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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.2 kB · 80 lines
C++
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980#include "stdafx.h"#include "Polygon.h"
// 4J added for common init codevoid _Polygon::_init(VertexArray vertices){ vertexCount = 0; _flipNormal = false;
this->vertices = vertices; vertexCount = vertices.length;}
_Polygon::_Polygon(VertexArray vertices){ _init(vertices);}
_Polygon::_Polygon(VertexArray vertices, int u0, int v0, int u1, int v1, float xTexSize, float yTexSize){ _init(vertices);
// 4J - added - don't assume that u1 > u0, v1 > v0 float us = ( u1 > u0 ) ? ( 0.1f / xTexSize ) : ( -0.1f / xTexSize ); float vs = ( v1 > v0 ) ? ( 0.1f / yTexSize ) : ( -0.1f / yTexSize );
vertices[0] = vertices[0]->remap(u1 / xTexSize - us, v0 / yTexSize + vs); vertices[1] = vertices[1]->remap(u0 / xTexSize + us, v0 / yTexSize + vs); vertices[2] = vertices[2]->remap(u0 / xTexSize + us, v1 / yTexSize - vs); vertices[3] = vertices[3]->remap(u1 / xTexSize - us, v1 / yTexSize - vs);}
_Polygon::_Polygon(VertexArray vertices, float u0, float v0, float u1, float v1){ _init(vertices);
vertices[0] = vertices[0]->remap(u1, v0); vertices[1] = vertices[1]->remap(u0, v0); vertices[2] = vertices[2]->remap(u0, v1); vertices[3] = vertices[3]->remap(u1, v1);}
void _Polygon::mirror(){ VertexArray newVertices = VertexArray(vertices.length); for (unsigned int i = 0; i < vertices.length; i++) newVertices[i] = vertices[vertices.length - i - 1]; delete [] vertices.data; vertices = newVertices;}
void _Polygon::render(Tesselator *t, float scale){ Vec3 *v0 = vertices[1]->pos->vectorTo(vertices[0]->pos); Vec3 *v1 = vertices[1]->pos->vectorTo(vertices[2]->pos); Vec3 *n = v1->cross(v0)->normalize(); t->begin(); if (_flipNormal) { t->normal(-(float)n->x, -(float)n->y, -(float)n->z); } else { t->normal((float)n->x, (float)n->y, (float)n->z); }
for (int i = 0; i < 4; i++) { Vertex *v = vertices[i]; t->vertexUV((float)(v->pos->x * scale), (float)( v->pos->y * scale), (float)( v->pos->z * scale), (float)( v->u), (float)( v->v)); } t->end();}
_Polygon *_Polygon::flipNormal(){ _flipNormal = true; return this;}