void Polyhedron::add(const Frustum &f) { //Front polygons.append(SPolygon(f.getCorner(Frustum::NBL), f.getCorner(Frustum::NBR), f.getCorner(Frustum::NTR), f.getCorner(Frustum::NTL))); //Back polygons.append(SPolygon(f.getCorner(Frustum::FTL), f.getCorner(Frustum::FTR), f.getCorner(Frustum::FBR), f.getCorner(Frustum::FBL))); //Left polygons.append(SPolygon(f.getCorner(Frustum::NBL), f.getCorner(Frustum::NTL), f.getCorner(Frustum::FTL), f.getCorner(Frustum::FBL))); //Right polygons.append(SPolygon(f.getCorner(Frustum::NBR), f.getCorner(Frustum::FBR), f.getCorner(Frustum::FTR), f.getCorner(Frustum::NTR))); //Bottom polygons.append(SPolygon(f.getCorner(Frustum::FBL), f.getCorner(Frustum::FBR), f.getCorner(Frustum::NBR), f.getCorner(Frustum::NBL))); //Top polygons.append(SPolygon(f.getCorner(Frustum::FTR), f.getCorner(Frustum::FTL), f.getCorner(Frustum::NTL), f.getCorner(Frustum::NTR))); }
CLogo::CLogo() :m_lElapsedTime(5000) ,m_lText(-5000) ,m_bEnableSkip(FALSE) ,m_bEntering(FALSE) { Points points; points.push_back(D3DXVECTOR3(50, 150, 0)); points.push_back(D3DXVECTOR3(50, 450, 0)); points.push_back(D3DXVECTOR3(185, 450, 0)); points.push_back(D3DXVECTOR3(185, 390, 0)); points.push_back(D3DXVECTOR3(80, 390, 0)); points.push_back(D3DXVECTOR3(80, 330, 0)); points.push_back(D3DXVECTOR3(185, 330, 0)); points.push_back(D3DXVECTOR3(185, 270, 0)); points.push_back(D3DXVECTOR3(80, 270, 0)); points.push_back(D3DXVECTOR3(80, 210, 0)); points.push_back(D3DXVECTOR3(185, 210, 0)); points.push_back(D3DXVECTOR3(185, 150, 0)); maps.insert(MT_WALL, SPolygon(points)); points.clear(); points.push_back(D3DXVECTOR3(235, 150, 0)); points.push_back(D3DXVECTOR3(235, 450, 0)); points.push_back(D3DXVECTOR3(370, 450, 0)); points.push_back(D3DXVECTOR3(370, 390, 0)); points.push_back(D3DXVECTOR3(265, 390, 0)); points.push_back(D3DXVECTOR3(265, 210, 0)); points.push_back(D3DXVECTOR3(370, 210, 0)); points.push_back(D3DXVECTOR3(370, 150, 0)); maps.insert(MT_WALL, SPolygon(points)); points.clear(); points.push_back(D3DXVECTOR3(420, 150, 0)); points.push_back(D3DXVECTOR3(420, 450, 0)); points.push_back(D3DXVECTOR3(450, 450, 0)); points.push_back(D3DXVECTOR3(450, 330, 0)); points.push_back(D3DXVECTOR3(525, 330, 0)); points.push_back(D3DXVECTOR3(525, 450, 0)); points.push_back(D3DXVECTOR3(555, 450, 0)); points.push_back(D3DXVECTOR3(555, 150, 0)); points.push_back(D3DXVECTOR3(525, 150, 0)); points.push_back(D3DXVECTOR3(525, 270, 0)); points.push_back(D3DXVECTOR3(450, 270, 0)); points.push_back(D3DXVECTOR3(450, 150, 0)); maps.insert(MT_WALL, SPolygon(points)); points.clear(); points.push_back(D3DXVECTOR3(635, 210, 0)); points.push_back(D3DXVECTOR3(635, 390, 0)); points.push_back(D3DXVECTOR3(710, 390, 0)); points.push_back(D3DXVECTOR3(710, 210, 0)); points.push_back(D3DXVECTOR3(635, 210, 0)); points.push_back(D3DXVECTOR3(635, 150, 0)); points.push_back(D3DXVECTOR3(740, 150, 0)); points.push_back(D3DXVECTOR3(740, 450, 0)); points.push_back(D3DXVECTOR3(605, 450, 0)); points.push_back(D3DXVECTOR3(605, 150, 0)); points.push_back(D3DXVECTOR3(635, 150, 0)); maps.insert(MT_WALL, SPolygon(points)); points.clear(); Light(RL_EAR_PHONE); }