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#include "Trapezocube.h"


std::list<Triangle> Trapezocube::getTriangles(/*const Matrix &modelview*/)
{
  std::list<Triangle> triangles;
  // width, height, depth

  vmml::mat4f rotation(vmml::mat4f::IDENTITY);
  rotation.rotate_y(M_PI*rotate/180.0f);

  // Front face
  vmml::vec4f c(0.0, 0.0, 1.0, 0.5);

  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(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 = vmml::vec4f(1.0, 1.0, 0.0, 0.5);

  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(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 = vmml::vec4f(0.0, 1.0, 0.0, 0.5);

  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(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(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(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 = vmml::vec4f(1.0, 0.0, 0.0, 0.5);

  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(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(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(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);
    //t->transform(modelview);
  }

  return triangles;
}