[2946] | 1 | #include "SceneEntityConverter.h"
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[2951] | 2 | #include "SceneEntity.h"
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| 3 | #include "Geometry.h"
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| 4 | #include "Shape.h"
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[3270] | 5 | #include "Plane3.h"
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[2946] | 6 |
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| 7 | using namespace std;
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| 8 |
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| 9 |
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| 10 | namespace CHCDemoEngine
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| 11 | {
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[2951] | 12 |
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| 13 | SceneEntity *SceneEntityConverter::ConvertBox(const AxisAlignedBox3 &box,
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| 14 | Material *mat,
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| 15 | Transform3 *trafo)
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| 16 | {
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| 17 | SceneEntity *ent = new SceneEntity(trafo);
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| 18 |
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| 19 | vector<Triangle3> triangles;
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| 20 |
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| 21 | box.Triangulate(triangles);
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| 22 |
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[2953] | 23 | Vector3 *vertices = new Vector3[36];
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| 24 | Vector3 *normals = new Vector3[36];
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[2951] | 25 |
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| 26 | for (size_t i = 0; i < triangles.size(); ++ i)
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| 27 | {
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| 28 | Triangle3 tri = triangles[i];
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| 29 |
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| 30 | vertices[i * 3 + 0] = tri.mVertices[0];
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| 31 | vertices[i * 3 + 1] = tri.mVertices[1];
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| 32 | vertices[i * 3 + 2] = tri.mVertices[2];
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| 33 |
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| 34 | Vector3 normal = tri.GetNormal();
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| 35 |
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| 36 | normals[i * 3 + 0] = normal;
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| 37 | normals[i * 3 + 1] = normal;
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| 38 | normals[i * 3 + 2] = normal;
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| 39 | }
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| 40 |
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[3259] | 41 | Geometry *geom = new Geometry(vertices, normals, NULL, 36, true, NULL);
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[2951] | 42 |
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[3071] | 43 | Shape *shape = new Shape(geom, mat);
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[2951] | 44 | ent->AddShape(shape);
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| 45 |
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[3070] | 46 | LODLevel lodLevel(0);
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[2953] | 47 |
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[3070] | 48 | lodLevel.AddShape(shape);
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[2953] | 49 | ent->AddLODLevel(lodLevel);
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| 50 |
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[2951] | 51 | return ent;
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| 52 | }
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| 53 |
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| 54 |
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[3270] | 55 | SceneEntity *SceneEntityConverter::ConvertSphere(float radius,
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| 56 | float xspans,
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| 57 | float yspans,
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| 58 | Material *mat,
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| 59 | Transform3 *trafo)
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| 60 | {
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| 61 | // todo
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| 62 | return NULL;
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| 63 | }
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| 64 |
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| 65 |
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| 66 | SceneEntity *SceneEntityConverter::ConvertPlane(const Plane3 &plane,
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| 67 | float xsize,
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| 68 | float ysize,
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| 69 | float xspans,
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| 70 | float yspans,
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| 71 | Material *mat,
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| 72 | Transform3 *trafo)
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| 73 | {
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| 74 | SceneEntity *ent = new SceneEntity(trafo);
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| 75 |
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| 76 | vector<Triangle3> triangles;
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| 77 |
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| 78 | Vector3 x1, x2, x3, x4;
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| 79 | float xsize_h = xsize * 0.5f;
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| 80 | float ysize_h = xsize * 0.5f;
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| 81 |
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| 82 | x1 = Vector3(xsize_h, ysize_h, 0);
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| 83 | x2 = Vector3(xsize_h, -ysize_h, 0);
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| 84 | x3 = Vector3(-xsize_h, -ysize_h, 0);
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| 85 | x4 = Vector3(-xsize_h, ysize_h, 0);
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| 86 |
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| 87 | triangles.push_back(Triangle3(x3, x2, x1));
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| 88 | triangles.push_back(Triangle3(x3, x1, x4));
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| 89 |
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| 90 | Vector3 *vertices = new Vector3[6];
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| 91 | Vector3 *normals = new Vector3[6];
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| 92 | Texcoord2 *tex = new Texcoord2[6];
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| 93 |
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| 94 | tex[0].first = 0; tex[0].second = 0;
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[3271] | 95 | tex[1].first = 50; tex[1].second = 0;
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| 96 | tex[2].first = 50; tex[2].second = 50;
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[3270] | 97 |
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| 98 | tex[3].first = 0; tex[3].second = 0;
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[3271] | 99 | tex[4].first = 50; tex[4].second = 50;
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| 100 | tex[5].first = 0; tex[5].second = 50;
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[3270] | 101 |
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| 102 | for (size_t i = 0; i < triangles.size(); ++ i)
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| 103 | {
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| 104 | Triangle3 tri = triangles[i];
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| 105 |
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| 106 | vertices[i * 3 + 0] = tri.mVertices[0];
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| 107 | vertices[i * 3 + 1] = tri.mVertices[1];
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| 108 | vertices[i * 3 + 2] = tri.mVertices[2];
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| 109 |
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| 110 | Vector3 normal = tri.GetNormal();
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| 111 |
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| 112 | normals[i * 3 + 0] = normal;
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| 113 | normals[i * 3 + 1] = normal;
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| 114 | normals[i * 3 + 2] = normal;
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| 115 | }
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| 116 |
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[3272] | 117 |
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[3270] | 118 | Geometry *geom = new Geometry(vertices, normals, tex, 6, true, NULL);
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| 119 |
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| 120 | Shape *shape = new Shape(geom, mat);
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| 121 | ent->AddShape(shape);
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| 122 |
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| 123 | LODLevel lodLevel(0);
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| 124 |
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| 125 | lodLevel.AddShape(shape);
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| 126 | ent->AddLODLevel(lodLevel);
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| 127 |
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| 128 | return ent;
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| 129 | }
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| 130 |
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[2946] | 131 | } |
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