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- #include "Cube.h"
- #include "Textur.h"
- #include "Globals.h"
- #include "Model3DList.h"
- #include "TexturList.h"
- #include "DXBuffer.h"
- using namespace Framework;
- // Inhalt der Cube Klasse
- // Konstruktor
- // size: Die Größe des Würfels
- Cube::Cube( float size )
- : Model3D()
- {
- if( m3dRegister->hatModel( Standart3DTypes::cube ) )
- model = m3dRegister->getModel( Standart3DTypes::cube );
- else
- {
- model = new Model3DData();
- m3dRegister->addModel( dynamic_cast<Model3DData *>( model->getThis() ), 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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