146 lines
2.5 KiB
C++
146 lines
2.5 KiB
C++
#ifndef QUBE_H
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#define QUBE_H
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#include <vector>
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#include "../../../geo/Triangle3.h"
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#include "../../../math/Matrix4.h"
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namespace Ray3D {
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class Cube {
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private:
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std::vector<Triangle3> trias;
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public:
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/** ctor */
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Cube() {
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unitCube(true);
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}
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/** ctor with position, size and rotation */
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Cube(Point3 pos, Point3 size, Point3 rot_deg, const bool topAndBottom = true) {
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unitCube(topAndBottom);
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const Matrix4 mRot = Matrix4::getRotationDeg(rot_deg.x, rot_deg.y, rot_deg.z);
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const Matrix4 mSize = Matrix4::getScale(size.x, size.y, size.z);
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const Matrix4 mPos = Matrix4::getTranslation(pos.x, pos.y, pos.z);
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const Matrix4 mat = mPos * mRot * mSize;
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transform(mat);
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}
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/** get the cube's triangles */
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const std::vector<Triangle3> getTriangles() const {
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return trias;
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}
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void transform(const Matrix4& mat) {
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for (Triangle3& tria : trias) {
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Vector4 v1(tria.p1.x, tria.p1.y, tria.p1.z, 1);
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Vector4 v2(tria.p2.x, tria.p2.y, tria.p2.z, 1);
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Vector4 v3(tria.p3.x, tria.p3.y, tria.p3.z, 1);
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v1 = mat*v1;
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v2 = mat*v2;
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v3 = mat*v3;
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tria.p1 = Point3(v1.x, v1.y, v1.z);
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tria.p2 = Point3(v2.x, v2.y, v2.z);
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tria.p3 = Point3(v3.x, v3.y, v3.z);
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}
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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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private:
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/** build unit-cube faces */
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void unitCube(const bool topAndBottom) {
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const float s = 1.0f;
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// 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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// 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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// small side
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if (1 == 1) {
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// 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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// read
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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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if (topAndBottom) {
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// 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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// 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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void addQuad(Point3 p1, Point3 p2, Point3 p3, Point3 p4) {
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trias.push_back( Triangle3(p1,p2,p3) );
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trias.push_back( Triangle3(p1,p3,p4) );
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}
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};
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}
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#endif // QUBE_H
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