+++ /dev/null
-#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