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Triangle.cpp
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Triangle.cpp
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#include "Triangle.h"
#include "TriangulatedObject.h"
#include "InputManager.h"
extern "C"
{
#include "glew.h"
}
#include "gl.h"
using namespace GameLayer;
bool Triangle::g_DrawLinesAndPoints = false;
Triangle::Triangle(Vertex* a_first, Vertex* a_second, Vertex* a_third)
: m_first(a_first), m_second(a_second), m_third(a_third)
{
Vector2f centroid;
centroid.x = a_first->m_position.x + ((2 / 3)*a_second->m_position.x - a_first->m_position.x);
centroid.y = a_first->m_position.y + ((2 / 3)*a_second->m_position.y - a_first->m_position.y);
float distToFirst = centroid.Distance(a_first->m_position);
float distToSecond = centroid.Distance(a_second->m_position);
float distToThird = centroid.Distance(a_third->m_position);
float totalDist = distToFirst + distToSecond + distToThird;
r = (m_first->r * distToFirst + m_second->r * distToSecond + m_third->r * distToThird) / totalDist;
g = (m_first->g * distToFirst + m_second->g * distToSecond + m_third->g * distToThird) / totalDist;
b = (m_first->b * distToFirst + m_second->b * distToSecond + m_third->b * distToThird) / totalDist;
}
Triangle::~Triangle()
{
}
void Triangle::Render()
{
glDisable(GL_CULL_FACE);
glBegin(GL_TRIANGLES);
glColor3f(r,g,b);
glVertex2f(m_first->m_position.x, m_first->m_position.y);
glVertex2f(m_second->m_position.x, m_second->m_position.y);
glVertex2f(m_third->m_position.x, m_third->m_position.y);
glEnd();
glLineWidth(1);
glBegin(GL_LINES);
glColor3f(1, 1, 1);
glVertex2f(m_first->m_position.x, m_first->m_position.y);
glVertex2f(m_second->m_position.x, m_second->m_position.y);
glVertex2f(m_first->m_position.x, m_first->m_position.y);
glVertex2f(m_third->m_position.x, m_third->m_position.y);
glVertex2f(m_third->m_position.x, m_third->m_position.y);
glVertex2f(m_second->m_position.x, m_second->m_position.y);
glEnd();
if (g_DrawLinesAndPoints)
{
glPointSize(6);
glBegin(GL_POINTS);
glColor3f(1, 1, 1);
glVertex2f(m_first->m_position.x, m_first->m_position.y);
glVertex2f(m_second->m_position.x, m_second->m_position.y);
glVertex2f(m_third->m_position.x, m_third->m_position.y);
glEnd();
}
}