#include "face.h" #include float Face::sign (QVector2D p1, QVector2D p2, QVector2D p3) { return (p1.x() - p3.x()) * (p2.y() - p3.y()) - (p2.x() - p3.x()) * (p1.y() - p3.y()); } bool Face::PointInFace (QVector2D pt) { Q_UNUSED(pt); return true; } Face::Face(Vertex *v1,TileVertexInfo *vi1, Vertex *v2,TileVertexInfo *vi2,Vertex *v3,TileVertexInfo *vi3) {m_subface= NULL; setSettings(v1,vi1,v2,vi2,v3,vi3); } void Face::setSettings(Vertex *v1, TileVertexInfo *vi1, Vertex *v2, TileVertexInfo *vi2, Vertex *v3, TileVertexInfo *vi3) { m_v1 = v1; m_v2 = v2; m_v3 = v3; m_vi1 = vi1; m_vi2 = vi2; m_vi3 = vi3; recalcNormal(); } void Face::recalcNormal() { QVector3D v1=QVector3D(m_v1->position().x(),m_v1->position().y(),m_vi1->height()); QVector3D v2=QVector3D(m_v2->position().x(),m_v2->position().y(),m_vi2->height()); QVector3D v3=QVector3D(m_v3->position().x(),m_v3->position().y(),m_vi3->height()); QVector3D va = v1 - v2; QVector3D vb = v3 - v2; m_normal = QVector3D::crossProduct(va,vb); if (m_normal.z() < 0.0f) { m_normal = -m_normal; } m_normal.normalize(); } QVector3D Face::normal() { return m_normal; } static inline bool pointMatch(const QVector2D& p1, const QVector2D& p2) { return (std::abs(p1.x() - p2.x()) < 1e-4f) && (std::abs(p1.y() - p2.y()) < 1e-4f); } void Face::findFaces(std::vector &vec, QVector2D s) { if (m_subface!=NULL) { for (int i=0; i<4;i++) { m_subface[i].findFaces(vec,s); } } else { if (m_v1 && m_v2 && m_v3 && ( pointMatch(m_v1->position(), s) || pointMatch(m_v2->position(), s) || pointMatch(m_v3->position(), s))) { vec.push_back(this); } } }