| [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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