Beispiel #1
0
void CreatePlane(GameObject& obj, Vector4 worldPos, const char* texture)
{
	Vertex v00, v01, v02, v03;

	v00.normal = Vector4::zero;
	v01.normal = Vector4::zero;
	v02.normal = Vector4::zero;
	v03.normal = Vector4::zero;

	Poly p0, p1;
	BitMap bm;
	if (texture != NULL && bm.Read(texture))
	{
		p0.texture = bm;
		p1.texture = bm;

		v00.uv = Vector2(0.0f, 0.0f);
		v01.uv = Vector2(1.0f, 0.0f);
		v02.uv = Vector2(0.0f, 1.0f);
		v03.uv = Vector2(1.0f, 1.0f);
	}
	else
	{
		v00.color = ColourValue::Gray;
		v01.color = ColourValue::Gray;
		v02.color = ColourValue::Gray;
		v03.color = ColourValue::Gray;
	}

	v00.position = Vector4(1, 1, 1, 1);
	v01.position = Vector4(-1, 1, 1, 1);
	v02.position = Vector4(1, -1, 1, 1);
	v03.position = Vector4(-1, -1, 1, 1);

	obj.vertexListLocal[0] = v00;
	obj.vertexListLocal[1] = v01;
	obj.vertexListLocal[2] = v02;
	obj.vertexListLocal[3] = v03;

	p0.vertices = obj.vertexListTrans;
	p0.vertexIndexs[0] = 0;
	p0.vertexIndexs[1] = 1;
	p0.vertexIndexs[2] = 3;

	p1.vertices = obj.vertexListTrans;
	p1.vertexIndexs[0] = 3;
	p1.vertexIndexs[1] = 2;
	p1.vertexIndexs[2] = 0;

	// 设置物体属性
	obj.polyCount = 2;
	obj.polyList[0] = p0;
	obj.polyList[1] = p1;
	
	obj.vertexCount = 4;
	obj.worldPos = worldPos;

	obj.ComputeVertexNormals();
}
Beispiel #2
0
void CreateCube(GameObject& obj, Vector4 worldPos, const char* texture)
{
	Vertex v00, v01, v02, v03;
	Vertex v10, v11, v12, v13;
	Vertex v20, v21, v22, v23;
	Vertex v30, v31, v32, v33;
	Vertex v40, v41, v42, v43;
	Vertex v50, v51, v52, v53;

	v00.normal = Vector4::zero;
	v01.normal = Vector4::zero;
	v02.normal = Vector4::zero;
	v03.normal = Vector4::zero;
	v10.normal = Vector4::zero;
	v11.normal = Vector4::zero;
	v12.normal = Vector4::zero;
	v13.normal = Vector4::zero;
	v20.normal = Vector4::zero;
	v21.normal = Vector4::zero;
	v22.normal = Vector4::zero;
	v23.normal = Vector4::zero;
	v30.normal = Vector4::zero;
	v31.normal = Vector4::zero;
	v32.normal = Vector4::zero;
	v33.normal = Vector4::zero;
	v40.normal = Vector4::zero;
	v41.normal = Vector4::zero;
	v42.normal = Vector4::zero;
	v43.normal = Vector4::zero;
	v50.normal = Vector4::zero;
	v51.normal = Vector4::zero;
	v52.normal = Vector4::zero;
	v53.normal = Vector4::zero;

	Poly p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11;
	BitMap bm;
	if (texture != NULL && bm.Read(texture))
	{
		cube_texture = bm;

		p0.texture = bm;
		p1.texture = bm;
		p2.texture = bm;
		p3.texture = bm;
		p4.texture = bm;
		p5.texture = bm;
		p6.texture = bm;
		p7.texture = bm;
		p8.texture = bm;
		p9.texture = bm;
		p10.texture = bm;
		p11.texture = bm;
		
