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BoxMesh.cpp
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119 lines (90 loc) · 3.58 KB
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#include "BoxMesh.h"
void copyPlane2Buffer(Vertex * & vertexBuffer, GLuint * & elementBuffer, unsigned int & elementStartIndex,
const Vertex & a, const Vertex & b, const Vertex & c, const Vertex & d);
BoxMesh::BoxMesh(float width, float height, float depth, QColor boxColor) {
mVertices.push_back(QVector3D(-0.5f*width, -0.5f*height, 0.5f*depth)); // a = 0
mVertices.push_back(QVector3D( 0.5f*width, -0.5f*height, 0.5f*depth)); // b = 1
mVertices.push_back(QVector3D( 0.5f*width, 0.5f*height, 0.5f*depth)); // c = 2
mVertices.push_back(QVector3D(-0.5f*width, 0.5f*height, 0.5f*depth)); // d = 3
mVertices.push_back(QVector3D(-0.5f*width, -0.5f*height, -0.5f*depth)); // e = 4
mVertices.push_back(QVector3D( 0.5f*width, -0.5f*height, -0.5f*depth)); // f = 5
mVertices.push_back(QVector3D( 0.5f*width, 0.5f*height, -0.5f*depth)); // g = 6
mVertices.push_back(QVector3D(-0.5f*width, 0.5f*height, -0.5f*depth)); // h = 7
setColor(boxColor);
}
void BoxMesh::transform(const QMatrix4x4 & transform) {
for (QVector3D & v : mVertices)
v = transform*v;
}
void BoxMesh::copy2Buffer(Vertex *& vertexBuffer, GLuint *& elementBuffer, unsigned int & elementStartIndex) const {
std::vector<QColor> cols;
Q_ASSERT(!mColors.empty());
if (mColors.size() == 1) {
cols = std::vector<QColor>(6, mColors[0]);
}
else {
Q_ASSERT(mColors.size() == 6);
cols = mColors;
}
copyPlane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[0], cols[0]),
Vertex(mVertices[1], cols[0]),
Vertex(mVertices[2], cols[0]),
Vertex(mVertices[3], cols[0])
);
copyPlane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[1], cols[1]),
Vertex(mVertices[5], cols[1]),
Vertex(mVertices[6], cols[1]),
Vertex(mVertices[2], cols[1])
);
copyPlane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[5], cols[2]),
Vertex(mVertices[4], cols[2]),
Vertex(mVertices[7], cols[2]),
Vertex(mVertices[6], cols[2])
);
copyPlane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[4], cols[3]),
Vertex(mVertices[0], cols[3]),
Vertex(mVertices[3], cols[3]),
Vertex(mVertices[7], cols[3])
);
copyPlane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[4], cols[4]),
Vertex(mVertices[5], cols[4]),
Vertex(mVertices[1], cols[4]),
Vertex(mVertices[0], cols[4])
);
copyPlane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[3], cols[5]),
Vertex(mVertices[2], cols[5]),
Vertex(mVertices[6], cols[5]),
Vertex(mVertices[7], cols[5])
);
}
void copyPlane2Buffer(Vertex * & vertexBuffer, GLuint * & elementBuffer, unsigned int & elementStartIndex,
const Vertex & a, const Vertex & b, const Vertex & c, const Vertex & d)
{
vertexBuffer[0] = a;
vertexBuffer[1] = b;
vertexBuffer[2] = c;
vertexBuffer[3] = d;
if (a.y < c.y) {
vertexBuffer[0].r *= 0.5;
vertexBuffer[1].r *= 0.5;
vertexBuffer[0].g *= 0.5;
vertexBuffer[1].g *= 0.5;
vertexBuffer[0].b *= 0.5;
vertexBuffer[1].b *= 0.5;
}
vertexBuffer += 4;
elementBuffer[0] = elementStartIndex;
elementBuffer[1] = elementStartIndex+1;
elementBuffer[2] = elementStartIndex+3;
elementBuffer[3] = elementStartIndex+1;
elementBuffer[4] = elementStartIndex+2;
elementBuffer[5] = elementStartIndex+3;
elementBuffer += 6;
elementStartIndex += 4;
}