/* * © Copyright 2014 – Urheberrechtshinweis * Alle Rechte vorbehalten / All Rights Reserved * * Programmcode ist urheberrechtlich geschuetzt. * Das Urheberrecht liegt, soweit nicht ausdruecklich anders gekennzeichnet, bei Frank Ebner. * Keine Verwendung ohne explizite Genehmigung. * (vgl. § 106 ff UrhG / § 97 UrhG) */ #ifndef FLOORPLAN_3D_CUBE_H #define FLOORPLAN_3D_CUBE_H #include "../../../math/Matrix4.h" #include "Mesh.h" namespace Floorplan3D { class Cube : public Mesh { private: /** ctor */ Cube() { //unitCube(true); } public: enum Part { CUBE_TOP = 1, CUBE_BOTTOM = 2, CUBE_LEFT = 4, CUBE_RIGHT = 8, CUBE_FRONT = 16, CUBE_BACK = 32, }; // Cube (const Point3 p1, const Point3 p2, const Point3 p3, const Point3 p4, const float h) { //// const Point3 ph(0,0,h); //// addQuad(p1+ph, p2+ph, p3+ph, p4+ph); // top //// addQuad(p4, p3, p2, p1); // bottom //// addQuad(p3+ph, p2+ph, p2, p3); // right //// addQuad(p1+ph, p4+ph, p4, p1); // left //// addQuad(p2+ph, p1+ph, p1, p2); // front //// addQuad(p4+ph, p3+ph, p3, p4); // back // addQuad(); // } /** ctor with position, size and rotation */ Cube(const Point3 pos, const Point3 size, const Point3 rot_deg, const Part parts = (Part)63) { unitCube(parts); transform(pos, size, rot_deg); } /** get a transformed version */ Cube transformed(const Matrix4& mat) const { Cube res = *this; res.transform(mat); return res; } /** get a transformed version */ Cube transformed(const Point3 pos, const Point3 size, const Point3 rot_deg) const { Cube res = *this; res.transform(pos, size, rot_deg); return res; } static Cube unit(const Part parts = (Part) 63) { Cube cube; cube.unitCube(parts); return cube; } /** cube from 8 vertices (upper 4, lower 4) */ static Cube fromVertices(const Point3 pt1, const Point3 pt2, const Point3 pt3, const Point3 pt4, const Point3 pb1, const Point3 pb2, const Point3 pb3, const Point3 pb4) { Cube cube; cube.addQuad(pt1, pt2, pt3, pt4); // top cube.addQuad(pb4, pb3, pb2, pb1); // bottom cube.addQuad(pt3, pt2, pb2, pb3); // right cube.addQuad(pt1, pt4, pb4, pb1); // left cube.addQuad(pt2, pt1, pb1, pb2); // front cube.addQuad(pt4, pt3, pb3, pb4); // back return cube; } /** cube from 8 vertices (upper 4, lower 4) */ static Cube fromBottomAndHeight(const Point3 pb1, const Point3 pb2, const Point3 pb3, const Point3 pb4, const float h) { const Point3 ph(0,0,h); return Cube::fromVertices(pb1+ph, pb2+ph, pb3+ph, pb4+ph, pb1, pb2, pb3, pb4); } private: /** build unit-cube faces */ void unitCube(const Part parts) { const float s = 1.0f; // left? if (parts & CUBE_LEFT) { addQuad( Point3(+s, -s, -s), Point3(+s, -s, +s), Point3(-s, -s, +s), Point3(-s, -s, -s) ); } // right? if (parts & CUBE_RIGHT) { addQuad( Point3(-s, +s, -s), Point3(-s, +s, +s), Point3(+s, +s, +s), Point3(+s, +s, -s) ); } // front if (parts & CUBE_FRONT) { addQuad( Point3(-s, -s, -s), Point3(-s, -s, +s), Point3(-s, +s, +s), Point3(-s, +s, -s) ); } // back if (parts & CUBE_BACK) { addQuad( Point3(+s, +s, -s), Point3(+s, +s, +s), Point3(+s, -s, +s), Point3(+s, -s, -s) ); } // top if (parts & CUBE_TOP) { addQuad( Point3(+s, +s, +s), Point3(-s, +s, +s), Point3(-s, -s, +s), Point3(+s, -s, +s) ); } // bottom if (parts & CUBE_BOTTOM) { addQuad( Point3(+s, -s, -s), Point3(-s, -s, -s), Point3(-s, +s, -s), Point3(+s, +s, -s) ); } } }; } #endif // FLOORPLAN_3D_CUBE_H