| [6819] | 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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| [6820] | 106 | } | 
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