#include "stdafx.h" #include "Polygon.h" // 4J added for common init code void _Polygon::_init(VertexArray vertices) { vertexCount = 0; _flipNormal = false; this->vertices = vertices; vertexCount = vertices.length; } _Polygon::_Polygon(VertexArray vertices) { _init(vertices); } _Polygon::_Polygon(VertexArray vertices, int u0, int v0, int u1, int v1, float xTexSize, float yTexSize) { _init(vertices); // 4J - added - don't assume that u1 > u0, v1 > v0 float us = ( u1 > u0 ) ? ( 0.1f / xTexSize ) : ( -0.1f / xTexSize ); float vs = ( v1 > v0 ) ? ( 0.1f / yTexSize ) : ( -0.1f / yTexSize ); vertices[0] = vertices[0]->remap(u1 / xTexSize - us, v0 / yTexSize + vs); vertices[1] = vertices[1]->remap(u0 / xTexSize + us, v0 / yTexSize + vs); vertices[2] = vertices[2]->remap(u0 / xTexSize + us, v1 / yTexSize - vs); vertices[3] = vertices[3]->remap(u1 / xTexSize - us, v1 / yTexSize - vs); } _Polygon::_Polygon(VertexArray vertices, float u0, float v0, float u1, float v1) { _init(vertices); vertices[0] = vertices[0]->remap(u1, v0); vertices[1] = vertices[1]->remap(u0, v0); vertices[2] = vertices[2]->remap(u0, v1); vertices[3] = vertices[3]->remap(u1, v1); } void _Polygon::mirror() { VertexArray newVertices = VertexArray(vertices.length); for (unsigned int i = 0; i < vertices.length; i++) newVertices[i] = vertices[vertices.length - i - 1]; delete [] vertices.data; vertices = newVertices; } void _Polygon::render(Tesselator *t, float scale) { Vec3 *v0 = vertices[1]->pos->vectorTo(vertices[0]->pos); Vec3 *v1 = vertices[1]->pos->vectorTo(vertices[2]->pos); Vec3 *n = v1->cross(v0)->normalize(); t->begin(); if (_flipNormal) { t->normal(-(float)n->x, -(float)n->y, -(float)n->z); } else { t->normal((float)n->x, (float)n->y, (float)n->z); } for (int i = 0; i < 4; i++) { Vertex *v = vertices[i]; t->vertexUV((float)(v->pos->x * scale), (float)( v->pos->y * scale), (float)( v->pos->z * scale), (float)( v->u), (float)( v->v)); } t->end(); } _Polygon *_Polygon::flipNormal() { _flipNormal = true; return this; }