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- #include <main.h>
- #include <Fenster.h>
- #include <Bildschirm.h>
- #include <RenderThread.h>
- #include <Welt3D.h>
- #include <Cube.h>
- #include <Kam3D.h>
- #include <Bild.h>
- #include <Rahmen.h>
- #include <Textur.h>
- #include <Model3D.h>
- #include <Model3DList.h>
- #include <DXBuffer.h>
- #include <DateiSystem.h>
- #include <M3Datei.h>
- using namespace Framework;
- class TreppeOben : public Model3D
- {
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
- {
- vertecies[ startIndex ].pos = ltf;
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 1 ].pos = rtf;
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 2 ].pos = lbf;
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 3 ].pos = rbf;
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 4 ].pos = ltb;
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 5 ].pos = rtb;
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 6 ].pos = lbb;
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 7 ].pos = rbb;
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 8 ].pos = ltf;
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 9 ].pos = rtf;
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 10 ].pos = lbf;
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 11 ].pos = rbf;
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 12 ].pos = ltb;
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 13 ].pos = rtb;
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 14 ].pos = lbb;
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 15 ].pos = rbb;
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 16 ].pos = ltf;
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 17 ].pos = rtf;
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 18 ].pos = lbf;
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 19 ].pos = rbf;
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 20 ].pos = ltb;
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 21 ].pos = rtb;
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 22 ].pos = lbb;
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 23 ].pos = rbb;
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0;
- p->indexList[ 1 ] = startIndex + 2;
- p->indexList[ 2 ] = startIndex + 3;
- p->indexList[ 3 ] = startIndex + 0;
- p->indexList[ 4 ] = startIndex + 3;
- p->indexList[ 5 ] = startIndex + 1;
- model->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4;
- p->indexList[ 1 ] = startIndex + 7;
- p->indexList[ 2 ] = startIndex + 6;
- p->indexList[ 3 ] = startIndex + 4;
- p->indexList[ 4 ] = startIndex + 5;
- p->indexList[ 5 ] = startIndex + 7;
- model->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 1 + 8;
- p->indexList[ 1 ] = startIndex + 3 + 8;
- p->indexList[ 2 ] = startIndex + 7 + 8;
- p->indexList[ 3 ] = startIndex + 1 + 8;
- p->indexList[ 4 ] = startIndex + 7 + 8;
- p->indexList[ 5 ] = startIndex + 5 + 8;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0 + 8;
- p->indexList[ 1 ] = startIndex + 6 + 8;
- p->indexList[ 2 ] = startIndex + 2 + 8;
- p->indexList[ 3 ] = startIndex + 0 + 8;
- p->indexList[ 4 ] = startIndex + 4 + 8;
- p->indexList[ 5 ] = startIndex + 6 + 8;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4 + 16;
- p->indexList[ 1 ] = startIndex + 0 + 16;
- p->indexList[ 2 ] = startIndex + 1 + 16;
- p->indexList[ 3 ] = startIndex + 4 + 16;
- p->indexList[ 4 ] = startIndex + 1 + 16;
- p->indexList[ 5 ] = startIndex + 5 + 16;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 6 + 16;
- p->indexList[ 1 ] = startIndex + 3 + 16;
- p->indexList[ 2 ] = startIndex + 2 + 16;
- p->indexList[ 3 ] = startIndex + 6 + 16;
- p->indexList[ 4 ] = startIndex + 7 + 16;
- p->indexList[ 5 ] = startIndex + 3 + 16;
- model->addPolygon( p );
- }
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
- {
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = pos.x;
- // Calculate the screen coordinates of the right side of the bitmap.
- right = pos.x + size.x;
- // Calculate the screen coordinates of the top of the bitmap.