		v00.uv = Vector2(0.0f, 0.0f);
		v01.uv = Vector2(1.0f, 0.0f);
		v02.uv = Vector2(0.0f, 1.0f);
		v03.uv = Vector2(1.0f, 1.0f);
		v10.uv = Vector2(0.0f, 0.0f);
		v11.uv = Vector2(1.0f, 0.0f);
		v12.uv = Vector2(0.0f, 1.0f);
		v13.uv = Vector2(1.0f, 1.0f);
		v20.uv = Vector2(0.0f, 0.0f);
		v21.uv = Vector2(1.0f, 0.0f);
		v22.uv = Vector2(0.0f, 1.0f);
		v23.uv = Vector2(1.0f, 1.0f);
		v30.uv = Vector2(0.0f, 0.0f);
		v31.uv = Vector2(1.0f, 0.0f);
		v32.uv = Vector2(0.0f, 1.0f);
		v33.uv = Vector2(1.0f, 1.0f);
		v40.uv = Vector2(0.0f, 0.0f);
		v41.uv = Vector2(1.0f, 0.0f);
		v42.uv = Vector2(0.0f, 1.0f);
		v43.uv = Vector2(1.0f, 1.0f);
		v50.uv = Vector2(0.0f, 0.0f);
		v51.uv = Vector2(1.0f, 0.0f);
		v52.uv = Vector2(0.0f, 1.0f);
		v53.uv = Vector2(1.0f, 1.0f);
	}
	else
	{
		v00.color = ColourValue::Gray;
		v01.color = ColourValue::Gray;
		v02.color = ColourValue::Gray;
		v03.color = ColourValue::Gray;
		v10.color = ColourValue::Gray;
		v11.color = ColourValue::Gray;
		v12.color = ColourValue::Gray;
		v13.color = ColourValue::Gray;
		v20.color = ColourValue::Gray;
		v21.color = ColourValue::Gray;
		v22.color = ColourValue::Gray;
		v23.color = ColourValue::Gray;
		v30.color = ColourValue::Gray;
		v31.color = ColourValue::Gray;
		v32.color = ColourValue::Gray;
		v33.color = ColourValue::Gray;
		v40.color = ColourValue::Gray;
		v41.color = ColourValue::Gray;
		v42.color = ColourValue::Gray;
		v43.color = ColourValue::Gray;
		v50.color = ColourValue::Gray;
		v51.color = ColourValue::Gray;
		v52.color = ColourValue::Gray;
		v53.color = ColourValue::Gray;
	}

	v00.position = Vector4(1, 1, 1, 1);
	v01.position = Vector4(-1, 1, 1, 1);
	v02.position = Vector4(1, -1, 1, 1);
	v03.position = Vector4(-1, -1, 1, 1);
	v10.position = Vector4(1, -1, 1, 1);
	v11.position = Vector4(-1, -1, 1, 1);
	v12.position = Vector4(1, -1, -1, 1);
	v13.position = Vector4(-1, -1, -1, 1);
	v20.position = Vector4(1, 1, 1, 1);
	v21.position = Vector4(1, -1, 1, 1);
	v22.position = Vector4(1, 1, -1, 1);
	v23.position = Vector4(1, -1, -1, 1);
	v30.position = Vector4(-1, -1, 1, 1);
	v31.position = Vector4(-1, 1, 1, 1);
	v32.position = Vector4(-1, -1, -1, 1);
	v33.position = Vector4(-1, 1, -1, 1);
	v40.position = Vector4(1, -1, -1, 1);
	v41.position = Vector4(-1, -1, -1, 1);
	v42.position = Vector4(1, 1, -1, 1);
	v43.position = Vector4(-1, 1, -1, 1);
	v50.position = Vector4(1, 1, -1, 1);
	v51.position = Vector4(-1, 1, -1, 1);
	v52.position = Vector4(1, 1, 1, 1);
	v53.position = Vector4(-1, 1, 1, 1);

