init versie
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#include "face.h"
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float Face::sign (QVector2D p1, QVector2D p2, QVector2D p3)
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{
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return (p1.x() - p3.x()) * (p2.y() - p3.y()) - (p2.x() - p3.x()) * (p1.y() - p3.y());
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}
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bool Face::PointInFace (QVector2D pt)
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{
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bool b1, b2, b3;
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//b1 = sign(pt, v1, v2) < 0.0f;
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//b2 = sign(pt, v2, v3) < 0.0f;
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// b3 = sign(pt, v3, v1) < 0.0f;
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return ((b1 == b2) && (b2 == b3));
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}
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Face::Face(Vertex *v1,TileVertexInfo *vi1, Vertex *v2,TileVertexInfo *vi2,Vertex *v3,TileVertexInfo *vi3)
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{m_subface= NULL;
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setSettings(v1,vi1,v2,vi2,v3,vi3);
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}
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void Face::setSettings(Vertex *v1, TileVertexInfo *vi1, Vertex *v2, TileVertexInfo *vi2, Vertex *v3, TileVertexInfo *vi3)
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{
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m_v1 = v1;
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m_v2 = v2;
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m_v3 = v3;
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m_vi1 = vi1;
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m_vi2 = vi2;
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m_vi3 = vi3;
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recalcNormal();
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}
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void Face::recalcNormal()
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{
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QVector3D v1=QVector3D(m_v1->position().x(),m_v1->position().y(),m_vi1->height());
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QVector3D v2=QVector3D(m_v2->position().x(),m_v2->position().y(),m_vi2->height());
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QVector3D v3=QVector3D(m_v3->position().x(),m_v3->position().y(),m_vi3->height());
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QVector3D va = v1 - v2;
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QVector3D vb = v3 - v2;
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m_normal = QVector3D::crossProduct(va,vb);
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/*float norm_len = sqrt(dot(norm, norm));
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norm /= norm_len; */
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}
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QVector3D Face::normal()
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{
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return m_normal;
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}
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void Face::findFaces(std::vector<Face *> &vec, QVector2D s)
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{
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if (m_subface!=NULL) {
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for (int i=0; i<4;i++) {
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m_subface[i].findFaces(vec,s);
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}
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}
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else {
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if (
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((m_v1->position().x() == s.x()) && (m_v1->position().y() == s.y())) ||
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((m_v2->position().x() == s.x()) && (m_v2->position().y() == s.y())) ||
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((m_v3->position().x()== s.x()) && (m_v3->position().y() == s.y()))
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) {
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vec.push_back(this);
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}
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}
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}
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