* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
#include "stdafx.h"
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#include "Polygon.h"
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// 4J added for common init code
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void _Polygon::_init(VertexArray vertices)
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{
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vertexCount = 0;
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_flipNormal = false;
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this->vertices = vertices;
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vertexCount = vertices.length;
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}
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_Polygon::_Polygon(VertexArray vertices)
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{
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_init(vertices);
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}
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_Polygon::_Polygon(VertexArray vertices, int u0, int v0, int u1, int v1, float xTexSize, float yTexSize)
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{
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_init(vertices);
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// 4J - added - don't assume that u1 > u0, v1 > v0
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float us = ( u1 > u0 ) ? ( 0.1f / xTexSize ) : ( -0.1f / xTexSize );
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float vs = ( v1 > v0 ) ? ( 0.1f / yTexSize ) : ( -0.1f / yTexSize );
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vertices[0] = vertices[0]->remap(u1 / xTexSize - us, v0 / yTexSize + vs);
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vertices[1] = vertices[1]->remap(u0 / xTexSize + us, v0 / yTexSize + vs);
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vertices[2] = vertices[2]->remap(u0 / xTexSize + us, v1 / yTexSize - vs);
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vertices[3] = vertices[3]->remap(u1 / xTexSize - us, v1 / yTexSize - vs);
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}
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_Polygon::_Polygon(VertexArray vertices, float u0, float v0, float u1, float v1)
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{
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_init(vertices);
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vertices[0] = vertices[0]->remap(u1, v0);
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vertices[1] = vertices[1]->remap(u0, v0);
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vertices[2] = vertices[2]->remap(u0, v1);
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vertices[3] = vertices[3]->remap(u1, v1);
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}
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void _Polygon::mirror()
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{
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VertexArray newVertices = VertexArray(vertices.length);
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for (unsigned int i = 0; i < vertices.length; i++)
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newVertices[i] = vertices[vertices.length - i - 1];
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delete [] vertices.data;
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vertices = newVertices;
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}
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void _Polygon::render(Tesselator *t, float scale)
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{
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Vec3 *v0 = vertices[1]->pos->vectorTo(vertices[0]->pos);
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Vec3 *v1 = vertices[1]->pos->vectorTo(vertices[2]->pos);
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Vec3 *n = v1->cross(v0)->normalize();
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t->begin();
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if (_flipNormal)
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{
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t->normal(-static_cast<float>(n->x), -static_cast<float>(n->y), -static_cast<float>(n->z));
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}
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else
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{
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t->normal(static_cast<float>(n->x), static_cast<float>(n->y), static_cast<float>(n->z));
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}
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for (int i = 0; i < 4; i++)
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{
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Vertex *v = vertices[i];
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t->vertexUV(static_cast<float>(v->pos->x * scale), static_cast<float>(v->pos->y * scale), static_cast<float>(v->pos->z * scale), (float)( v->u), (float)( v->v));
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}
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t->end();
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}
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_Polygon *_Polygon::flipNormal()
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{
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_flipNormal = true;
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return this;
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} |