blob: d07f67d4d8f3a8d7862cfae8e6335fd901b1b0d3 (
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
114
115
116
117
118
119
120
121
|
/*
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;
}
/// material inde
inline size_t material_index() const {
return triangle_material_index;
}
/// set material index
inline void set_material_index(const size_t index) {
triangle_material_index = index;
}
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;
size_t triangle_material_index;
};
}
#endif // __INCLUDED_MODEL_TRIANGLE_H__
|