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- #include "Cube.h"
- #include "DXBuffer.h"
- #include "Globals.h"
- #include "GraphicsApi.h"
- #include "Model3DList.h"
- #include "Textur.h"
- #include "TexturList.h"
- using namespace Framework;
- // Inhalt der Cube Klasse
- // Konstruktor
- // size: Die Größe des Würfels
- Cube::Cube(float size, GraphicsApi* zApi)
- : Model3D()
- {
- if (zApi->hasModel(Standart3DTypes::cube))
- model = zApi->getModel(Standart3DTypes::cube);
- else
- {
- model = zApi->createModel(Standart3DTypes::cube);
- 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;
- vertecies[0].pos = Vec3<float>(left, top, front);
- vertecies[0].tPos = Vec2<float>(0.f, 0.f);
- vertecies[1].pos = Vec3<float>(right, top, front);
- vertecies[1].tPos = Vec2<float>(1.f, 0.f);
- vertecies[2].pos = Vec3<float>(left, bottom, front);
- vertecies[2].tPos = Vec2<float>(0.f, 1.f);
- vertecies[3].pos = Vec3<float>(right, bottom, front);
- vertecies[3].tPos = Vec2<float>(1.f, 1.f);
- vertecies[4].pos = Vec3<float>(left, top, back);
- vertecies[4].tPos = Vec2<float>(0.0f, 0.0f);
- vertecies[5].pos = Vec3<float>(right, top, back);
- vertecies[5].tPos = Vec2<float>(1.0f, 0.0f);
- vertecies[6].pos = Vec3<float>(left, bottom, back);
- vertecies[6].tPos = Vec2<float>(0.0f, 1.0f);
- vertecies[7].pos = Vec3<float>(right, bottom, back);
- vertecies[7].tPos = Vec2<float>(1.0f, 1.0f);
- vertecies[8].pos = Vec3<float>(left, top, front);
- vertecies[8].tPos = Vec2<float>(1.f, 0.f);
- vertecies[9].pos = Vec3<float>(right, top, front);
- vertecies[9].tPos = Vec2<float>(0.f, 0.f);
- vertecies[10].pos = Vec3<float>(left, bottom, front);
- vertecies[10].tPos = Vec2<float>(1.f, 1.f);
- vertecies[11].pos = Vec3<float>(right, bottom, front);
- vertecies[11].tPos = Vec2<float>(0.f, 1.f);
- vertecies[12].pos = Vec3<float>(left, top, back);
- vertecies[12].tPos = Vec2<float>(0.0f, 0.0f);
- vertecies[13].pos = Vec3<float>(right, top, back);
- vertecies[13].tPos = Vec2<float>(1.0f, 0.0f);
- vertecies[14].pos = Vec3<float>(left, bottom, back);
- vertecies[14].tPos = Vec2<float>(0.0f, 1.0f);
- vertecies[15].pos = Vec3<float>(right, bottom, back);
- vertecies[15].tPos = Vec2<float>(1.0f, 1.0f);
- vertecies[16].pos = Vec3<float>(left, top, front);
- vertecies[16].tPos = Vec2<float>(0.f, 1.f);
- vertecies[17].pos = Vec3<float>(right, top, front);
- vertecies[17].tPos = Vec2<float>(1.f, 1.f);
- vertecies[18].pos = Vec3<float>(left, bottom, front);
- vertecies[18].tPos = Vec2<float>(0.f, 0.f);
- vertecies[19].pos = Vec3<float>(right, bottom, front);
- vertecies[19].tPos = Vec2<float>(1.f, 0.f);
- vertecies[20].pos = Vec3<float>(left, top, back);
- vertecies[20].tPos = Vec2<float>(0.0f, 0.0f);
- vertecies[21].pos = Vec3<float>(right, top, back);
- vertecies[21].tPos = Vec2<float>(1.0f, 0.0f);
- vertecies[22].pos = Vec3<float>(left, bottom, back);
- vertecies[22].tPos = Vec2<float>(0.0f, 1.0f);
- vertecies[23].pos = Vec3<float>(right, bottom, back);
- vertecies[23].tPos = Vec2<float>(1.0f, 1.0f);
- model->setVertecies(vertecies, 24);
- // front side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[p->indexAnz];
- p->indexList[0] = 0;
- p->indexList[1] = 3;
- p->indexList[2] = 2;
- p->indexList[3] = 0;
- p->indexList[4] = 1;
- p->indexList[5] = 3;
- model->addPolygon(p);
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[p->indexAnz];
- p->indexList[0] = 4;
- p->indexList[1] = 6;
- p->indexList[2] = 7;
- p->indexList[3] = 4;
- p->indexList[4] = 7;
- p->indexList[5] = 5;
- model->addPolygon(p);
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[p->indexAnz];
- p->indexList[0] = 1 + 8;
- p->indexList[1] = 7 + 8;
- p->indexList[2] = 3 + 8;
- p->indexList[3] = 1 + 8;
- p->indexList[4] = 5 + 8;
- p->indexList[5] = 7 + 8;
- model->addPolygon(p);
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[p->indexAnz];
- p->indexList[0] = 0 + 8;
- p->indexList[1] = 2 + 8;
- p->indexList[2] = 6 + 8;
- p->indexList[3] = 0 + 8;
- p->indexList[4] = 6 + 8;
- p->indexList[5] = 4 + 8;
- model->addPolygon(p);
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[p->indexAnz];
- p->indexList[0] = 4 + 16;
- p->indexList[1] = 1 + 16;
- p->indexList[2] = 0 + 16;
- p->indexList[3] = 4 + 16;
- p->indexList[4] = 5 + 16;
- p->indexList[5] = 1 + 16;
- model->addPolygon(p);
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[p->indexAnz];
- p->indexList[0] = 6 + 16;
- p->indexList[1] = 2 + 16;
- p->indexList[2] = 3 + 16;
- p->indexList[3] = 6 + 16;
- p->indexList[4] = 3 + 16;
- p->indexList[5] = 7 + 16;
- model->addPolygon(p);
- }
- textur = new Model3DTextur();
- }
- // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
- // textur: Die Textur
- void Cube::setTextur(Textur* textur)
- {
- this->textur->setPolygonTextur(
- LINKS, dynamic_cast<Textur*>(textur->getThis()));
- this->textur->setPolygonTextur(
- OBEN, dynamic_cast<Textur*>(textur->getThis()));
- this->textur->setPolygonTextur(
- RECHTS, dynamic_cast<Textur*>(textur->getThis()));
- this->textur->setPolygonTextur(
- UNTEN, dynamic_cast<Textur*>(textur->getThis()));
- this->textur->setPolygonTextur(
- VORNE, dynamic_cast<Textur*>(textur->getThis()));
- this->textur->setPolygonTextur(HINTEN, textur);
- rend = 1;
- }
- // Setzt die Textur von einer bestimmten Seite des Würfels
- // textur: Die Textur
- // s: Die Seite, die gesetzt werden soll
- void Cube::setTextur(Textur* textur, CubeSeite s)
- {
- this->textur->setPolygonTextur(s, textur);
- rend = 1;
- }
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