Esempio n. 1
0
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)));
}
Esempio n. 2
0
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);
}