Week7 [09/11] - [11/11]

Added Backface Culling Methods to the Model Class
Added Depth, Normal and Culled Flag Variables to the Polygon3D Class
Added Vector3D Class
Added - operator to the Vertex Class
Cleaned up Code, Adding Void to Params etc
This commit is contained in:
IDunnoDev
2021-12-11 14:48:46 +00:00
committed by iDunnoDev
parent 19639d70d1
commit 773507b4ab
12 changed files with 257 additions and 32 deletions

View File

@ -59,17 +59,17 @@ void Model::ClearPendingTransforms()
_pendingTransforms.clear();
}
Polygon3D Model::GetPolygon(int index)
const Polygon3D& Model::GetPolygon(int index)
{
return _polygons[index];
}
Vertex Model::GetVertex(int polygonIndex, int vertexPolygonIndex)
const Vertex& Model::GetVertex(int polygonIndex, int vertexPolygonIndex)
{
return GetVertex(GetPolygon(polygonIndex).GetIndex(vertexPolygonIndex));
}
Vertex Model::GetVertex(int index)
const Vertex& Model::GetVertex(int index)
{
return _transformedVertices[index];
}
@ -96,4 +96,45 @@ void Model::DehomogenizeAllVertices()
{
currentVertex.Dehomogenize();
}
}
void Model::CalculateBackfaces(Camera& currentCamera)
{
for (Polygon3D &currentPolygon : _polygons)
{
Vector3D vectorA = _transformedVertices[currentPolygon.GetIndex(1)] - _transformedVertices[currentPolygon.GetIndex(0)];
Vector3D vectorB = _transformedVertices[currentPolygon.GetIndex(2)] - _transformedVertices[currentPolygon.GetIndex(0)];
currentPolygon.SetNormal(Vector3D::CrossProduct(vectorA, vectorB));
Vector3D eyeVector = _transformedVertices[currentPolygon.GetIndex(0)] - currentCamera.GetCurrentPosition();
float dotProduct = Vector3D::DotProduct(currentPolygon.GetNormal(), eyeVector);
if (dotProduct < 0)
{
currentPolygon.SetCulled(true);
}
else
{
currentPolygon.SetCulled(false);
}
}
}
bool DepthCompare(Polygon3D& a, Polygon3D& b)
{
return a.GetDepth() > b.GetDepth();
}
void Model::Sort()
{
for (Polygon3D &currentPolygon : _polygons)
{
float zTotal = 0.0f;
for (int i = 0; i < currentPolygon.GetPolygonVertexCount(); i++)
{
zTotal += _transformedVertices[currentPolygon.GetIndex(i)].GetZ();
}
currentPolygon.SetDepth(zTotal / currentPolygon.GetPolygonVertexCount());
}
sort(_polygons.begin(), _polygons.end(), DepthCompare);
}