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Indoor/floorplan/3D/primitives/Cube.h
2018-10-25 11:50:12 +02:00

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/*
* © 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