| 1 | /* | 
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| 2 | =========================================================================== | 
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| 3 | Copyright (C) 2008 Daniel Örstadius | 
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| 4 |  | 
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| 5 | This file is part of bsp-renderer source code. | 
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| 6 |  | 
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| 7 | bsp-renderer is free software: you can redistribute it and/or modify | 
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| 8 | it under the terms of the GNU General Public License as published by | 
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| 9 | the Free Software Foundation, either version 3 of the License, or | 
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| 10 | (at your option) any later version. | 
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| 11 |  | 
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| 12 | bsp-renderer is distributed in the hope that it will be useful, | 
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| 13 | but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 15 | GNU General Public License for more details. | 
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| 16 |  | 
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| 17 | You should have received a copy of the GNU General Public License | 
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| 18 | along with bsp-renderer.  If not, see <http://www.gnu.org/licenses/>. | 
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| 19 |  | 
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| 20 | */ | 
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| 21 |  | 
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| 22 | // BspVertex.cpp -- used in the tessellation of the Bezier patches | 
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| 23 |  | 
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| 24 |  | 
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| 25 | #include <math.h> | 
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| 26 | #include "Q3Map_BspVertex.h" | 
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| 27 |  | 
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| 28 |  | 
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| 29 | BspVertex::BspVertex() | 
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| 30 | { | 
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| 31 | for (int i=0; i<3; i++) | 
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| 32 | mPosition[i] = 0; | 
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| 33 |  | 
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| 34 | for (int i=0; i<3; i++) | 
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| 35 | mNormal[i] = 0; | 
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| 36 |  | 
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| 37 | for(int i=0; i<2; i++) | 
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| 38 | for(int j=0; j<2; j++) | 
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| 39 | mTexcoord[i][j] = 0; | 
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| 40 | } | 
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| 41 |  | 
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| 42 | BspVertex::BspVertex(float p[3], float texcoord[2][2], float n[3]) | 
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| 43 | { | 
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| 44 | for (int i=0; i<3; i++) | 
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| 45 | mPosition[i] = p[i]; | 
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| 46 |  | 
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| 47 | for (int i=0; i<3; i++) | 
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| 48 | mNormal[i] = n[i]; | 
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| 49 |  | 
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| 50 | for(int i=0; i<2; i++) | 
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| 51 | for(int j=0; j<2; j++) | 
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| 52 | { | 
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| 53 | this->mTexcoord[i][j] = texcoord[i][j]; | 
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| 54 | } | 
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| 55 | } | 
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| 56 |  | 
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| 57 | BspVertex BspVertex::operator+(BspVertex a) | 
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| 58 | { | 
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| 59 | BspVertex res; | 
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| 60 |  | 
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| 61 | for (int i=0; i<3; i++) | 
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| 62 | { | 
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| 63 | res.mPosition[i] = this->mPosition[i] + a.mPosition[i]; | 
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| 64 | res.mNormal[i] = this->mNormal[i] + a.mNormal[i]; | 
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| 65 | } | 
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| 66 |  | 
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| 67 | for(int i=0; i<2; i++) | 
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| 68 | for(int j=0; j<2; j++) | 
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| 69 | { | 
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| 70 | res.mTexcoord[i][j] = this->mTexcoord[i][j] + a.mTexcoord[i][j]; | 
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| 71 | } | 
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| 72 |  | 
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| 73 | return res; | 
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| 74 | } | 
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| 75 |  | 
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| 76 | BspVertex BspVertex::operator*(float a) | 
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| 77 | { | 
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| 78 | BspVertex res; | 
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| 79 |  | 
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| 80 | for (int i=0; i<3; i++) | 
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| 81 | { | 
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| 82 | res.mPosition[i] = this->mPosition[i] * a; | 
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| 83 | res.mNormal[i] = this->mNormal[i] * a; | 
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| 84 | } | 
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| 85 |  | 
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| 86 | for(int i=0; i<2; i++) | 
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| 87 | for(int j=0; j<2; j++) | 
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| 88 | res.mTexcoord[i][j] = this->mTexcoord[i][j] * a; | 
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| 89 |  | 
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| 90 | return res; | 
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| 91 | } | 
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| 92 |  | 
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| 93 | void BspVertex::normalise(void) | 
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| 94 | { | 
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| 95 | //QVECTOR n((float)mNormal[0], (float)mNormal[1], (float)mNormal[2]); | 
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| 96 |  | 
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| 97 | //D3DXVec3Normalize(&n, &n); | 
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| 98 | //mNormal[0] = n.x; | 
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| 99 | //mNormal[1] = n.y; | 
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| 100 | //mNormal[2] = n.z; | 
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| 101 |  | 
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| 102 | float flLen=sqrt( mNormal[0]*mNormal[0] + mNormal[1]*mNormal[1] + mNormal[2]*mNormal[2] ) ; | 
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| 103 | mNormal[0]/=flLen ; | 
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| 104 | mNormal[1]/=flLen ; | 
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| 105 | mNormal[2]/=flLen ; | 
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| 106 | } | 
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