- top = pos.y + size.y;
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = pos.y;
- float front = pos.z + size.z;
- float back = pos.z;
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
- }
- public:
- // Konstruktor
- // size: Die Größe des Würfels
- TreppeOben()
- {
- model = new Model3DData();
- float stdSize = 100;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D * vertecies = new Vertex3D[ 48 + 11 * 24 ];
- for( int i = 0; i < 48 + 11 * 24; i++ )
- vertecies[ i ].knochenId = 0;
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
- makeQuader( vertecies, 24, Vec3< float >( -5, -stdSize / 2, -5 ), Vec3< float >( 10, stdSize + 20, 10 ) );
- float last = -5;
- for( int i = 0; i < 11; i++ )
- {
- float fullRad = PI;
- float curr = ( fullRad / 10 ) * i;
- Mat4< float > rotation = Mat4< float >::rotationY( curr );
- Mat4< float > rotation2 = Mat4< float >::rotationY( fullRad / 10 );
- Vec3< float > test( stdSize / 2, -stdSize / 2 + i * 10 + 10, 0 );
- Vec3< float > diff = rotation2 * test;
- float length = diff.z;
- Vec3< float > rtf( stdSize / 2, -stdSize / 2 + i * 10 + 20, -diff.z / 2 );
- Vec3< float > rtb( stdSize / 2, -stdSize / 2 + i * 10 + 20, diff.z / 2 );
- Vec3< float > rbf( stdSize / 2, -stdSize / 2 + i * 10 + 10, -diff.z / 2 );
- Vec3< float > rbb( stdSize / 2, -stdSize / 2 + i * 10 + 10, diff.z / 2 );
- Vec3< float > ltf( 0, -stdSize / 2 + i * 10 + 20, 5 );
- Vec3< float > ltb( 0, -stdSize / 2 + i * 10 + 20, -5 );
- Vec3< float > lbf( 0, -stdSize / 2 + i * 10 + 10, 5 );
- Vec3< float > lbb( 0, -stdSize / 2 + i * 10 + 10, -5 );
- rtf = rotation * rtf;
- rtb = rotation * rtb;
- rbf = rotation * rbf;
- rbb = rotation * rbb;
- ltf = rotation * ltf;
- ltb = rotation * ltb;
- lbf = rotation * lbf;
- lbb = rotation * lbb;
- makeQuader( vertecies, 48 + i * 24, ltf, rtf, lbf, rbf, ltb, rtb, lbb, rbb );
- }
- model->setVertecies( vertecies, 48 + 11 * 24 );
- M3Datei dat;
- dat.setPfad( "3d.m3" );
- dat.leseDaten();
- dat.saveModel( model, "treppe" );
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur als Bild
- void setTextur( Bild * textur )
- {
- Textur* t = new Textur();
- t->setBildZ( textur );
- int anz = model->getPolygonAnzahl();
- for( int i = 0; i < anz; i++ )
- this->textur->setPolygonTextur( i, t->getThis() );
- t->release();
- rend = 1;
- }
- };
- class TreppeUnten : public Model3D
- {
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
- {
- vertecies[ startIndex ].pos = ltf;
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 1 ].pos = rtf;
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 2 ].pos = lbf;
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 3 ].pos = rbf;
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 4 ].pos = ltb;
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 5 ].pos = rtb;
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 6 ].pos = lbb;
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 7 ].pos = rbb;
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 8 ].pos = ltf;
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 9 ].pos = rtf;
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 10 ].pos = lbf;
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 11 ].pos = rbf;
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 12 ].pos = ltb;
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 13 ].pos = rtb;
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 14 ].pos = lbb;
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 15 ].pos = rbb;
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 16 ].pos = ltf;
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 17 ].pos = rtf;
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 18 ].pos = lbf;
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 19 ].pos = rbf;
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 20 ].pos = ltb;
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 21 ].pos = rtb;
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 22 ].pos = lbb;
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 23 ].pos = rbb;
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0;
- p->indexList[ 1 ] = startIndex + 2;
- p->indexList[ 2 ] = startIndex + 3;
- p->indexList[ 3 ] = startIndex + 0;
- p->indexList[ 4 ] = startIndex + 3;
- p->indexList[ 5 ] = startIndex + 1;
- model->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4;
- p->indexList[ 1 ] = startIndex + 7;
- p->indexList[ 2 ] = startIndex + 6;
- p->indexList[ 3 ] = startIndex + 4;
- p->indexList[ 4 ] = startIndex + 5;
- p->indexList[ 5 ] = startIndex + 7;
- model->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 1 + 8;
- p->indexList[ 1 ] = startIndex + 3 + 8;
- p->indexList[ 2 ] = startIndex + 7 + 8;
- p->indexList[ 3 ] = startIndex + 1 + 8;
- p->indexList[ 4 ] = startIndex + 7 + 8;
- p->indexList[ 5 ] = startIndex + 5 + 8;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0 + 8;
- p->indexList[ 1 ] = startIndex + 6 + 8;
- p->indexList[ 2 ] = startIndex + 2 + 8;
- p->indexList[ 3 ] = startIndex + 0 + 8;
- p->indexList[ 4 ] = startIndex + 4 + 8;
- p->indexList[ 5 ] = startIndex + 6 + 8;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4 + 16;
- p->indexList[ 1 ] = startIndex + 0 + 16;
- p->indexList[ 2 ] = startIndex + 1 + 16;
- p->indexList[ 3 ] = startIndex + 4 + 16;
- p->indexList[ 4 ] = startIndex + 1 + 16;
- p->indexList[ 5 ] = startIndex + 5 + 16;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 6 + 16;
- p->indexList[ 1 ] = startIndex + 3 + 16;
- p->indexList[ 2 ] = startIndex + 2 + 16;
- p->indexList[ 3 ] = startIndex + 6 + 16;
- p->indexList[ 4 ] = startIndex + 7 + 16;
- p->indexList[ 5 ] = startIndex + 3 + 16;
- model->addPolygon( p );
- }
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
- {
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = pos.x;
- // Calculate the screen coordinates of the right side of the bitmap.
- right = pos.x + size.x;
- // Calculate the screen coordinates of the top of the bitmap.
