vec3f &v) {
return (normal.dot(v) - d) > 0;
}
@@ -54,12 +55,12 @@ class BSPTree {
}
- const Vector& getNormal() {
+ const vmml::vec3f& getNormal() {
return normal;
}
private:
- Vector normal;
+ vmml::vec3f normal;
float d;
};
@@ -74,7 +75,7 @@ class BSPTree {
}
template<typename T>
- void visit(const T& visitor, const Vector &v) {
+ void visit(const T& visitor, const vmml::vec3f &v) {
if(plane.getNormal().dot(v) > 0) {
if(frontTree)
frontTree->visit(visitor, v);
@@ -100,7 +101,7 @@ class BSPTree {
}
template<typename T>
- void visit(T& visitor, const Vector &v) {
+ void visit(T& visitor, const vmml::vec3f &v) {
if(plane.getNormal().dot(v) > 0) {
if(frontTree)
frontTree->visit(visitor, v);
@@ -130,8 +131,8 @@ class BSPTree {
std::list<Triangle> triangles;
BSPTree *frontTree, *backTree;
- static Vertex findCenter(const std::list<Triangle> &triangles);
- static const Triangle* findNearestTriangle(const std::list<Triangle> &triangles, const Vertex &v);
+ static vmml::vec3f findCenter(const std::list<Triangle> &triangles);
+ static const Triangle* findNearestTriangle(const std::list<Triangle> &triangles, const vmml::vec3f &v);
};
#endif /* _BSPTREE_H_ */
diff --git a/Color.h b/Color.h
deleted file mode 100644
index ad242c7..0000000
--- a/Color.h
+++ /dev/null
@@ -1,19 +0,0 @@
-#ifndef _COLOR_H_
-#define _COLOR_H_
-
-class Color
-{
- public:
- Color(float r0 = 0, float g0 = 0, float b0 = 0, float a0 = 1.0) : r(r0), g(g0), b(b0), a(a0) {}
-
- float getR() const {return r;}
- float getG() const {return g;}
- float getB() const {return b;}
- float getA() const {return a;}
-
- private:
- float r, g, b, a;
-};
-
-#endif /*_COLOR_H_*/
-
diff --git a/Cubehole.cpp b/Cubehole.cpp
index e755e45..428cc7a 100644
--- a/Cubehole.cpp
+++ b/Cubehole.cpp
@@ -1,162 +1,162 @@
#include "Cubehole.h"
#include "gl.h"
-std::list<Triangle> Cubehole::getTriangles(const Matrix &modelview)
+std::list<Triangle> Cubehole::getTriangles(/*const Matrix &modelview*/)
{
std::list<Triangle> triangles;
// width, height, depth
// Front face
- Color c(0.0, 0.0, 1.0, 0.5);
+ vmml::vec4f c(0.0, 0.0, 1.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x-width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+depth/2), c));
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2), c));
// Back face
- c = Color(1.0, 1.0, 0.0, 0.5);
+ c = vmml::vec4f(1.0, 1.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z-depth/2),
- Vertex(x-width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2),
- Vertex(x+width/2, y-height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z-depth/2), c));
// Left face
- c = Color(0.0, 1.0, 0.0, 0.5);
+ c = vmml::vec4f(0.0, 1.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z+depth/2),
- Vertex(x-width/2, y-height/2, z+depth/2),
- Vertex(x-width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z-depth/2),
- Vertex(x-width/2, y+height/2, z-depth/2),
- Vertex(x-width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+depth/2), c));
// Right face
- triangles.push_back(Triangle(Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x+width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2), c));
// Top face
- c = Color(1.0, 0.0, 0.0, 0.5);
-
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x-width/2, y+height/2, z+innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z+innerdepth/2),
- Vertex(x-width/2, y+height/2, z+innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2),
- Vertex(x-width/2, y+height/2, z-innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x+width/2, y+height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-innerdepth/2),
- Vertex(x-width/2, y+height/2, z-innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x- width/2, y+height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y+height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y+height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x- width/2, y+height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y+height/2, z-innerdepth/2),
- Vertex(x- width/2, y+height/2, z-innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x+ width/2, y+height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x+ width/2, y+height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z-innerdepth/2),
- Vertex(x+ width/2, y+height/2, z-innerdepth/2), c));
