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Copy pathstone.cpp
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90 lines (74 loc) · 2.83 KB
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#include "stone.hpp"
Stone::Stone(unsigned char visibility):
Cube(visibility)
{
}
void Stone::display()
{
if (_visibility & FRONT)
{
//face avant
_renderer->setNormal(_normals);
_renderer->addVertexUV(_points, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 3, STONE_UMIN, STONE_VMAX);
_renderer->addVertexUV(_points + 6, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 6, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 9, STONE_UMAX, STONE_VMIN);
}
if (_visibility & RIGHT)
{
//face droite
_renderer->setNormal(_normals + 3);
_renderer->addVertexUV(_points + 9, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 6, STONE_UMIN, STONE_VMAX);
_renderer->addVertexUV(_points + 18, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 9, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 18, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 21, STONE_UMAX, STONE_VMIN);
}
if (_visibility & BACK)
{
//face arriere
_renderer->setNormal(_normals + 6);
_renderer->addVertexUV(_points + 21, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 18, STONE_UMIN, STONE_VMAX);
_renderer->addVertexUV(_points + 15, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 21, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 15, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 12, STONE_UMAX, STONE_VMIN);
}
if (_visibility & LEFT)
{
//face gauche
_renderer->setNormal(_normals + 9);
_renderer->addVertexUV(_points + 12, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 15, STONE_UMIN, STONE_VMAX);
_renderer->addVertexUV(_points + 3, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 12, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 3, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points, STONE_UMAX, STONE_VMIN);
}
if (_visibility & TOP)
{
//face haute
_renderer->setNormal(_normals + 12);
_renderer->addVertexUV(_points, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 9, STONE_UMIN, STONE_VMAX);
_renderer->addVertexUV(_points + 21, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 21, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 12, STONE_UMAX, STONE_VMIN);
}
if (_visibility & BOT)
{
//face basse
_renderer->setNormal(_normals + 15);
_renderer->addVertexUV(_points + 3, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 15, STONE_UMIN, STONE_VMAX);
_renderer->addVertexUV(_points + 18, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 3, STONE_UMIN, STONE_VMIN);
_renderer->addVertexUV(_points + 18, STONE_UMAX, STONE_VMAX);
_renderer->addVertexUV(_points + 6, STONE_UMAX, STONE_VMIN);
}
}