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#include "util.h" |
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#include "entity.h" |
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#include "randlvl.h" |
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#include <vector> |
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|
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using namespace std; |
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|
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typedef vector < vertex_t2f_n3f_v3f > triangles; |
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|
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void add_tri (triangles& t, point ap, point bp, point cp, tex2 uv1, tex2 uv2, tex2 uv3) |
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{ |
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vec3 nv = normalize (cross (vec3 (cp.x - bp.x, cp.y - bp.y, cp.z - bp.z), |
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vec3 (ap.x - bp.x, ap.y - bp.y, ap.z - bp.z))); |
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|
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t.push_back (vertex_t2f_n3f_v3f (ap, nv, uv1)); |
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t.push_back (vertex_t2f_n3f_v3f (bp, nv, uv2)); |
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t.push_back (vertex_t2f_n3f_v3f (cp, nv, uv3)); |
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} |
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|
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void add_quad (triangles& t, point p1, point p2, point p3, point p4) |
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{ |
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add_tri (t, p1, p2, p3, tex2 (0, 0), tex2 (0, 1), tex2 (1, 1)); |
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add_tri (t, p1, p3, p4, tex2 (0, 0), tex2 (1, 1), tex2 (1, 0)); |
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} |
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|
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geometry_triangles* mk_cube (point p, vec3 v) |
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{ |
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triangles t; |
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|
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add_quad (t, p , p + vec3 (v.x, 0, 0) , p + vec3 (v.x, 0, v.z), p + vec3 (0, 0, v.z)); |
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add_quad (t, p + vec3 (0, 0, v.z), p + vec3 (0, v.y, v.z), p + vec3 (0, v.y, 0) , p); |
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add_quad (t, p + vec3 (0, 0, v.z), p + vec3 (v.x, 0, v.z), p + v , p + vec3(0, v.y, v.z)); |
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add_quad (t, p + vec3 (0, v.y, 0), p + vec3 (0, v.y, v.z), p + v , p + vec3(v.x, v.y, 0)); |
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add_quad (t, p , p + vec3 (0, v.y, 0) , p + vec3 (v.x, v.y, 0), p + vec3(v.x, 0, 0)); |
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add_quad (t, p + v , p + vec3 (v.x, 0, v.z), p + vec3 (v.x, 0, 0) , p + vec3(v.x, v.y, 0)); |
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|
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geometry_triangles *tri = new geometry_triangles; |
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tri->m = testmat3; |
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tri->set (t); |
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|
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return tri; |
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} |
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|
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static float myrand (float max) |
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{ |
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return max * (float)rand () / (float)RAND_MAX; |
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} |
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|
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entity *RandomBuilding::draw (int cnt, int max_room, int max_cubes) |
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{ |
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geometry_container *objs = new geometry_container; |
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for (int i = 0; i < cnt; ++i) |
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{ |
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objs->add (mk_cube ( |
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point (myrand (max_room), myrand (max_room), myrand (max_room)), |
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vec3 (1 + myrand (max_cubes), 1 + myrand (max_cubes), 1 + myrand (max_cubes)) |
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)); |
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} |
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|
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return new entity (objs); |
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} |