- top = pos.y + size.y;
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = pos.y;
- float front = pos.z + size.z;
- float back = pos.z;
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
- }
- public:
- // Konstruktor
- // size: Die Größe des Würfels
- TreppeUnten()
- {
- model = new Model3DData();
- float stdSize = 100;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D * vertecies = new Vertex3D[ 48 + 11 * 24 ];
- for( int i = 0; i < 48 + 11 * 24; i++ )
- vertecies[ i ].knochenId = 0;
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, stdSize / 2 + 10, 0 ), Vec3< float >( stdSize, 10, stdSize / 2 ) );
- makeQuader( vertecies, 24, Vec3< float >( -5, -stdSize / 2, -5 ), Vec3< float >( 10, stdSize + 20, 10 ) );
- float last = -5;
- for( int i = 0; i < 11; i++ )
- {
- float fullRad = PI;
- float curr = ( fullRad / 10 ) * i;
- Mat4< float > rotation = Mat4< float >::rotationY( curr );
- Mat4< float > rotation2 = Mat4< float >::rotationY( fullRad / 10 );
- Vec3< float > test( stdSize / 2, -stdSize / 2 + i * 10 + 10, 0 );
- Vec3< float > diff = rotation2 * test;
- float length = diff.z;
- Vec3< float > rtf( stdSize / 2, -stdSize / 2 + i * 10 + 20, -diff.z / 2 );
- Vec3< float > rtb( stdSize / 2, -stdSize / 2 + i * 10 + 20, diff.z / 2 );
- Vec3< float > rbf( stdSize / 2, -stdSize / 2 + i * 10 + 10, -diff.z / 2 );
- Vec3< float > rbb( stdSize / 2, -stdSize / 2 + i * 10 + 10, diff.z / 2 );
- Vec3< float > ltf( 0, -stdSize / 2 + i * 10 + 20, 5 );
- Vec3< float > ltb( 0, -stdSize / 2 + i * 10 + 20, -5 );
- Vec3< float > lbf( 0, -stdSize / 2 + i * 10 + 10, 5 );
- Vec3< float > lbb( 0, -stdSize / 2 + i * 10 + 10, -5 );
- rtf = rotation * rtf;
- rtb = rotation * rtb;
- rbf = rotation * rbf;
- rbb = rotation * rbb;
- ltf = rotation * ltf;
- ltb = rotation * ltb;
- lbf = rotation * lbf;
- lbb = rotation * lbb;
- makeQuader( vertecies, 48 + i * 24, ltf, rtf, lbf, rbf, ltb, rtb, lbb, rbb );
- }
- model->setVertecies( vertecies, 48 + 11 * 24 );
- M3Datei dat;
- dat.setPfad( "3d.m3" );
- dat.leseDaten();
- dat.saveModel( model, "treppe" );
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur als Bild
- void setTextur( Bild * textur )
- {
- Textur* t = new Textur();
- t->setBildZ( textur );
- int anz = model->getPolygonAnzahl();
- for( int i = 0; i < anz; i++ )
- this->textur->setPolygonTextur( i, t->getThis() );
- t->release();
- rend = 1;
- }
- };
- class Mauer : public Model3D
- {
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
- {
- vertecies[ startIndex ].pos = ltf;
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 1 ].pos = rtf;
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 2 ].pos = lbf;
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 3 ].pos = rbf;
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 4 ].pos = ltb;
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 5 ].pos = rtb;
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 6 ].pos = lbb;
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 7 ].pos = rbb;
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 8 ].pos = ltf;
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 9 ].pos = rtf;
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 10 ].pos = lbf;
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 11 ].pos = rbf;
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 12 ].pos = ltb;
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 13 ].pos = rtb;
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 14 ].pos = lbb;
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 15 ].pos = rbb;
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 16 ].pos = ltf;
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 17 ].pos = rtf;
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 18 ].pos = lbf;
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 19 ].pos = rbf;
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 20 ].pos = ltb;
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 21 ].pos = rtb;
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 22 ].pos = lbb;
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 23 ].pos = rbb;
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0;
- p->indexList[ 1 ] = startIndex + 2;
- p->indexList[ 2 ] = startIndex + 3;
- p->indexList[ 3 ] = startIndex + 0;
- p->indexList[ 4 ] = startIndex + 3;
- p->indexList[ 5 ] = startIndex + 1;
- model->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4;
- p->indexList[ 1 ] = startIndex + 7;
- p->indexList[ 2 ] = startIndex + 6;
- p->indexList[ 3 ] = startIndex + 4;
- p->indexList[ 4 ] = startIndex + 5;
- p->indexList[ 5 ] = startIndex + 7;
- model->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 1 + 8;
- p->indexList[ 1 ] = startIndex + 3 + 8;
- p->indexList[ 2 ] = startIndex + 7 + 8;
- p->indexList[ 3 ] = startIndex + 1 + 8;
- p->indexList[ 4 ] = startIndex + 7 + 8;
- p->indexList[ 5 ] = startIndex + 5 + 8;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0 + 8;
- p->indexList[ 1 ] = startIndex + 6 + 8;
- p->indexList[ 2 ] = startIndex + 2 + 8;
- p->indexList[ 3 ] = startIndex + 0 + 8;
- p->indexList[ 4 ] = startIndex + 4 + 8;
- p->indexList[ 5 ] = startIndex + 6 + 8;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4 + 16;
- p->indexList[ 1 ] = startIndex + 0 + 16;
- p->indexList[ 2 ] = startIndex + 1 + 16;
- p->indexList[ 3 ] = startIndex + 4 + 16;
- p->indexList[ 4 ] = startIndex + 1 + 16;
- p->indexList[ 5 ] = startIndex + 5 + 16;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 6 + 16;
- p->indexList[ 1 ] = startIndex + 3 + 16;
- p->indexList[ 2 ] = startIndex + 2 + 16;
- p->indexList[ 3 ] = startIndex + 6 + 16;
- p->indexList[ 4 ] = startIndex + 7 + 16;
- p->indexList[ 5 ] = startIndex + 3 + 16;
- model->addPolygon( p );
- }
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
- {
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = pos.x;
- // Calculate the screen coordinates of the right side of the bitmap.
