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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;
}
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