the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "Polygon.h" 3 4// 4J added for common init code 5void _Polygon::_init(VertexArray vertices) 6{ 7 vertexCount = 0; 8 _flipNormal = false; 9 10 this->vertices = vertices; 11 vertexCount = vertices.length; 12} 13 14_Polygon::_Polygon(VertexArray vertices) 15{ 16 _init(vertices); 17} 18 19_Polygon::_Polygon(VertexArray vertices, int u0, int v0, int u1, int v1, float xTexSize, float yTexSize) 20{ 21 _init(vertices); 22 23 // 4J - added - don't assume that u1 > u0, v1 > v0 24 float us = ( u1 > u0 ) ? ( 0.1f / xTexSize ) : ( -0.1f / xTexSize ); 25 float vs = ( v1 > v0 ) ? ( 0.1f / yTexSize ) : ( -0.1f / yTexSize ); 26 27 vertices[0] = vertices[0]->remap(u1 / xTexSize - us, v0 / yTexSize + vs); 28 vertices[1] = vertices[1]->remap(u0 / xTexSize + us, v0 / yTexSize + vs); 29 vertices[2] = vertices[2]->remap(u0 / xTexSize + us, v1 / yTexSize - vs); 30 vertices[3] = vertices[3]->remap(u1 / xTexSize - us, v1 / yTexSize - vs); 31} 32 33_Polygon::_Polygon(VertexArray vertices, float u0, float v0, float u1, float v1) 34{ 35 _init(vertices); 36 37 vertices[0] = vertices[0]->remap(u1, v0); 38 vertices[1] = vertices[1]->remap(u0, v0); 39 vertices[2] = vertices[2]->remap(u0, v1); 40 vertices[3] = vertices[3]->remap(u1, v1); 41} 42 43void _Polygon::mirror() 44{ 45 VertexArray newVertices = VertexArray(vertices.length); 46 for (unsigned int i = 0; i < vertices.length; i++) 47 newVertices[i] = vertices[vertices.length - i - 1]; 48 delete [] vertices.data; 49 vertices = newVertices; 50} 51 52void _Polygon::render(Tesselator *t, float scale) 53{ 54 Vec3 *v0 = vertices[1]->pos->vectorTo(vertices[0]->pos); 55 Vec3 *v1 = vertices[1]->pos->vectorTo(vertices[2]->pos); 56 Vec3 *n = v1->cross(v0)->normalize(); 57 58 t->begin(); 59 if (_flipNormal) 60 { 61 t->normal(-(float)n->x, -(float)n->y, -(float)n->z); 62 } 63 else 64 { 65 t->normal((float)n->x, (float)n->y, (float)n->z); 66 } 67 68 for (int i = 0; i < 4; i++) 69 { 70 Vertex *v = vertices[i]; 71 t->vertexUV((float)(v->pos->x * scale), (float)( v->pos->y * scale), (float)( v->pos->z * scale), (float)( v->u), (float)( v->v)); 72 } 73 t->end(); 74} 75 76_Polygon *_Polygon::flipNormal() 77{ 78 _flipNormal = true; 79 return this; 80}