- right = pos.x + size.x;
- // Calculate the screen coordinates of the top of the bitmap.
- top = pos.y + size.y;
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = pos.y;
- float front = pos.z + size.z;
- float back = pos.z;
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
- }
- public:
- // Konstruktor
- // size: Die Größe des Würfels
- Mauer()
- {
- model = new Model3DData();
- float stdSize = 100;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D * vertecies = new Vertex3D[ 48 ];
- for( int i = 0; i < 48; i++ )
- vertecies[ i ].knochenId = 0;
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
- makeQuader( vertecies, 24, Vec3< float >( -stdSize / 2, -stdSize / 2, -5 ), Vec3< float >( stdSize, stdSize + 10, 10 ) );
- model->setVertecies( vertecies, 48 );
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur als Bild
- void setTextur( Bild * textur )
- {
- Textur* t = new Textur();
- t->setBildZ( textur );
- int anz = model->getPolygonAnzahl();
- for( int i = 0; i < anz; i++ )
- this->textur->setPolygonTextur( i, t->getThis() );
- t->release();
- rend = 1;
- }
- };
- class MauerEcke : public Model3D
- {
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
- {
- vertecies[ startIndex ].pos = ltf;
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 1 ].pos = rtf;
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 2 ].pos = lbf;
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 3 ].pos = rbf;
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 4 ].pos = ltb;
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 5 ].pos = rtb;
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 6 ].pos = lbb;
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 7 ].pos = rbb;
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 8 ].pos = ltf;
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 9 ].pos = rtf;
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 10 ].pos = lbf;
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 11 ].pos = rbf;
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 12 ].pos = ltb;
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 13 ].pos = rtb;
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 14 ].pos = lbb;
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 15 ].pos = rbb;
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 16 ].pos = ltf;
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 17 ].pos = rtf;
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 18 ].pos = lbf;
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 19 ].pos = rbf;
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 20 ].pos = ltb;
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 21 ].pos = rtb;
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 22 ].pos = lbb;
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 23 ].pos = rbb;
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0;
- p->indexList[ 1 ] = startIndex + 2;
- p->indexList[ 2 ] = startIndex + 3;
- p->indexList[ 3 ] = startIndex + 0;
- p->indexList[ 4 ] = startIndex + 3;
- p->indexList[ 5 ] = startIndex + 1;
- model->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4;
- p->indexList[ 1 ] = startIndex + 7;
- p->indexList[ 2 ] = startIndex + 6;
- p->indexList[ 3 ] = startIndex + 4;
- p->indexList[ 4 ] = startIndex + 5;
- p->indexList[ 5 ] = startIndex + 7;
- model->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 1 + 8;
- p->indexList[ 1 ] = startIndex + 3 + 8;
- p->indexList[ 2 ] = startIndex + 7 + 8;
- p->indexList[ 3 ] = startIndex + 1 + 8;
- p->indexList[ 4 ] = startIndex + 7 + 8;
- p->indexList[ 5 ] = startIndex + 5 + 8;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0 + 8;
- p->indexList[ 1 ] = startIndex + 6 + 8;
- p->indexList[ 2 ] = startIndex + 2 + 8;
- p->indexList[ 3 ] = startIndex + 0 + 8;
- p->indexList[ 4 ] = startIndex + 4 + 8;
- p->indexList[ 5 ] = startIndex + 6 + 8;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4 + 16;
- p->indexList[ 1 ] = startIndex + 0 + 16;
- p->indexList[ 2 ] = startIndex + 1 + 16;
- p->indexList[ 3 ] = startIndex + 4 + 16;
- p->indexList[ 4 ] = startIndex + 1 + 16;
- p->indexList[ 5 ] = startIndex + 5 + 16;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 6 + 16;
- p->indexList[ 1 ] = startIndex + 3 + 16;
- p->indexList[ 2 ] = startIndex + 2 + 16;
- p->indexList[ 3 ] = startIndex + 6 + 16;
- p->indexList[ 4 ] = startIndex + 7 + 16;
- p->indexList[ 5 ] = startIndex + 3 + 16;
- model->addPolygon( p );
- }
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
- {
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = pos.x;
- // Calculate the screen coordinates of the right side of the bitmap.
