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/*
* Triangle.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_TRIANGLE_H_
#define ZOOM_TRIANGLE_H_
#include <vmmlib/vector.hpp>
#include <vmmlib/matrix.hpp>
namespace Zoom {
class Triangle {
public:
Triangle() : color(vmml::vec4f::ONE), texture(0) {
vertices[0] = vertices[1] = vertices[2] = vmml::vec3f::ZERO;
normals[0] = normals[1] = normals[2] = vmml::vec3f::ZERO;
texcoords[0] = texcoords[1] = texcoords[2] = vmml::vec2f::ZERO;
}
Triangle(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &v3, const vmml::vec4f &color0) : color(color0), texture(0) {
vertices[0] = v1;
vertices[1] = v2;
vertices[2] = v3;
normals[0] = normals[1] = normals[2] = vmml::vec3f::ZERO;
texcoords[0] = texcoords[1] = texcoords[2] = vmml::vec2f::ZERO;
}
const vmml::vec3f& getVertex(int i) const {return vertices[i];}
vmml::vec3f& getVertex(int i) {return vertices[i];}
void setVertex(int i, vmml::vec3f v) {
vertices[i] = v;
}
const vmml::vec3f& getNormal(int i) const {return normals[i];}
vmml::vec3f& getNormal(int i) {return normals[i];}
void setNormal(int i, vmml::vec3f n) {
normals[i] = n;
}
const vmml::vec2f& getTexCoords(int i) const {return texcoords[i];}
vmml::vec2f& getTexCoords(int i) {return texcoords[i];}
void setTexCoords(int i, vmml::vec2f t) {
texcoords[i] = t;
}
unsigned getTexture() const {
return texture;
}
void setTexture(unsigned tex) {
texture = tex;
}
const vmml::vec4f& getColor() const {return color;}
vmml::vec4f& getColor() {return color;}
void setColor(vmml::vec4f c) {
color = c;
}
vmml::vec3f computeNormal() const {
return vertices[0].compute_normal(vertices[1], vertices[2]);
}
bool isDegenerate() const {
return (computeNormal().squared_length() == 0);
}
void transform(const vmml::mat4f &matrix) {
for(int i = 0; i < 3; ++i) {
vertices[i] = matrix*vertices[i];
}
}
vmml::vec3f getCenter() const {
return (vertices[0]+vertices[1]+vertices[2])/3;
}
private:
vmml::vec3f vertices[3];
vmml::vec3f normals[3];
vmml::vec2f texcoords[3];
vmml::vec4f color;
unsigned texture;
};
}
#endif /*ZOOM_TRIANGLE_H_*/
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