forked from Kolyah35/minecraft-pe-0.6.1
the whole game
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55
src/client/model/geom/Polygon.cpp
Executable file
55
src/client/model/geom/Polygon.cpp
Executable file
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#include "Polygon.h"
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#include "../../renderer/Tesselator.h"
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#include "../../../world/phys/Vec3.h"
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PolygonQuad::PolygonQuad(VertexPT* v0, VertexPT* v1, VertexPT* v2, VertexPT* v3)
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: _flipNormal(false)
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{
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vertices[0] = *v0;
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vertices[1] = *v1;
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vertices[2] = *v2;
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vertices[3] = *v3;
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}
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PolygonQuad::PolygonQuad( VertexPT* v0, VertexPT* v1, VertexPT* v2, VertexPT* v3,
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int uu0, int vv0, int uu1, int vv1)
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: _flipNormal(false)
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{
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const float us = -0.002f / 64.0f;//0.1f / 64.0f;
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const float vs = -0.002f / 32.0f;//0.1f / 32.0f;
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vertices[0] = v0->remap(uu1 / 64.0f - us, vv0 / 32.0f + vs);
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vertices[1] = v1->remap(uu0 / 64.0f + us, vv0 / 32.0f + vs);
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vertices[2] = v2->remap(uu0 / 64.0f + us, vv1 / 32.0f - vs);
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vertices[3] = v3->remap(uu1 / 64.0f - us, vv1 / 32.0f - vs);
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}
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PolygonQuad::PolygonQuad( VertexPT* v0, VertexPT* v1, VertexPT* v2, VertexPT* v3,
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float uu0, float vv0, float uu1, float vv1)
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: _flipNormal(false)
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{
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vertices[0] = v0->remap(uu1, vv0);
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vertices[1] = v1->remap(uu0, vv0);
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vertices[2] = v2->remap(uu0, vv1);
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vertices[3] = v3->remap(uu1, vv1);
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}
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void PolygonQuad::mirror() {
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for (int i = 0; i < VERTEX_COUNT / 2; ++i) {
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const int j = VERTEX_COUNT - i - 1;
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VertexPT tmp = vertices[i];
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vertices[i] = vertices[j];
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vertices[j] = tmp;
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}
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}
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void PolygonQuad::render(Tesselator& t, float scale, int vboId /* = -1 */) {
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for (int i = 0; i < 4; i++) {
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VertexPT& v = vertices[i];
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t.vertexUV(v.pos.x * scale, v.pos.y * scale, v.pos.z * scale, v.u, v.v);
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}
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}
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PolygonQuad* PolygonQuad::flipNormal() {
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_flipNormal = true;
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return this;
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}
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