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

namespace model
{

/// a model triangle
class Triangle
{
public:
        /**
         * @brief a new triangle with 3 vertices
         * this constructor is used by the ASE reader sets the detail flag to false
         */
        Triangle(const math::Vector3f &v0, const math::Vector3f &v1, const math::Vector3f &v2);

        /**
         * @brief a new triangle with 3 vertices
         * this constructor is used by the MAP reader and assigns the face normal to every vertex normal
         */
        Triangle(const math::Vector3f &v0,const  math::Vector3f &v1, const math::Vector3f &v2, const math::Vector3f &normal, const bool detail = false);

        /// delete triangle
        ~Triangle();

        /// 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;
        }

        /// indidcates if this triangle was generated from a detail brush
        inline bool detail() const {
                return triangle_detail;
        }

        /// face normal
        inline math::Vector3f &normal() {
                return triangle_normal;
        }

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__