+#include <cmath>
+#include "box.h"
+#include "primitivebuilder.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+BoxBuilder::BoxBuilder(float w, float h, float d):
+ origin(-w/2, -h/2, -d/2),
+ span(w, h, d)
+{ }
+
+BoxBuilder::BoxBuilder(const Vector3 &o, const Vector3 &s):
+ origin(o),
+ span(s)
+{ }
+
+void BoxBuilder::build(PrimitiveBuilder &builder) const
+{
+ builder.normal(1, 0, 0);
+ build_face(builder, Vector3(origin.x+span.x, origin.y, origin.z), Vector3(0, span.y, 0), Vector3(0, 0, span.z));
+ builder.normal(0, 1, 0);
+ build_face(builder, Vector3(origin.x+span.x, origin.y+span.y, origin.z), Vector3(-span.x, 0, 0), Vector3(0, 0, span.z));
+ builder.normal(-1, 0, 0);
+ build_face(builder, Vector3(origin.x, origin.y+span.y, origin.z), Vector3(0, -span.y, 0), Vector3(0, 0, span.z));
+ builder.normal(0, -1, 0);
+ build_face(builder, origin, Vector3(span.x, 0, 0), Vector3(0, 0, span.z));
+ builder.normal(0, 0, 1);
+ build_face(builder, Vector3(origin.x, origin.y, origin.z+span.z), Vector3(span.x, 0, 0), Vector3(0, span.y, 0));
+ builder.normal(0, 0, -1);
+ build_face(builder, Vector3(origin.x+span.x, origin.y, origin.z), Vector3(-span.x, 0, 0), Vector3(0, span.y, 0));
+}
+
+void BoxBuilder::build_face(PrimitiveBuilder &builder, const Vector3 &o, const Vector3 &s1, const Vector3 &s2) const
+{
+ float l1 = 1, l2 = 1;
+ if(generate_tbn || tex_fit!=STRETCH)
+ {
+ l1 = s1.norm();
+ l2 = s2.norm();
+ }
+
+ if(generate_tbn)
+ {
+ builder.tangent(s1/l1);
+ builder.binormal(s2/l2);
+ }
+
+ float u_size = 1;
+ float v_size = 1;
+ adjust_texture_scale(u_size, v_size, l1, l2);
+
+ builder.begin(TRIANGLE_STRIP);
+ builder.texcoord(0, v_size);
+ builder.vertex(o+s2);
+ builder.texcoord(0, 0);
+ builder.vertex(o);
+ builder.texcoord(u_size, v_size);
+ builder.vertex(o+s1+s2);
+ builder.texcoord(u_size, 0);
+ builder.vertex(o+s1);
+ builder.end();
+}
+
+} // namespace GL
+} // namespace Msp