	obj.vertexListLocal[0] = v00;
	obj.vertexListLocal[1] = v01;
	obj.vertexListLocal[2] = v02;
	obj.vertexListLocal[3] = v03;
	obj.vertexListLocal[4] = v10;
	obj.vertexListLocal[5] = v11;
	obj.vertexListLocal[6] = v12;
	obj.vertexListLocal[7] = v13;
	obj.vertexListLocal[8] = v20;
	obj.vertexListLocal[9] = v21;
	obj.vertexListLocal[10] = v22;
	obj.vertexListLocal[11] = v23;
	obj.vertexListLocal[12] = v30;
	obj.vertexListLocal[13] = v31;
	obj.vertexListLocal[14] = v32;
	obj.vertexListLocal[15] = v33;
	obj.vertexListLocal[16] = v40;
	obj.vertexListLocal[17] = v41;
	obj.vertexListLocal[18] = v42;
	obj.vertexListLocal[19] = v43;
	obj.vertexListLocal[20] = v50;
	obj.vertexListLocal[21] = v51;
	obj.vertexListLocal[22] = v52;
	obj.vertexListLocal[23] = v53;

	p0.vertices = obj.vertexListTrans;
	p0.vertexIndexs[0] = 0;
	p0.vertexIndexs[1] = 1;
	p0.vertexIndexs[2] = 3;

	p1.vertices = obj.vertexListTrans;
	p1.vertexIndexs[0] = 3;
	p1.vertexIndexs[1] = 2;
	p1.vertexIndexs[2] = 0;

	p2.vertices = obj.vertexListTrans;
	p2.vertexIndexs[0] = 4;
	p2.vertexIndexs[1] = 5;
	p2.vertexIndexs[2] = 7;

	p3.vertices = obj.vertexListTrans;
	p3.vertexIndexs[0] = 7;
	p3.vertexIndexs[1] = 6;
	p3.vertexIndexs[2] = 4;

	p4.vertices = obj.vertexListTrans;
	p4.vertexIndexs[0] = 8;
	p4.vertexIndexs[1] = 9;
	p4.vertexIndexs[2] = 11;

	p5.vertices = obj.vertexListTrans;
	p5.vertexIndexs[0] = 11;
	p5.vertexIndexs[1] = 10;
	p5.vertexIndexs[2] = 8;

	p6.vertices = obj.vertexListTrans;
	p6.vertexIndexs[0] = 12;
	p6.vertexIndexs[1] = 13;
	p6.vertexIndexs[2] = 15;

	p7.vertices = obj.vertexListTrans;
	p7.vertexIndexs[0] = 15;
	p7.vertexIndexs[1] = 14;
	p7.vertexIndexs[2] = 12;

	p8.vertices = obj.vertexListTrans;
	p8.vertexIndexs[0] = 16;
	p8.vertexIndexs[1] = 17;
	p8.vertexIndexs[2] = 19;

	p9.vertices = obj.vertexListTrans;
	p9.vertexIndexs[0] = 19;
	p9.vertexIndexs[1] = 18;
	p9.vertexIndexs[2] = 16;

	p10.vertices = obj.vertexListTrans;
	p10.vertexIndexs[0] = 20;
	p10.vertexIndexs[1] = 21;
	p10.vertexIndexs[2] = 23;

	p11.vertices = obj.vertexListTrans;
	p11.vertexIndexs[0] = 23;
	p11.vertexIndexs[1] = 22;
	p11.vertexIndexs[2] = 20;

	// 设置物体属性
	obj.polyCount = 12;
	obj.polyList[0] = p0;
	obj.polyList[1] = p1;
	obj.polyList[2] = p2;
	obj.polyList[3] = p3;
	obj.polyList[4] = p4;
	obj.polyList[5] = p5;
	obj.polyList[6] = p6;
	obj.polyList[7] = p7;
	obj.polyList[8] = p8;
	obj.polyList[9] = p9;
	obj.polyList[10] = p10;
	obj.polyList[11] = p11;
	obj.vertexCount = 24;
	obj.worldPos = worldPos;

	obj.ComputeVertexNormals();
}