- right = pos.x + size.x;
- // Calculate the screen coordinates of the top of the bitmap.
- top = pos.y + size.y;
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = pos.y;
- float front = pos.z + size.z;
- float back = pos.z;
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
- }
- public:
- // Konstruktor
- // size: Die Größe des Würfels
- MauerEcke()
- {
- model = new Model3DData();
- float stdSize = 100;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D * vertecies = new Vertex3D[ 72 ];
- for( int i = 0; i < 72; i++ )
- vertecies[ i ].knochenId = 0;
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
- makeQuader( vertecies, 24, Vec3< float >( 0, -stdSize / 2, -5 ), Vec3< float >( stdSize / 2, stdSize + 10, 10 ) );
- makeQuader( vertecies, 48, Vec3< float >( -5, -stdSize / 2, 0 ), Vec3< float >( 10, stdSize + 10, stdSize / 2 ) );
- model->setVertecies( vertecies, 72 );
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur als Bild
- void setTextur( Bild * textur )
- {
- Textur* t = new Textur();
- t->setBildZ( textur );
- int anz = model->getPolygonAnzahl();
- for( int i = 0; i < anz; i++ )
- this->textur->setPolygonTextur( i, t->getThis() );
- t->release();
- rend = 1;
- }
- };
- class MauerKreuz : public Model3D
- {
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
- {
- vertecies[ startIndex ].pos = ltf;
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 1 ].pos = rtf;
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 2 ].pos = lbf;
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 3 ].pos = rbf;
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 4 ].pos = ltb;
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 5 ].pos = rtb;
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 6 ].pos = lbb;
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 7 ].pos = rbb;
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 8 ].pos = ltf;
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 9 ].pos = rtf;
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 10 ].pos = lbf;
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 11 ].pos = rbf;
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 12 ].pos = ltb;
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 13 ].pos = rtb;
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 14 ].pos = lbb;
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 15 ].pos = rbb;
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 16 ].pos = ltf;
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 17 ].pos = rtf;
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 18 ].pos = lbf;
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 19 ].pos = rbf;
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 20 ].pos = ltb;
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 21 ].pos = rtb;
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 22 ].pos = lbb;
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 23 ].pos = rbb;
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0;
- p->indexList[ 1 ] = startIndex + 2;
- p->indexList[ 2 ] = startIndex + 3;
- p->indexList[ 3 ] = startIndex + 0;
- p->indexList[ 4 ] = startIndex + 3;
- p->indexList[ 5 ] = startIndex + 1;
- model->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4;
- p->indexList[ 1 ] = startIndex + 7;
- p->indexList[ 2 ] = startIndex + 6;
- p->indexList[ 3 ] = startIndex + 4;
- p->indexList[ 4 ] = startIndex + 5;
- p->indexList[ 5 ] = startIndex + 7;
- model->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 1 + 8;
- p->indexList[ 1 ] = startIndex + 3 + 8;
- p->indexList[ 2 ] = startIndex + 7 + 8;
- p->indexList[ 3 ] = startIndex + 1 + 8;
- p->indexList[ 4 ] = startIndex + 7 + 8;
- p->indexList[ 5 ] = startIndex + 5 + 8;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0 + 8;
- p->indexList[ 1 ] = startIndex + 6 + 8;
- p->indexList[ 2 ] = startIndex + 2 + 8;
- p->indexList[ 3 ] = startIndex + 0 + 8;
- p->indexList[ 4 ] = startIndex + 4 + 8;
- p->indexList[ 5 ] = startIndex + 6 + 8;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4 + 16;
- p->indexList[ 1 ] = startIndex + 0 + 16;
- p->indexList[ 2 ] = startIndex + 1 + 16;
- p->indexList[ 3 ] = startIndex + 4 + 16;
- p->indexList[ 4 ] = startIndex + 1 + 16;
- p->indexList[ 5 ] = startIndex + 5 + 16;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 6 + 16;
- p->indexList[ 1 ] = startIndex + 3 + 16;
- p->indexList[ 2 ] = startIndex + 2 + 16;
- p->indexList[ 3 ] = startIndex + 6 + 16;
- p->indexList[ 4 ] = startIndex + 7 + 16;
- p->indexList[ 5 ] = startIndex + 3 + 16;
- model->addPolygon( p );
- }
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
- {
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = pos.x;
- // Calculate the screen coordinates of the right side of the bitmap.
- right = pos.x + size.x;
- // Calculate the screen coordinates of the top of the bitmap.