+ c = vmml::vec4f(1.0, 0.0, 0.0, 0.5);
+
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z+innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x-width/2, y+height/2, z+innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-innerdepth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x- width/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y+height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x- width/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y+height/2, z-innerdepth/2),
+ vmml::vec3f(x- width/2, y+height/2, z-innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x+ width/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+ width/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z-innerdepth/2),
+ vmml::vec3f(x+ width/2, y+height/2, z-innerdepth/2), c));
// Bottom face
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2),
- Vertex(x-width/2, y-height/2, z+innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x+width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z+innerdepth/2),
- Vertex(x-width/2, y-height/2, z+innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y-height/2, z-depth/2),
- Vertex(x-width/2, y-height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x+width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y-height/2, z-innerdepth/2),
- Vertex(x-width/2, y-height/2, z-innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x- width/2, y-height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y-height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y-height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x- width/2, y-height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y-height/2, z-innerdepth/2),
- Vertex(x- width/2, y-height/2, z-innerdepth/2), c));
-
- triangles.push_back(Triangle(Vertex(x+ width/2, y-height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y-height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y-height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x+ width/2, y-height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y-height/2, z-innerdepth/2),
- Vertex(x+ width/2, y-height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z-innerdepth/2),
+ vmml::vec3f(x-width/2, y-height/2, z-innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x- width/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y-height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x- width/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y-height/2, z-innerdepth/2),
+ vmml::vec3f(x- width/2, y-height/2, z-innerdepth/2), c));
+
+ triangles.push_back(Triangle(vmml::vec3f(x+ width/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y-height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+ width/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y-height/2, z-innerdepth/2),
+ vmml::vec3f(x+ width/2, y-height/2, z-innerdepth/2), c));
// FrontInner face
- c = Color(1.0, 1.0, 1.0, 0.5);
+ c = vmml::vec4f(1.0, 1.0, 1.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-innerwidth/2, y+height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y-height/2, z+innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-innerwidth/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y-height/2, z+innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x-innerwidth/2, y-height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y-height/2, z+innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-innerwidth/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y-height/2, z+innerdepth/2), c));
// BackInner face
- c = Color(1.0, 0.5, 0.0, 0.5);
+ c = vmml::vec4f(1.0, 0.5, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-innerwidth/2, y+height/2, z-innerdepth/2),
- Vertex(x-innerwidth/2, y-height/2, z-innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-innerwidth/2, y+height/2, z-innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y-height/2, z-innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x-innerwidth/2, y-height/2, z-innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z-innerdepth/2),
- Vertex(x+innerwidth/2, y-height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-innerwidth/2, y-height/2, z-innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z-innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y-height/2, z-innerdepth/2), c));
