#include "o3d/obj3d.h" #include #include #include "math/math_vector.h" #include "o3d/vertex.h" #include "o3d/tri_vertex.h" using namespace engine::o3d; Object3D::TriangleVertex3Iterator::TriangleVertex3Iterator(const Object3D* obj, int face_ind) : obj{obj}, face_ind{face_ind} { } Object3D::TriangleVertex3Iterator& Object3D::TriangleVertex3Iterator::operator++() { face_ind++; return *this; } Object3D::TriangleVertex3Iterator Object3D::TriangleVertex3Iterator::operator++(int) { TriangleVertex3Iterator retval = *this; ++(*this); return retval; } bool Object3D::TriangleVertex3Iterator::operator==(TriangleVertex3Iterator other) const { return obj == other.obj && face_ind == other.face_ind; } bool Object3D::TriangleVertex3Iterator::operator!=(TriangleVertex3Iterator other) const { return !(*this == other); } Object3D::TriangleVertex3Iterator::reference Object3D::TriangleVertex3Iterator::operator*() const { return { obj->pts[obj->faces[face_ind][0]], obj->pts[obj->faces[face_ind][1]], obj->pts[obj->faces[face_ind][2]] }; } Object3D Object3D::cube() { return { { { engine::math::MathVector3(-1.f, -1.f, -1.f), {} }, { engine::math::MathVector3(+1.f, -1.f, -1.f), {} }, { engine::math::MathVector3(-1.f, +1.f, -1.f), {} }, { engine::math::MathVector3(+1.f, +1.f, -1.f), {} }, { engine::math::MathVector3(-1.f, -1.f, +1.f), {} }, { engine::math::MathVector3(+1.f, -1.f, +1.f), {} }, { engine::math::MathVector3(-1.f, +1.f, +1.f), {} }, { engine::math::MathVector3(+1.f, +1.f, +1.f), {} }, }, { { 0, 2, 3 }, { 0, 3, 1 }, // face 1 { 0, 4, 6 }, { 0, 6, 2 }, // face 2 { 0, 1, 5 }, { 0, 5, 4 }, // face 3 { 7, 6, 4 }, { 7, 4, 5 }, // face 4 { 7, 3, 2 }, { 7, 2, 6 }, // face 5 { 7, 5, 1 }, { 7, 1, 3 }, // face 6 } }; } Object3D::Object3D(std::vector pts, std::vector> faces) : pts{pts}, faces{faces} { } Object3D::TriangleVertex3Iterator Object3D::begin() { return Object3D::TriangleVertex3Iterator{this}; } Object3D::TriangleVertex3Iterator Object3D::end() { return Object3D::TriangleVertex3Iterator{this, static_cast(faces.size())}; }