blob: 8c7552202d19fe2c56da2254d9acf583bed3ac40 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
/*
model/face.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#ifndef __INCLUDED_MODEL_FACE_H__
#define __INCLUDED_MODEL_FACE_H__
#include <string>
#include "math/vector2f.h"
#include "math/vector3f.h"
#include "model/material.h"
namespace model
{
/** @brief A class representing the plane of a single model face
* all points p(x, y, z) on the plane satisfy the general equation
* x*a() + y*b() + z*c() + d() = 0
*/
class Face
{
public:
/// a plane defined by 3 points in space
Face(math::Vector3f const & point0, math::Vector3f const &point1, math::Vector3f const &point2);
/// copy constructor
Face(Face const & other);
/// normal of the plane, not normalized to lenght 1
inline math::Vector3f const & normal() const
{
return face_normal;
}
/// the points defining the plane.
/// @param index 0 <= i < 3
inline math::Vector3f const & point(size_t index) const
{
return face_point[index];
}
/// face material
inline Material *material() const
{
return face_material;
}
/// first parameter of the general plane equation
inline float a() const
{
return face_normal[0];
}
/// second parameter of the general plane equation
inline float b() const
{
return face_normal[1];
}
/// third param of the general plane equation
inline float c() const
{
return face_normal[2];
}
/// fourth parameter of the general plane equation
inline float d() const
{
return pd;
}
/// indidcates if this plane was generated from a detail brush
inline bool & detail()
{
return face_detail;
}
/// surface flags
inline unsigned int & surface_flags()
{
return face_surface_flags;
}
/// return texture transformation vectors
/// @param index 0 <= i < 2
inline math::Vector3f &tex_vec(size_t index) { return face_tex_vec[index]; }
/// return texture shift
inline math::Vector2f &tex_shift() { return face_tex_shift; }
inline void set_material(Material *material) { face_material = material; }
private:
math::Vector3f face_normal;
math::Vector3f face_point[3];
math::Vector3f face_tex_vec[2];
math::Vector2f face_tex_shift;
Material *face_material;
unsigned int face_surface_flags;
bool face_detail;
float pd;
};
}
#endif // __INCLUDED_MODEL_FACE_H__
|