// LeftInner face
- c = Color(0.0, 1.0, 0.0, 0.5);
+ c = vmml::vec4f(0.0, 1.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-innerwidth/2, y+height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y-height/2, z+innerdepth/2),
- Vertex(x-innerwidth/2, y+height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-innerwidth/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y+height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x-innerwidth/2, y-height/2, z-innerdepth/2),
- Vertex(x-innerwidth/2, y+height/2, z-innerdepth/2),
- Vertex(x-innerwidth/2, y-height/2, z+innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-innerwidth/2, y-height/2, z-innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y+height/2, z-innerdepth/2),
+ vmml::vec3f(x-innerwidth/2, y-height/2, z+innerdepth/2), c));
// RightInner face
- triangles.push_back(Triangle(Vertex(x+innerwidth/2, y+height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y-height/2, z+innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z-innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+innerwidth/2, y+height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y-height/2, z+innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z-innerdepth/2), c));
- triangles.push_back(Triangle(Vertex(x+innerwidth/2, y-height/2, z-innerdepth/2),
- Vertex(x+innerwidth/2, y+height/2, z-innerdepth/2),
- Vertex(x+innerwidth/2, y-height/2, z+innerdepth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+innerwidth/2, y-height/2, z-innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y+height/2, z-innerdepth/2),
+ vmml::vec3f(x+innerwidth/2, y-height/2, z+innerdepth/2), c));
- for(std::list<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
+ /*for(std::list<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
t->transform(modelview);
- }
+ }*/
return triangles;
}
diff --git a/Cubehole.h b/Cubehole.h
index 3f8f689..9da2026 100644
--- a/Cubehole.h
+++ b/Cubehole.h
@@ -2,7 +2,6 @@
#define _CUBEHOLE_H_
#include "Triangle.h"
-#include "Matrix.h"
#include <list>
@@ -43,7 +42,7 @@ class Cubehole
}
void setSize(float w, float h, float d);
void setPos(float x, float y, float z);
- std::list<Triangle> getTriangles(const Matrix &modelview);
+ std::list<Triangle> getTriangles(/*const Matrix &modelview*/);
private:
float x, y, z, width, height, depth, innerwidth, innerdepth;
diff --git a/Cuboid.cpp b/Cuboid.cpp
index b53dada..ed0de5d 100644
--- a/Cuboid.cpp
+++ b/Cuboid.cpp
@@ -60,77 +60,77 @@ void Cuboid::setPos(float x, float y, float z)
this->z = z;
}
-std::list<Triangle> Cuboid::getTriangles(const Matrix &modelview)
+std::list<Triangle> Cuboid::getTriangles(/*const Matrix &modelview*/)
{
std::list<Triangle> triangles;
// width, height, depth
// Front face
- Color c(0.0, 0.0, 1.0, 0.5);
+ vmml::vec4f c(0.0, 0.0, 1.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x-width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+depth/2), c));
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2), c));
// Back face
- c = Color(1.0, 1.0, 0.0, 0.5);
+ c = vmml::vec4f(1.0, 1.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z-depth/2),
- Vertex(x-width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2),
- Vertex(x+width/2, y-height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z-depth/2), c));
// Left face
- c = Color(0.0, 1.0, 0.0, 0.5);
+ c = vmml::vec4f(0.0, 1.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z+depth/2),
- Vertex(x-width/2, y-height/2, z+depth/2),
- Vertex(x-width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z-depth/2),
- Vertex(x-width/2, y+height/2, z-depth/2),
- Vertex(x-width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z+depth/2), c));
// Right face
- triangles.push_back(Triangle(Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x+width/2, y-height/2, z-depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2), c));
// Top face
- c = Color(1.0, 0.0, 0.0, 0.5);
+ c = vmml::vec4f(1.0, 0.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x-width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x+width/2, y+height/2, z+depth/2),
- Vertex(x+width/2, y+height/2, z-depth/2),
