K3dFaceWork.cpp

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00001 
00013 /***************************************************************************
00014  *   Copyright (C) 2007 by Jan Koci   *
00015  *   honza.koci@email.cz   *
00016  *   http://kengine.sourceforge.net/tutorial/
00017  *                                                                         *
00018  *   This program is free software; you can redistribute it and/or modify  *
00019  *   it under the terms of the GNU General Public License as published by  *
00020  *   the Free Software Foundation; either version 2 of the License, or     *
00021  *   (at your option) any later version.                                   *
00022  *                                                                         *
00023  *   This program is distributed in the hope that it will be useful,       *
00024  *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
00025  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
00026  *   GNU General Public License for more details.                          *
00027  *                                                                         *
00028  *   You should have received a copy of the GNU General Public License     *
00029  *   along with this program; if not, write to the                         *
00030  *   Free Software Foundation, Inc.,                                       *
00031  *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
00032  ***************************************************************************/
00033 
00034 #include "K3dFaceWork.h"
00035 
00036 K3dFaceWork::K3dFaceWork(K3dGameData *_pGameData)
00037 {
00038         m_pGameData = _pGameData;
00039 }
00040 
00041 K3dFaceWork::~K3dFaceWork()
00042 {
00043 }
00044 
00046 void K3dFaceWork::CalcCentre()
00047 {
00048         int iNumVerts = (int) GetVertexArray().size();
00049         for(int i=0; i<iNumVerts; i++)
00050         {
00051                 K3dVertex *pVertex = GetVertexArray()[i];
00052                 // Add x scalar of cetre position
00053                 GetCentre()->GetX() += pVertex->GetPosition()->GetX();
00054                 // Add y scalar of cetre position
00055                 GetCentre()->GetY() += pVertex->GetPosition()->GetY();
00056                 // Add z scalar of cetre position
00057                 GetCentre()->GetZ() += pVertex->GetPosition()->GetZ();
00058         }
00059         
00060         // Calculate result cetre of face
00061         if(iNumVerts)
00062         {
00063                 GetCentre()->GetX() = GetCentre()->GetX() / iNumVerts;
00064                 GetCentre()->GetY() = GetCentre()->GetY() / iNumVerts;
00065                 GetCentre()->GetZ() = GetCentre()->GetZ() / iNumVerts;
00066         }
00067 }
00068 
00070 void K3dFaceWork::CalcNormal()
00071 {
00072         int iNumVerts = (int) GetVertexArray().size();
00073         // Get only first 3 vertices
00074         K3dVector3Obj akVertex[3];
00075         if(iNumVerts >= 3)
00076         {
00077                 for(int i=0; i<3; i++)
00078                 {
00079                         K3dVertex *pVertex = GetVertexArray()[i];
00080                         // Add x scalar of cetre position
00081                         akVertex[i] = *pVertex->GetPosition();
00082                 }
00083         }
00084         else
00085         {
00086                 cout << "K3dVector3 &K3dFaceBuild::CalcNormal() -- Number of vertices is: " << iNumVerts << " The minimum requierement are 3 vertices" << endl;
00087         }
00088         
00089         // Calculate normal vector
00090         *GetNormal() = m_pGameData->GetVector3Work()->Normal( akVertex[0], akVertex[1], akVertex[2]);
00091 }
00092 

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