| [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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