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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