- top = pos.y + size.y;
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = pos.y;
- float front = pos.z + size.z;
- float back = pos.z;
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
- }
- public:
- // Konstruktor
- // size: Die Größe des Würfels
- MauerKreuz()
- {
- model = new Model3DData();
- float stdSize = 100;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D * vertecies = new Vertex3D[ 72 ];
- for( int i = 0; i < 72; i++ )
- vertecies[ i ].knochenId = 0;
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
- makeQuader( vertecies, 24, Vec3< float >( -stdSize / 2, -stdSize / 2, -5 ), Vec3< float >( stdSize, stdSize + 10, 10 ) );
- makeQuader( vertecies, 48, Vec3< float >( -5, -stdSize / 2, -stdSize / 2 ), Vec3< float >( 10, stdSize + 10, stdSize ) );
- model->setVertecies( vertecies, 72 );
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur als Bild
- void setTextur( Bild * textur )
- {
- Textur* t = new Textur();
- t->setBildZ( textur );
- int anz = model->getPolygonAnzahl();
- for( int i = 0; i < anz; i++ )
- this->textur->setPolygonTextur( i, t->getThis() );
- t->release();
- rend = 1;
- }
- };
- class Boden : public Model3D
- {
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
- {
- vertecies[ startIndex ].pos = ltf;
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 1 ].pos = rtf;
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 2 ].pos = lbf;
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 3 ].pos = rbf;
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 4 ].pos = ltb;
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 5 ].pos = rtb;
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 6 ].pos = lbb;
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 7 ].pos = rbb;
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 8 ].pos = ltf;
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 9 ].pos = rtf;
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 10 ].pos = lbf;
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 11 ].pos = rbf;
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 12 ].pos = ltb;
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 13 ].pos = rtb;
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 14 ].pos = lbb;
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 15 ].pos = rbb;
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 16 ].pos = ltf;
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 17 ].pos = rtf;
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 18 ].pos = lbf;
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 19 ].pos = rbf;
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 20 ].pos = ltb;
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 21 ].pos = rtb;
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 22 ].pos = lbb;
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 23 ].pos = rbb;
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0;
- p->indexList[ 1 ] = startIndex + 2;
- p->indexList[ 2 ] = startIndex + 3;
- p->indexList[ 3 ] = startIndex + 0;
- p->indexList[ 4 ] = startIndex + 3;
- p->indexList[ 5 ] = startIndex + 1;
- model->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4;
- p->indexList[ 1 ] = startIndex + 7;
- p->indexList[ 2 ] = startIndex + 6;
- p->indexList[ 3 ] = startIndex + 4;
- p->indexList[ 4 ] = startIndex + 5;
- p->indexList[ 5 ] = startIndex + 7;
- model->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 1 + 8;
- p->indexList[ 1 ] = startIndex + 3 + 8;
- p->indexList[ 2 ] = startIndex + 7 + 8;
- p->indexList[ 3 ] = startIndex + 1 + 8;
- p->indexList[ 4 ] = startIndex + 7 + 8;
- p->indexList[ 5 ] = startIndex + 5 + 8;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0 + 8;
- p->indexList[ 1 ] = startIndex + 6 + 8;
- p->indexList[ 2 ] = startIndex + 2 + 8;
- p->indexList[ 3 ] = startIndex + 0 + 8;
- p->indexList[ 4 ] = startIndex + 4 + 8;
- p->indexList[ 5 ] = startIndex + 6 + 8;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4 + 16;
- p->indexList[ 1 ] = startIndex + 0 + 16;
- p->indexList[ 2 ] = startIndex + 1 + 16;
- p->indexList[ 3 ] = startIndex + 4 + 16;
- p->indexList[ 4 ] = startIndex + 1 + 16;
- p->indexList[ 5 ] = startIndex + 5 + 16;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 6 + 16;
- p->indexList[ 1 ] = startIndex + 3 + 16;
- p->indexList[ 2 ] = startIndex + 2 + 16;
- p->indexList[ 3 ] = startIndex + 6 + 16;
- p->indexList[ 4 ] = startIndex + 7 + 16;
- p->indexList[ 5 ] = startIndex + 3 + 16;
- model->addPolygon( p );
- }
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
- {
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = pos.x;
- // Calculate the screen coordinates of the right side of the bitmap.
- right = pos.x + size.x;
- // Calculate the screen coordinates of the top of the bitmap.