- Vertex(x-width/2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y+height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y+height/2, z-depth/2), c));
// Bottom face
- triangles.push_back(Triangle(Vertex(x-width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z+depth/2),
- Vertex(x-width/2, y-height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x+width/2, y-height/2, z+depth/2),
- Vertex(x+width/2, y-height/2, z-depth/2),
- Vertex(x-width/2, y-height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+width/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+width/2, y-height/2, z-depth/2),
+ vmml::vec3f(x-width/2, y-height/2, z-depth/2), c));
- for(std::list<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
+ /*for(std::list<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
t->transform(modelview);
- }
+ }*/
return triangles;
}
diff --git a/Cuboid.h b/Cuboid.h
index ae9f2a1..7c4b4c5 100644
--- a/Cuboid.h
+++ b/Cuboid.h
@@ -2,9 +2,7 @@
#define _CUBOID_H_
#include "Triangle.h"
-#include "Matrix.h"
-#include <iostream>
#include <list>
class Cuboid
@@ -21,7 +19,7 @@ class Cuboid
float getPosZ();
void setSize(float w, float h, float d);
void setPos(float x, float y, float z);
- std::list<Triangle> getTriangles(const Matrix &modelview);
+ std::list<Triangle> getTriangles(/*const Matrix &modelview*/);
private:
float width, height, depth;
diff --git a/DisplayClass.cpp b/DisplayClass.cpp
index f320f3c..b82b18e 100644
--- a/DisplayClass.cpp
+++ b/DisplayClass.cpp
@@ -1,7 +1,5 @@
#include "DisplayClass.h"
-#include "Matrix.h"
#include "gl.h"
-//#include <algorithm>
#include "Trapezocube.h"
#include "BSPTree.h"
@@ -89,7 +87,7 @@ void DisplayClass::renderScene(unsigned long delta)
/*for(std::list<Triangle>::reverse_iterator t = triangles.rbegin(); t != triangles.rend(); ++t) {
t->render();
}*/
- tree.visit(RenderVisitor(), Vector(0, 0, -1));
+ tree.visit(RenderVisitor(), vmml::vec3f(0, 0, -1));
glEnd();
glFlush();
diff --git a/Matrix.h b/Matrix.h
deleted file mode 100644
index f8c178f..0000000
--- a/Matrix.h
+++ /dev/null
@@ -1,45 +0,0 @@
-#ifndef _MATRIX_H_
-#define _MATRIX_H_
-
-#include "gl.h"
-#include "Vector.h"
-#include "Vertex.h"
-
-class Matrix
-{
- public:
- Matrix(GLenum pname = GL_MODELVIEW_MATRIX) {
- store(pname);
- }
-
- Matrix(float in[16]) {
- for(int i = 0; i < 16; ++i)
- f[i] = in[i];
- }
-
- Vertex operator*(const Vertex &v) const {
- Vector r(v.getX()*m[0][0] + v.getY()*m[1][0] + v.getZ()*m[2][0] + m[3][0],
- v.getX()*m[0][1] + v.getY()*m[1][1] + v.getZ()*m[2][1] + m[3][1],
- v.getX()*m[0][2] + v.getY()*m[1][2] + v.getZ()*m[2][2] + m[3][2]);
- float w = v.getX()*m[0][3] + v.getY()*m[1][3] + v.getZ()*m[2][3] + m[3][3];
-
- return r/w;
- }
-
- void load() {
- glLoadMatrixf(f);
- }
-
- void store(GLenum pname = GL_MODELVIEW_MATRIX) {
- glGetFloatv(pname, f);
- }
-
- private:
- union {
- float f[16];
- float m[4][4];
- };
-};
-
-#endif /*_MATRIX_H_*/
-
diff --git a/Trapezocube.cpp b/Trapezocube.cpp
index 24bcfc3..271db7d 100644
--- a/Trapezocube.cpp
+++ b/Trapezocube.cpp
@@ -1,78 +1,77 @@
#include "Trapezocube.h"
+
std::list<Triangle> Trapezocube::getTriangles(/*const Matrix &modelview*/)
{
std::list<Triangle> triangles;
// width, height, depth
- glPushMatrix();
- glLoadIdentity();
- glRotatef(rotate, 0.0, 1.0, 0.0);
- Matrix rotation;
- glPopMatrix();
+ vmml::mat4f rotation(vmml::mat4f::IDENTITY);
+ rotation.rotate_y(rotate);
+
// Front face
- Color c(0.0, 0.0, 1.0, 0.5);
+ vmml::vec4f c(0.0, 0.0, 1.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-widthfront/2, y+height/2, z+depth/2),
- Vertex(x-widthfront/2, y-height/2, z+depth/2),
- Vertex(x+widthfront/2, y+height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthfront/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-widthfront/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+widthfront/2, y+height/2, z+depth/2), c));
- triangles.push_back(Triangle(Vertex(x-widthfront/2, y-height/2, z+depth/2),
- Vertex(x+widthfront/2, y-height/2, z+depth/2),
- Vertex(x+widthfront/2, y+height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthfront/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+widthfront/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+widthfront/2, y+height/2, z+depth/2), c));
// Back face
- c = Color(1.0, 1.0, 0.0, 0.5);
