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VertexArray.cpp
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160 lines (129 loc) · 4.41 KB
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2014 Laurent Gomila ([email protected])
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cpp3ds/Graphics/VertexArray.hpp>
#include <cpp3ds/Graphics/RenderTarget.hpp>
namespace cpp3ds
{
////////////////////////////////////////////////////////////
VertexArray::VertexArray() :
VertexContainer(0),
m_vertices (),
m_primitiveType(Triangles)
{
}
////////////////////////////////////////////////////////////
VertexArray::VertexArray(PrimitiveType type, unsigned int vertexCount) :
VertexContainer(0),
m_vertices (vertexCount),
m_primitiveType(type)
{
}
////////////////////////////////////////////////////////////
unsigned int VertexArray::getVertexCount() const
{
return static_cast<unsigned int>(m_vertices.size());
}
////////////////////////////////////////////////////////////
Vertex& VertexArray::operator [](unsigned int index)
{
return m_vertices[index];
}
////////////////////////////////////////////////////////////
const Vertex& VertexArray::operator [](unsigned int index) const
{
return m_vertices[index];
}
////////////////////////////////////////////////////////////
void VertexArray::clear()
{
m_vertices.clear();
}
////////////////////////////////////////////////////////////
void VertexArray::resize(unsigned int vertexCount)
{
m_vertices.resize(vertexCount);
}
////////////////////////////////////////////////////////////
void VertexArray::append(const Vertex& vertex)
{
m_vertices.push_back(vertex);
}
////////////////////////////////////////////////////////////
void VertexArray::setPrimitiveType(PrimitiveType type)
{
m_primitiveType = type;
}
////////////////////////////////////////////////////////////
PrimitiveType VertexArray::getPrimitiveType() const
{
return m_primitiveType;
}
////////////////////////////////////////////////////////////
FloatBox VertexArray::getBounds() const
{
if (!m_vertices.empty())
{
float left = m_vertices[0].position.x;
float top = m_vertices[0].position.y;
float front = m_vertices[0].position.z;
float right = m_vertices[0].position.x;
float bottom = m_vertices[0].position.y;
float back = m_vertices[0].position.z;
for (std::size_t i = 1; i < m_vertices.size(); ++i)
{
Vector3f position = m_vertices[i].position;
// Update left and right
if (position.x < left)
left = position.x;
else if (position.x > right)
right = position.x;
// Update top and bottom
if (position.y < top)
top = position.y;
else if (position.y > bottom)
bottom = position.y;
// Update front and back
if (position.z < front)
front = position.z;
else if (position.z > back)
back = position.z;
}
return FloatBox(left, top, front, right - left, bottom - top, back - front);
}
else
{
// Array is empty
return FloatBox();
}
}
////////////////////////////////////////////////////////////
void VertexArray::draw(RenderTarget& target, RenderStates states) const
{
if (!m_vertices.empty())
target.draw(&m_vertices[0], static_cast<unsigned int>(m_vertices.size()), m_primitiveType, states);
}
} // namespace cpp3ds