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/*
   model/triangle.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_TRIANGLE_H__
#define __INCLUDED_MODEL_TRIANGLE_H__

#include "math/color.h"
#include "math/vector2f.h"
#include "math/vector3f.h"

namespace model
{

/// a model triangle
class Triangle
{
public:
	/**
	 * @brief default constructor
	 */
	Triangle();

	/**
	 * @brief copy constructor
	 */
	Triangle(const Triangle &other);

	/**
	 * @brief a new triangle with 3 vertices
	 * this constructor sets the detail flag to false
	 */
	Triangle(math::Vector3f const &v0, math::Vector3f const &v1, math::Vector3f const &v2);

	/// a new triangle with 3 vertices, a normal and detail flag
	Triangle(math::Vector3f const &v0, math::Vector3f const &v1, math::Vector3f const &v2,
		 math::Vector3f const &normal, bool detail);

	/// delete triangle
	~Triangle();
	
	/**
	 * @brief assignment
	 */
	void assign(const Triangle &other);

	/**
	 * @brief assignment oeprator
	 */
	inline const Triangle & operator=(const Triangle &other) 
	{
		assign(other);
		return (*this);
	}

	/// normal of the triangle
	inline math::Vector3f & normal()
	{
		return triangle_normal;
	}
	
	/// indidcates if this triangle was generated from a detail brush
	inline bool detail() const
	{
		return triangle_detail;
	}
	
	/// triangle vertex 0
	inline math::Vector3f & v0()
	{
		return triangle_v0;
	}
	
	/// triangle vertex 0 normal
	inline math::Vector3f & n0()
	{
		return triangle_n0;
	}

	/// triangle vertex 0 texture coordinates
	inline math::Vector2f & t0()
	{
		return triangle_t0;
	}

	/// triangle vertex 1
	inline math::Vector3f & v1()
	{
		return triangle_v1;
	}

	/// triangle vertex 1 normal
	inline math::Vector3f & n1()
	{
		return triangle_n1;
	}

	/// triangle vertex 1 texture coordinates
	inline math::Vector2f & t1()
	{
		return triangle_t1;
	}
	
	/// triangle vertex 2
	inline math::Vector3f & v2()
	{
		return triangle_v2;
	}

	/// triangle vertex 2 normal
	inline math::Vector3f & n2()
	{
		return triangle_n2;
	}

	/// triangle vertex 2 texture coordinates
	inline math::Vector2f & t2()
	{
		return triangle_t2;
	}

private:

	math::Vector3f 		triangle_v0;
	math::Vector3f 		triangle_n0;
	math::Vector2f		triangle_t0;

	math::Vector3f 		triangle_v1;
	math::Vector3f 		triangle_n1;
	math::Vector2f		triangle_t1;

	math::Vector3f 		triangle_v2;
	math::Vector3f 		triangle_n2;
	math::Vector2f		triangle_t2;
		
	math::Vector3f 		triangle_normal;
	bool			triangle_detail;
};

}

#endif // __INCLUDED_MODEL_TRIANGLE_H__