Files
vb01/quad.cpp
T

89 lines
3.0 KiB
C++
Executable File

#include "quad.h"
#include <algorithm>
namespace vb01{
using namespace std;
Quad::Quad(Vector3 size, bool spatial, int numVertDiv, int numHorDiv){
this->spatial = spatial;
this->numVertDiv = numVertDiv;
this->numHorDiv = numHorDiv;
setSize(size);
}
void Quad::setSize(Vector3 size){
this->size = size;
const int numHorQuads = numVertDiv + 1, numVertQuads = numHorDiv + 1;
const int numVertPos = (numHorQuads + 1) * (numVertQuads + 1), numTris = 2 * numHorQuads * numVertQuads, numVerts = 3 * numTris;
Vector2 subQuadSize = Vector2(size.x / numHorQuads, size.y / numVertQuads);
MeshData::Vertex *vertices = new MeshData::Vertex[numVerts];
if(!meshBase.positions){
meshBase.positions = new Vector3[numVertPos];
meshBase.normals = new Vector3(Vector3::VEC_J);
meshBase.indices = new u32[numVerts];
for(int i = 0; i < numVerts; i++)
meshBase.indices[i] = i;
}
Vector3 *faceVertPos = meshBase.positions;
Vector3 *norm = meshBase.normals;
u32 *indices = meshBase.indices;
for(int i = 0; i < numHorQuads; i++){
for(int j = 0; j < numVertQuads; j++){
int vertPosId = i * (numHorQuads + 1) + j;
int vertPosId2 = (i + 1) * (numHorQuads + 1) + j;
Vector2 offset = Vector2(subQuadSize.x, subQuadSize.y);
faceVertPos[vertPosId] = Vector3(-.5 * size.x + offset.x * i, 0, -.5 * size.y + offset.y * j);
faceVertPos[vertPosId + 1] = Vector3(-.5 * size.x + offset.x * i, 0, -.5 * size.y + offset.y * (j + 1));
faceVertPos[vertPosId2] = Vector3(-.5 * size.x + offset.x * (i + 1), 0, -.5 * size.y + offset.y * j);
faceVertPos[vertPosId2 + 1] = Vector3(-.5 * size.x + offset.x * (i + 1), 0, -.5 * size.y + offset.y * (j + 1));
if(!spatial){
int ids[4]{vertPosId, vertPosId + 1, vertPosId2, vertPosId2 + 1};
swap(faceVertPos[ids[0]].z, faceVertPos[ids[1]].z);
swap(faceVertPos[ids[2]].z, faceVertPos[ids[3]].z);
for(int k = 0; k < 4; k++){
faceVertPos[ids[k]].y = -faceVertPos[ids[k]].z;
faceVertPos[ids[k]].z = 0;
faceVertPos[ids[k]] += .5 * Vector3(size.x, size.y, 0);
}
}
Vector2 faceVertUv[]{
Vector2(float(i) / numHorQuads, 1 - float(j) / numVertQuads),
Vector2(float(i) / numHorQuads, 1 - float(j + 1) / numVertQuads),
Vector2(float(i + 1) / numHorQuads, 1 - float(j + 1) / numVertQuads),
Vector2(float(i + 1) / numHorQuads, 1 - float(j + 1) / numVertQuads),
Vector2(float(i + 1) / numHorQuads, 1 - float(j) / numVertQuads),
Vector2(float(i) / numHorQuads, 1 - float(j) / numVertQuads),
};
int quadId = 6 * (i * numHorQuads + j);
int vertPosIds[6]{vertPosId, vertPosId + 1, vertPosId2 + 1, vertPosId2 + 1, vertPosId2, vertPosId};
for(int k = 0; k < 6; k++){
MeshData::Vertex v;
v.pos = &faceVertPos[vertPosIds[k]];
v.uv = faceVertUv[k];
v.tan = Vector3::VEC_I;
v.norm = norm;
v.biTan = Vector3::VEC_K;
vertices[quadId + k] = v;
}
}
}
meshBase = MeshData(faceVertPos, nullptr, nullptr, nullptr, 6, norm, vertices, indices, numTris);
}
}