Cube.cpp 6.8 KB

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  1. #include "Cube.h"
  2. #include "DXBuffer.h"
  3. #include "Globals.h"
  4. #include "GraphicsApi.h"
  5. #include "Model3DList.h"
  6. #include "Textur.h"
  7. #include "TexturList.h"
  8. using namespace Framework;
  9. // Inhalt der Cube Klasse
  10. // Konstruktor
  11. // size: Die Größe des Würfels
  12. Cube::Cube(float size, GraphicsApi* zApi)
  13. : Model3D()
  14. {
  15. if (zApi->hasModel(Standart3DTypes::cube))
  16. model = zApi->getModel(Standart3DTypes::cube);
  17. else
  18. {
  19. model = zApi->createModel(Standart3DTypes::cube);
  20. float stdSize = 100;
  21. float left, right, top, bottom;
  22. // Calculate the screen coordinates of the left side of the bitmap.
  23. left = (float)((stdSize / 2.0) * -1);
  24. // Calculate the screen coordinates of the right side of the bitmap.
  25. right = left + (float)stdSize;
  26. // Calculate the screen coordinates of the top of the bitmap.
  27. top = (float)(stdSize / 2.0);
  28. // Calculate the screen coordinates of the bottom of the bitmap.
  29. bottom = top - (float)stdSize;
  30. float front = -stdSize / 2;
  31. float back = front + stdSize;
  32. Vertex3D* vertecies = new Vertex3D[24];
  33. for (int i = 0; i < 24; i++)
  34. vertecies[i].knochenId = 0;
  35. vertecies[0].pos = Vec3<float>(left, top, front);
  36. vertecies[0].tPos = Vec2<float>(0.f, 0.f);
  37. vertecies[1].pos = Vec3<float>(right, top, front);
  38. vertecies[1].tPos = Vec2<float>(1.f, 0.f);
  39. vertecies[2].pos = Vec3<float>(left, bottom, front);
  40. vertecies[2].tPos = Vec2<float>(0.f, 1.f);
  41. vertecies[3].pos = Vec3<float>(right, bottom, front);
  42. vertecies[3].tPos = Vec2<float>(1.f, 1.f);
  43. vertecies[4].pos = Vec3<float>(left, top, back);
  44. vertecies[4].tPos = Vec2<float>(0.0f, 0.0f);
  45. vertecies[5].pos = Vec3<float>(right, top, back);
  46. vertecies[5].tPos = Vec2<float>(1.0f, 0.0f);
  47. vertecies[6].pos = Vec3<float>(left, bottom, back);
  48. vertecies[6].tPos = Vec2<float>(0.0f, 1.0f);
  49. vertecies[7].pos = Vec3<float>(right, bottom, back);
  50. vertecies[7].tPos = Vec2<float>(1.0f, 1.0f);
  51. vertecies[8].pos = Vec3<float>(left, top, front);
  52. vertecies[8].tPos = Vec2<float>(1.f, 0.f);
  53. vertecies[9].pos = Vec3<float>(right, top, front);
  54. vertecies[9].tPos = Vec2<float>(0.f, 0.f);
  55. vertecies[10].pos = Vec3<float>(left, bottom, front);
  56. vertecies[10].tPos = Vec2<float>(1.f, 1.f);
  57. vertecies[11].pos = Vec3<float>(right, bottom, front);
  58. vertecies[11].tPos = Vec2<float>(0.f, 1.f);
  59. vertecies[12].pos = Vec3<float>(left, top, back);
  60. vertecies[12].tPos = Vec2<float>(0.0f, 0.0f);
  61. vertecies[13].pos = Vec3<float>(right, top, back);
  62. vertecies[13].tPos = Vec2<float>(1.0f, 0.0f);
  63. vertecies[14].pos = Vec3<float>(left, bottom, back);
  64. vertecies[14].tPos = Vec2<float>(0.0f, 1.0f);
  65. vertecies[15].pos = Vec3<float>(right, bottom, back);
  66. vertecies[15].tPos = Vec2<float>(1.0f, 1.0f);
  67. vertecies[16].pos = Vec3<float>(left, top, front);
  68. vertecies[16].tPos = Vec2<float>(0.f, 1.f);
  69. vertecies[17].pos = Vec3<float>(right, top, front);
  70. vertecies[17].tPos = Vec2<float>(1.f, 1.f);
  71. vertecies[18].pos = Vec3<float>(left, bottom, front);
  72. vertecies[18].tPos = Vec2<float>(0.f, 0.f);
  73. vertecies[19].pos = Vec3<float>(right, bottom, front);
  74. vertecies[19].tPos = Vec2<float>(1.f, 0.f);