+ c = vmml::vec4f(1.0, 1.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-widthback/2, y+height/2, z-depth/2),
- Vertex(x+widthback/2, y+height/2, z-depth/2),
- Vertex(x-widthback/2, y-height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthback/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+widthback/2, y+height/2, z-depth/2),
+ vmml::vec3f(x-widthback/2, y-height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x-widthback/2, y-height/2, z-depth/2),
- Vertex(x+widthback/2, y+height/2, z-depth/2),
- Vertex(x+widthback/2, y-height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthback/2, y-height/2, z-depth/2),
+ vmml::vec3f(x+widthback/2, y+height/2, z-depth/2),
+ vmml::vec3f(x+widthback/2, y-height/2, z-depth/2), c));
// Left face
- c = Color(0.0, 1.0, 0.0, 0.5);
+ c = vmml::vec4f(0.0, 1.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-widthfront/2, y+height/2, z+depth/2),
- Vertex(x-widthback /2, y+height/2, z-depth/2),
- Vertex(x-widthfront/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthfront/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-widthback /2, y+height/2, z-depth/2),
+ vmml::vec3f(x-widthfront/2, y-height/2, z+depth/2), c));
- triangles.push_back(Triangle(Vertex(x-widthback /2, y-height/2, z-depth/2),
- Vertex(x-widthfront/2, y-height/2, z+depth/2),
- Vertex(x-widthback /2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthback /2, y-height/2, z-depth/2),
+ vmml::vec3f(x-widthfront/2, y-height/2, z+depth/2),
+ vmml::vec3f(x-widthback /2, y+height/2, z-depth/2), c));
// Right face
- triangles.push_back(Triangle(Vertex(x+widthfront/2, y+height/2, z+depth/2),
- Vertex(x+widthfront/2, y-height/2, z+depth/2),
- Vertex(x+widthback /2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+widthfront/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+widthfront/2, y-height/2, z+depth/2),
+ vmml::vec3f(x+widthback /2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x+widthback /2, y-height/2, z-depth/2),
- Vertex(x+widthback /2, y+height/2, z-depth/2),
- Vertex(x+widthfront/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+widthback /2, y-height/2, z-depth/2),
+ vmml::vec3f(x+widthback /2, y+height/2, z-depth/2),
+ vmml::vec3f(x+widthfront/2, y-height/2, z+depth/2), c));
// Top face
- c = Color(1.0, 0.0, 0.0, 0.5);
+ c = vmml::vec4f(1.0, 0.0, 0.0, 0.5);
- triangles.push_back(Triangle(Vertex(x-widthfront/2, y+height/2, z+depth/2),
- Vertex(x+widthfront/2, y+height/2, z+depth/2),
- Vertex(x-widthback /2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthfront/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+widthfront/2, y+height/2, z+depth/2),
+ vmml::vec3f(x-widthback /2, y+height/2, z-depth/2), c));
- triangles.push_back(Triangle(Vertex(x+widthfront/2, y+height/2, z+depth/2),
- Vertex(x+widthback /2, y+height/2, z-depth/2),
- Vertex(x-widthback /2, y+height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+widthfront/2, y+height/2, z+depth/2),
+ vmml::vec3f(x+widthback /2, y+height/2, z-depth/2),
+ vmml::vec3f(x-widthback /2, y+height/2, z-depth/2), c));
// Bottom face
- triangles.push_back(Triangle(Vertex(x-widthfront/2, y-height/2, z+depth/2),
- Vertex(x-widthback /2, y-height/2, z-depth/2),
- Vertex(x+widthfront/2, y-height/2, z+depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x-widthfront/2, y-height/2, z+depth/2),
+ vmml::vec3f(x-widthback /2, y-height/2, z-depth/2),
+ vmml::vec3f(x+widthfront/2, y-height/2, z+depth/2), c));
- triangles.push_back(Triangle(Vertex(x+widthfront/2, y-height/2, z+depth/2),
- Vertex(x-widthback /2, y-height/2, z-depth/2),
- Vertex(x+widthback /2, y-height/2, z-depth/2), c));
+ triangles.push_back(Triangle(vmml::vec3f(x+widthfront/2, y-height/2, z+depth/2),
+ vmml::vec3f(x-widthback /2, y-height/2, z-depth/2),
+ vmml::vec3f(x+widthback /2, y-height/2, z-depth/2), c));
for(std::list<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
t->transform(rotation);
diff --git a/Trapezocube.h b/Trapezocube.h
index 3d64eaa..694ecde 100644
--- a/Trapezocube.h
+++ b/Trapezocube.h
@@ -2,7 +2,6 @@
#define _TRAPEZOCUBE_H_
#include "gl.h"
-#include "Color.h"
#include "Triangle.h"
#include <list>
@@ -44,12 +43,12 @@ class Trapezocube
this->z = z;
}
void setRotate(float r) {rotate = r;}
- void setColor(Color col) {color = col;}