- top = pos.y + size.y;
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = pos.y;
- float front = pos.z + size.z;
- float back = pos.z;
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
- }
- public:
- // Konstruktor
- // size: Die Größe des Würfels
- Boden()
- {
- model = new Model3DData();
- float stdSize = 100;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D * vertecies = new Vertex3D[ 24 ];
- for( int i = 0; i < 24; i++ )
- vertecies[ i ].knochenId = 0;
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
- model->setVertecies( vertecies, 24 );
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur als Bild
- void setTextur( Bild * textur )
- {
- Textur* t = new Textur();
- t->setBildZ( textur );
- int anz = model->getPolygonAnzahl();
- for( int i = 0; i < anz; i++ )
- this->textur->setPolygonTextur( i, t->getThis() );
- t->release();
- rend = 1;
- }
- };
- class Held : public Model3D
- {
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
- {
- vertecies[ startIndex ].pos = ltf;
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 1 ].pos = rtf;
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 2 ].pos = lbf;
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 3 ].pos = rbf;
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 4 ].pos = ltb;
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 5 ].pos = rtb;
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 6 ].pos = lbb;
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 7 ].pos = rbb;
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 8 ].pos = ltf;
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 9 ].pos = rtf;
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 10 ].pos = lbf;
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 11 ].pos = rbf;
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 12 ].pos = ltb;
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 13 ].pos = rtb;
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 14 ].pos = lbb;
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 15 ].pos = rbb;
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ startIndex + 16 ].pos = ltf;
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ startIndex + 17 ].pos = rtf;
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ startIndex + 18 ].pos = lbf;
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ startIndex + 19 ].pos = rbf;
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ startIndex + 20 ].pos = ltb;
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ startIndex + 21 ].pos = rtb;
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ startIndex + 22 ].pos = lbb;
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ startIndex + 23 ].pos = rbb;
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0;
- p->indexList[ 1 ] = startIndex + 2;
- p->indexList[ 2 ] = startIndex + 3;
- p->indexList[ 3 ] = startIndex + 0;
- p->indexList[ 4 ] = startIndex + 3;
- p->indexList[ 5 ] = startIndex + 1;
- model->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4;
- p->indexList[ 1 ] = startIndex + 7;
- p->indexList[ 2 ] = startIndex + 6;
- p->indexList[ 3 ] = startIndex + 4;
- p->indexList[ 4 ] = startIndex + 5;
- p->indexList[ 5 ] = startIndex + 7;
- model->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 1 + 8;
- p->indexList[ 1 ] = startIndex + 3 + 8;
- p->indexList[ 2 ] = startIndex + 7 + 8;
- p->indexList[ 3 ] = startIndex + 1 + 8;
- p->indexList[ 4 ] = startIndex + 7 + 8;
- p->indexList[ 5 ] = startIndex + 5 + 8;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 0 + 8;
- p->indexList[ 1 ] = startIndex + 6 + 8;
- p->indexList[ 2 ] = startIndex + 2 + 8;
- p->indexList[ 3 ] = startIndex + 0 + 8;
- p->indexList[ 4 ] = startIndex + 4 + 8;
- p->indexList[ 5 ] = startIndex + 6 + 8;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 4 + 16;
- p->indexList[ 1 ] = startIndex + 0 + 16;
- p->indexList[ 2 ] = startIndex + 1 + 16;
- p->indexList[ 3 ] = startIndex + 4 + 16;
- p->indexList[ 4 ] = startIndex + 1 + 16;
- p->indexList[ 5 ] = startIndex + 5 + 16;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = startIndex + 6 + 16;
- p->indexList[ 1 ] = startIndex + 3 + 16;
- p->indexList[ 2 ] = startIndex + 2 + 16;
- p->indexList[ 3 ] = startIndex + 6 + 16;
- p->indexList[ 4 ] = startIndex + 7 + 16;
- p->indexList[ 5 ] = startIndex + 3 + 16;
- model->addPolygon( p );
- }
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
- {
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = pos.x;
- // Calculate the screen coordinates of the right side of the bitmap.
- right = pos.x + size.x;
- // Calculate the screen coordinates of the top of the bitmap.
- top = pos.y + size.y;
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = pos.y;
- float front = pos.z + size.z;
- float back = pos.z;
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
- }
- public:
- // Konstruktor
- // size: Die Größe des Würfels
- Held()
- {
- model = new Model3DData();