  75. vertecies[20].pos = Vec3<float>(left, top, back);
  76. vertecies[20].tPos = Vec2<float>(0.0f, 0.0f);
  77. vertecies[21].pos = Vec3<float>(right, top, back);
  78. vertecies[21].tPos = Vec2<float>(1.0f, 0.0f);
  79. vertecies[22].pos = Vec3<float>(left, bottom, back);
  80. vertecies[22].tPos = Vec2<float>(0.0f, 1.0f);
  81. vertecies[23].pos = Vec3<float>(right, bottom, back);
  82. vertecies[23].tPos = Vec2<float>(1.0f, 1.0f);
  83. model->setVertecies(vertecies, 24);
  84. // front side
  85. Polygon3D* p = new Polygon3D();
  86. p->indexAnz = 6;
  87. p->indexList = new int[p->indexAnz];
  88. p->indexList[0] = 0;
  89. p->indexList[1] = 3;
  90. p->indexList[2] = 2;
  91. p->indexList[3] = 0;
  92. p->indexList[4] = 1;
  93. p->indexList[5] = 3;
  94. model->addPolygon(p);
  95. // back side
  96. p = new Polygon3D();
  97. p->indexAnz = 6;
  98. p->indexList = new int[p->indexAnz];
  99. p->indexList[0] = 4;
  100. p->indexList[1] = 6;
  101. p->indexList[2] = 7;
  102. p->indexList[3] = 4;
  103. p->indexList[4] = 7;
  104. p->indexList[5] = 5;
  105. model->addPolygon(p);
  106. // right side
  107. p = new Polygon3D();
  108. p->indexAnz = 6;
  109. p->indexList = new int[p->indexAnz];
  110. p->indexList[0] = 1 + 8;
  111. p->indexList[1] = 7 + 8;
  112. p->indexList[2] = 3 + 8;
  113. p->indexList[3] = 1 + 8;
  114. p->indexList[4] = 5 + 8;
  115. p->indexList[5] = 7 + 8;
  116. model->addPolygon(p);
  117. // left side
  118. p = new Polygon3D();
  119. p->indexAnz = 6;
  120. p->indexList = new int[p->indexAnz];
  121. p->indexList[0] = 0 + 8;
  122. p->indexList[1] = 2 + 8;
  123. p->indexList[2] = 6 + 8;
  124. p->indexList[3] = 0 + 8;
  125. p->indexList[4] = 6 + 8;
  126. p->indexList[5] = 4 + 8;
  127. model->addPolygon(p);
  128. // top side
  129. p = new Polygon3D();
  130. p->indexAnz = 6;
  131. p->indexList = new int[p->indexAnz];
  132. p->indexList[0] = 4 + 16;
  133. p->indexList[1] = 1 + 16;
  134. p->indexList[2] = 0 + 16;
  135. p->indexList[3] = 4 + 16;
  136. p->indexList[4] = 5 + 16;
  137. p->indexList[5] = 1 + 16;
  138. model->addPolygon(p);
  139. // down side
  140. p = new Polygon3D();
  141. p->indexAnz = 6;
  142. p->indexList = new int[p->indexAnz];
  143. p->indexList[0] = 6 + 16;
  144. p->indexList[1] = 2 + 16;
  145. p->indexList[2] = 3 + 16;
  146. p->indexList[3] = 6 + 16;
  147. p->indexList[4] = 3 + 16;
  148. p->indexList[5] = 7 + 16;
  149. model->addPolygon(p);
  150. }
  151. textur = new Model3DTextur();
  152. }
  153. // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
  154. // textur: Die Textur
  155. void Cube::setTextur(Textur* textur)
  156. {
  157. this->textur->setPolygonTextur(
  158. LINKS, dynamic_cast<Textur*>(textur->getThis()));
  159. this->textur->setPolygonTextur(
  160. OBEN, dynamic_cast<Textur*>(textur->getThis()));
  161. this->textur->setPolygonTextur(
  162. RECHTS, dynamic_cast<Textur*>(textur->getThis()));
  163. this->textur->setPolygonTextur(
  164. UNTEN, dynamic_cast<Textur*>(textur->getThis()));
  165. this->textur->setPolygonTextur(
  166. VORNE, dynamic_cast<Textur*>(textur->getThis()));
  167. this->textur->setPolygonTextur(HINTEN, textur);
  168. rend = 1;
  169. }
  170. // Setzt die Textur von einer bestimmten Seite des Würfels
  171. // textur: Die Textur
  172. // s: Die Seite, die gesetzt werden soll
  173. void Cube::setTextur(Textur* textur, CubeSeite s)
  174. {
  175. this->textur->setPolygonTextur(s, textur);
  176. rend = 1;
  177. }