+ void setColor(const vmml::vec4f &col) {color = col;}
std::list<Triangle> getTriangles(/*const Matrix &modelview*/);
private:
float x, y, z, widthfront, widthback, height, depth, rotate;
- Color color;
+ vmml::vec4f color;
};
#endif /*_TRAPEZOCUBE_H_ */
diff --git a/Triangle.h b/Triangle.h
index 1231ece..c053a8d 100644
--- a/Triangle.h
+++ b/Triangle.h
@@ -2,64 +2,52 @@
#define _TRIANGLE_H_
#include "gl.h"
-#include "Color.h"
-#include "Vector.h"
-#include "Vertex.h"
-#include "Matrix.h"
+#include <vmmlib/vector.hpp>
+#include <vmmlib/matrix.hpp>
class Triangle
{
public:
- Triangle(const Vertex &v1, const Vertex &v2, const Vertex &v3, const Color &c0) : c(c0)
+ Triangle(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &v3, const vmml::vec4f &c0) : c(c0)
{
v[0] = v1;
v[1] = v2;
v[2] = v3;
}
- const Vertex& getVertex(int i) const {return v[i];}
- const Color& getColor() const {return c;}
+ const vmml::vec3f& getVertex(int i) const {return v[i];}
+ const vmml::vec4f& getColor() const {return c;}
- Vector getNormal() const {
- Vector v1 = v[0]-v[2];
- Vector v2 = v[0]-v[1];
-
- return v1.cross(v2).normalize();
+ vmml::vec3f getNormal() const {
+ return v[0].compute_normal(v[1], v[2]);
}
void render() const {
- //glColor4f(c.getR(), c.getG(), c.getB(), c.getA());
- float color[] = {c.getR(), c.getG(), c.getB(), c.getA()};
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
-
- for(int i = 0; i < 3; ++i) {
- color[i] /= 2;
- }
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c.array);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (c/2).array);
- Vector normal = getNormal();
- glNormal3f(normal.getX(), normal.getY(), normal.getZ());
+ glNormal3fv(getNormal().array);
for(int i = 0; i < 3; ++i)
{
- glVertex3f(v[i].getX(), v[i].getY(), v[i].getZ());
+ glVertex3fv(v[i].array);
}
}
- void transform(const Matrix &m) {
+ void transform(const vmml::mat4f &m) {
for(int i = 0; i < 3; ++i)
{
v[i] = m*v[i];
}
}
- Vertex getCenter() const {
+ vmml::vec3f getCenter() const {
return (v[0]+v[1]+v[2])/3;
}
private:
- Vertex v[3];
- Color c;
+ vmml::vec3f v[3];
+ vmml::vec4f c;
};
#endif /*_TRIANGLE_H_*/
diff --git a/Vector.h b/Vector.h
deleted file mode 100644
index 49a5597..0000000
--- a/Vector.h
+++ /dev/null
@@ -1,61 +0,0 @@
-#ifndef _VECTOR_H_
-#define _VECTOR_H_
-
-#include <cmath>
-
-class Vector {
- public:
- Vector(float x0 = 0, float y0 = 0, float z0 = 0) : x(x0), y(y0), z(z0) {}
-
- float getX() const {return x;}
- float getY() const {return y;}
- float getZ() const {return z;}
-
- Vector operator+(const Vector &v) const {
- return Vector(x+v.x, y+v.y, z+v.z);
- }
-
- Vector& operator+=(const Vector &v) {
- x += v.x;
- y += v.y;
- z += v.z;
-
- return *this;
- }
-
- Vector operator*(float f) const {
- return Vector(x*f, y*f, z*f);
- }
-
- Vector operator/(float f) const {
- return (*this)*(1/f);
- }
-
- Vector operator-() const {
- return Vector(-x, -y, -z);
- }
-
- Vector cross(const Vector &v) const {
- return Vector(y*v.z - z*v.y,
- z*v.x - x*v.z,
- x*v.y - y*v.x);
- }
-
- float dot(const Vector &v) const {
- return x*v.x + y*v.y + z*v.z;
- }
-
- float length() const {
- return sqrtf(x*x+y*y+z*z);
- }
-
- Vector normalize() const {
- return *this/length();
- }
-
- protected:
- float x, y, z;
-};
-
-#endif /*_VECTOR_H_*/
-
diff --git a/Vertex.h b/Vertex.h
deleted file mode 100644
index 801d029..0000000
--- a/Vertex.h
+++ /dev/null
@@ -1,25 +0,0 @@
-#ifndef _VERTEX_H_
-#define _VERTEX_H_
-
-#include "Vector.h"
-
-class Vertex : public Vector
-{
- public:
- Vertex(float x0 = 0, float y0 = 0, float z0 = 0) : Vector(x0, y0, z0) {}
- Vertex(const Vector &v) : Vector(v) {}
-
- float distanceSq(const Vertex &v) const {
- Vector delta = *this - v;
-
- return delta.dot(delta);
- }
-
- Vector operator-(const Vertex &v) const {
- return Vector(x-v.x, y-v.y, z-v.z);
- }
-
-};
-
-#endif /*_VERTEX_H_*/
-
diff --git a/main.cpp b/main.cpp
index 5f24b9a..b92c2d6 100644
--- a/main.cpp
+++ b/main.cpp
@@ -34,7 +34,7 @@ void initGL(bool multisample) {
resize(DEFAULT_WIDTH, DEFAULT_HEIGHT);
glEnable(GL_LIGHTING);
- static const float light[] = {-1, -1, -1, 0};
+ static const float light[] = {1, 1, 1, 0};
static const float lightColor[] = {1, 1, 1, 1};
glLightfv(GL_LIGHT0, GL_POSITION, light);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);