- float stdSize = 100;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D * vertecies = new Vertex3D[ 24 ];
- for( int i = 0; i < 24; i++ )
- vertecies[ i ].knochenId = 0;
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
- model->setVertecies( vertecies, 24 );
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur als Bild
- void setTextur( Bild * textur )
- {
- Textur* t = new Textur();
- t->setBildZ( textur );
- int anz = model->getPolygonAnzahl();
- for( int i = 0; i < anz; i++ )
- this->textur->setPolygonTextur( i, t->getThis() );
- t->release();
- rend = 1;
- }
- };
- // Aktion beim schließen des Fensters
- void schließen( void* p, void* f )
- {
- // Stoppe Nachrichten Loop
- StopNachrichtenSchleife( ( (WFenster*)f )->getFensterHandle() );
- }
- int __stdcall Framework::Start( Startparam p )
- {
- // Fenster erstellen
- WNDCLASS wc = F_Normal( p.hinst );
- wc.lpszClassName = "3D Creator";
- WFenster* f = new WFenster();
- f->erstellen( WS_OVERLAPPEDWINDOW, wc );
- f->setVSchließAktion( schließen );
- f->setAnzeigeModus( SW_SHOWNORMAL );
- f->setSize( 1300, 820 );
- f->setPosition( Punkt( 100, 100 ) );
- // 3D Umgebung erstellen
- Bildschirm3D* b = new Bildschirm3D( f->getThis() );
- f->setBildschirm( b->getThis() );
- b->setFillFarbe( 0 );
- b->setTestRend( 0 );
- Welt3D* welt = new Welt3D();
- TreppeUnten* test = new TreppeUnten();
- LTDBDatei* assets = new LTDBDatei();
- assets->setDatei( new Text( "assets.ltdb" ) );
- assets->leseDaten( 0 );
- Bild* b1 = assets->laden( 0, new Text( "ground.png" ) );
- assets->release();
- test->setTextur( b1->getThis() );
- test->setPosition( 0, 0, 0 );
- welt->addZeichnung( test );
- TreppeOben* test2 = new TreppeOben();
- test2->setTextur( b1->getThis() );
- test2->setPosition( 150, 0, 0 );
- welt->addZeichnung( test2 );
- Mauer* test3 = new Mauer();
- test3->setTextur( b1->getThis() );
- test3->setPosition( 150, 0, 150 );
- welt->addZeichnung( test3 );
- MauerEcke* test4 = new MauerEcke();
- test4->setTextur( b1->getThis() );
- test4->setPosition( -150, 0, 0 );
- welt->addZeichnung( test4 );
- MauerKreuz* test5 = new MauerKreuz();
- test5->setTextur( b1->getThis() );
- test5->setPosition( 0, 0, 150 );
- welt->addZeichnung( test5 );
- Boden* test6 = new Boden();
- test6->setTextur( b1->getThis() );
- test6->setPosition( -150, 0, 150 );
- welt->addZeichnung( test6 );
- b1->release();
- Kam3D* kamA = new Kam3D();
- kamA->setBildschirmPosition( 10, 10 );
- kamA->setBildschirmSize( 385, 385 );
- kamA->setPosition( Vec3<float>( -1000, 0, 0 ) );
- kamA->setAusrichtung( Vec3<float>( 0, 0, 0 ) );
- kamA->setWelt( welt->getThis() );
- b->addKamera( kamA );
- Kam3D* kamB = new Kam3D();
- kamB->setBildschirmPosition( 10, 405 );
- kamB->setBildschirmSize( 385, 385 );
- kamB->setPosition( Vec3<float>( 0, -1000, 0 ) );
- kamB->setAusrichtung( Vec3<float>( 0, 0, 0 ) );
- kamB->setWelt( welt->getThis() );
- b->addKamera( kamB );
- Kam3D* kamC = new Kam3D();
- kamC->setBildschirmPosition( 405, 10 );
- kamC->setBildschirmSize( 385, 385 );
- kamC->setPosition( Vec3<float>( 0, 0, -1000 ) );
- kamC->setAusrichtung( Vec3<float>( 0, 0, 0 ) );
- kamC->setWelt( welt->getThis() );
- b->addKamera( kamC );
- Kam3D * kamD = new Kam3D();
- kamD->setStyle( Kam3D::Style::Movable | Kam3D::Style::Rotatable | Kam3D::Style::Tick );
- kamD->setBildschirmPosition( 405, 405 );
- kamD->setBildschirmSize( 385, 385 );
- kamD->setPosition( Vec3<float>( 0, 0, -1000 ) );
- kamD->setAusrichtung( Vec3<float>( 0, 0, 0 ) );
- kamD->setWelt( welt->getThis() );
- b->addKamera( kamD );
- LRahmen * kamAR = new LRahmen();
- kamAR->setPosition( 10, 10 );
- kamAR->setFarbe( 0xFFFFFFFF );
- kamAR->setRamenBreite( 1 );
- kamAR->setSize( 385, 385 );
- b->addMember( kamAR );
- LRahmen * kamBR = new LRahmen();
- kamBR->setPosition( 404, 10 );
- kamBR->setFarbe( 0xFFFFFFFF );
- kamBR->setRamenBreite( 1 );
- kamBR->setSize( 385, 385 );
- b->addMember( kamBR );
- LRahmen * kamCR = new LRahmen();
- kamCR->setPosition( 10, 405 );
- kamCR->setFarbe( 0xFFFFFFFF );
- kamCR->setRamenBreite( 1 );
- kamCR->setSize( 385, 385 );
- b->addMember( kamCR );
- LRahmen * kamDR = new LRahmen();
- kamDR->setPosition( 405, 405 );
- kamDR->setFarbe( 0xFFFFFFFF );
- kamDR->setRamenBreite( 1 );
- kamDR->setSize( 385, 385 );
- b->addMember( kamDR );
- // Render Loop starten
- RenderTh * r = new RenderTh();
- r->setBildschirm( b->getThis() );
- r->setTickFunktion( [ test, b, kamD ]( void*, void*, double t )
- {
- //test->setDrehung( test->getDrehung() + Vec3<double>( t, t, t ) );
- if( Framework::getTastenStand( T_Enter ) )
- {
- kamD->setAusrichtung( Vec3<float>( 0, 0, 0 ) );
- }
- } );
- r->beginn();
- // Nachrichten Loop starten und warten
- StartNachrichtenSchleife();
- // Speicher Freigeben
- r->beenden();
- r->release();
- b->release();
- f->setBildschirm( 0 );
- f->zerstören();
- f->release();
- welt->release();
- return 0;
- }
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