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