Files
Blocks3D/PhysicalInstance.cpp
2018-06-10 21:02:38 -07:00

223 lines
4.6 KiB
C++

#include "PhysicalInstance.h"
#include "Globals.h"
bool canCollide = true;
bool anchored = false;
Vector3 size;
Vector3 position;
Vector3 velocity;
Vector3 rotVelocity;
GLfloat vertecies[96];
Surface top;
Surface front;
Surface right;
Surface back;
Surface left;
Surface bottom;
CoordinateFrame cFrame;
Color3 color;
bool changed = true;
Box itemBox = Box();
PhysicalInstance::PhysicalInstance(void)
{
name = "Default PhysicalInstance";
className = "Part";
canCollide = true;
anchored = true;
size = Vector3(2,1,4);
position = Vector3(0,0,0);
cFrame = CoordinateFrame(position);
color = Color3::gray();
velocity = Vector3(0,0,0);
rotVelocity = Vector3(0,0,0);
top = Snaps;
front = Smooth;
right = Smooth;
back = Smooth;
left = Smooth;
bottom = Inlets;
}
void PhysicalInstance::setSize(Vector3 newSize)
{
int minsize = 1;
int maxsize = 512;
changed = true;
int sizex = (int)newSize.x;
if(sizex <= 0)
sizex = 1;
if(sizex > 512)
sizex = 512;
int sizey = (int)newSize.y;
if(sizey <= 0)
sizey = 1;
if(sizey > 512)
sizey = 512;
int sizez = (int)newSize.z;
if(sizez <= 0)
sizez = 1;
if(sizez > 512)
sizez = 512;
size = Vector3(sizex, sizey, sizez);
}
Vector3 PhysicalInstance::getSize()
{
return size;
}
Vector3 PhysicalInstance::getPosition()
{
return position;
}
void PhysicalInstance::setPosition(Vector3 pos)
{
position = pos;
cFrame = CoordinateFrame(pos);
changed = true;
}
CoordinateFrame PhysicalInstance::getCFrame()
{
return cFrame;
}
void PhysicalInstance::setCFrame(CoordinateFrame coordinateFrame)
{
cFrame = coordinateFrame;
position = coordinateFrame.translation;
changed = true;
}
CoordinateFrame PhysicalInstance::getCFrameRenderBased()
{
return CoordinateFrame(getCFrame().rotation,Vector3(getCFrame().translation.x/2, getCFrame().translation.y/2, getCFrame().translation.z/2));
}
Box PhysicalInstance::getBox()
{
if(changed)
{
Box box = Box(Vector3(0+size.x/4, 0+size.y/4, 0+size.z/4) ,Vector3(0-size.x/4,0-size.y/4,0-size.z/4));
CoordinateFrame c = getCFrameRenderBased();
itemBox = c.toWorldSpace(box);
Vector3 v0,v1,v2,v3;
for (int f = 0; f < 6; f++) {
itemBox.getFaceCorners(f, v0,v1,v2,v3);
vertecies[f*16] = v0.x;
vertecies[(f*16)+1] = v0.y;
vertecies[(f*16)+2] = v0.z;
vertecies[(f*16)+3] = v1.x;
vertecies[(f*16)+4] = v1.y;
vertecies[(f*16)+5] = v1.z;
vertecies[(f*16)+6] = v2.x;
vertecies[(f*16)+7] = v2.y;
vertecies[(f*16)+8] = v2.z;
vertecies[(f*16)+9] = v3.x;
vertecies[(f*16)+10] = v3.y;
vertecies[(f*16)+11] = v3.z;
vertecies[(f*16)+12] = color.r;
vertecies[(f*16)+13] = color.g;
vertecies[(f*16)+14] = color.b;
vertecies[(f*16)+15] = 1;
}
}
return itemBox;
}
void PhysicalInstance::render(RenderDevice* rd)
{
if(changed)
Box box = getBox();
glColor(color);
/*glEnable( GL_TEXTURE_2D );
glEnable(GL_BLEND);// you enable blending function
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture( GL_TEXTURE_2D, Globals::surfaceId);
glBegin(GL_QUADS);*/
for(int i = 0; i < 96; i+=16)
{
double add = 0.8;
Surface face;
if(i == 0)//Back
{
face = back;
}
else if(i == 16)//Right
{
face = right;
}
else if(i == 32)//Front
{
face = front;
}
else if(i == 48)//Top
{
face = top;
}
else if(i == 64)//Left
{
face = left;
}
else if(i == 80)//Bottom
{
face = bottom;
}
if(face == Snaps)
add = 0.0;
else if(face == Inlets)
add = 0.2;
Vector3 v0 = Vector3(vertecies[i], vertecies[i+1], vertecies[i+2]), v1 = Vector3(vertecies[i+3], vertecies[i+4], vertecies[i+5]), v3 = Vector3(vertecies[i+9], vertecies[i+10], vertecies[i+11]);
/*glNormal3fv((v1 - v0).cross(v3 - v0).direction());
glTexCoord2f(0.0F,0.0F);
glVertex3fv(v0);
glTexCoord2f(1.0F,0.0F);
glVertex3fv(v1);
glTexCoord2f(1.0F,0.25F);
glVertex3f(vertecies[i+6], vertecies[i+7], vertecies[i+8]);
glTexCoord2f(0.0F,0.25F);
glVertex3fv(v3);*/
glEnable( GL_TEXTURE_2D );
glEnable(GL_BLEND);// you enable blending function
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture( GL_TEXTURE_2D, Globals::surfaceId);
glBegin( GL_QUADS );
glNormal3fv((v1 - v0).cross(v3 - v0).direction());
glTexCoord2d(0.0,0.0+add);
glVertex3fv(v0);
glTexCoord2d( 1.0,0.0+add);
glVertex3fv(v1);
glTexCoord2d(1.0,0.2+add);
glVertex3f(vertecies[i+6], vertecies[i+7], vertecies[i+8]);
glTexCoord2d( 0.0,0.2+add);
glVertex3fv(v3);
glEnd();
glDisable( GL_TEXTURE_2D );
}
/*glEnd();
glDisable(GL_TEXTURE_2D);*/
glColor(Color3::white());
if(!children.empty())
{
for(size_t i = 0; i < children.size(); i++)
{
children.at(i)->render(rd);
}
}
}
PhysicalInstance::~PhysicalInstance(void)
{
}