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hemisphereuvmodifier.cpp
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
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40 /*
41  -----------------------------------------------------------------------------
42  This source file is part of ogre-procedural
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44  For the latest info, see http://code.google.com/p/ogre-procedural/
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46  Copyright (c) 2010-2013 Michael Broutin
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64  THE SOFTWARE.
65  -----------------------------------------------------------------------------
66  */
67 #ifndef _graphicsproceduralhemisphereuvmodifier_cpp
68 #define _graphicsproceduralhemisphereuvmodifier_cpp
69 
70 #include "Graphics/Procedural/Mesh/hemisphereuvmodifier.h"
71 
72 #include "MathTools/mathtools.h"
73 
74 namespace Mezzanine
75 {
76  namespace Graphics
77  {
78  namespace Procedural
79  {
81  { }
82 
84  { }
85 
86  ///////////////////////////////////////////////////////////////////////////////
87  // Utility
88 
90  {
91  for( VertexIterator VertIt = Buffer.GetVertices().begin() ; VertIt != Buffer.GetVertices().end() ; ++VertIt )
92  {
93  Vector3 NormalizedPos = VertIt->Position.GetNormal();
94  Vector3 RotationVector;
95  Real Angle = 0;
96  if( NormalizedPos.Y > 0.0 ) {
97  Vector3::Unit_Y().GetRotationToAxis(NormalizedPos).ConvertToAngleAxis(Angle,RotationVector);
98  }else{
99  Vector3::Neg_Unit_Y().GetRotationToAxis(NormalizedPos).ConvertToAngleAxis(Angle,RotationVector);
100  }
101 
102  Vector2 Vec2D(NormalizedPos.X,NormalizedPos.Z);
103  Vec2D.Normalize();
104  Vector2 UV = Vector2(0.5,0.5) + ( Vec2D * ( ( Angle / MathTools::GetHalfPi() ) * Real(0.5) ) );
105 
106  if( NormalizedPos.Y > 0.0 ) {
107  VertIt->UV.SetValues( this->OuterHemisphereQuad.Left + UV.X * this->OuterHemisphereQuad.GetWidth(),
108  this->OuterHemisphereQuad.Top + UV.Y * this->OuterHemisphereQuad.GetHeight() );
109  }else{
110  VertIt->UV.SetValues( this->InnerHemisphereQuad.Left + UV.X * this->InnerHemisphereQuad.GetWidth(),
111  this->InnerHemisphereQuad.Top + UV.Y * this->InnerHemisphereQuad.GetHeight() );
112  }
113  }
114  }
115 
117  { return "HemisphereUVModifier"; }
118 
119  ///////////////////////////////////////////////////////////////////////////////
120  // Configuration
121 
123  {
124  this->OuterHemisphereQuad = Outer;
125  return *this;
126  }
127 
129  {
130  this->InnerHemisphereQuad = Inner;
131  return *this;
132  }
133  }//Procedural
134  }//Graphics
135 }//Mezzanine
136 
137 #endif
Vector3 GetNormal() const
This returns the normal for this relative to the origin.
Definition: vector3.cpp:363
VertexContainer::iterator VertexIterator
Iterator type for Vertex instances in a VertexContainer.
Real X
Coordinate on the X vector.
Definition: vector3.h:85
Real Z
Coordinate on the Z vector.
Definition: vector3.h:89
HemisphereUVModifier & SetInnerHemisphereQuad(const RealRect &Inner)
Sets the texture bounds for the inside of the hemisphere.
A convenience buffer that stores vertices and indices of a mesh to be generated.
RealRect OuterHemisphereQuad
The bounds of the texture atlas that is to be applied to the top part of the hemisphere.
void ConvertToAngleAxis(Real &Angle, Vector3 &Axis) const
Converts the rotation expressed by this Quaternion into it's individual rotation and axis components...
Definition: quaternion.cpp:190
Quaternion GetRotationToAxis(const Vector3 &Axis, const Vector3 &FallBackAxis=Vector3()) const
Gets the rotation needed to rotate this vector as an axis to another axis.
Definition: vector3.cpp:474
VertexContainer & GetVertices()
Gets a modifiable reference to Vertices.
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
virtual void Modify(TriangleBuffer &Buffer)
Alters the generated pixels in a TriangleBuffer.
Real Y
Coordinate on the Y vector.
Definition: vector2.h:69
Real X
Coordinate on the X vector.
Definition: vector2.h:67
This is used to represent a point on a 2 dimentional area, such as a screen.
Definition: vector2.h:63
static Vector3 Unit_Y()
Gets a vector representing the Y unit of a Vector3.
Definition: vector3.cpp:134
HemisphereUVModifier & SetOuterHemisphereQuad(const RealRect &Outer)
Sets the texture bounds for the outside of the hemisphere.
Real Y
Coordinate on the Y vector.
Definition: vector3.h:87
void SetValues(const Real &x, const Real &y)
Sets the X and Y values of this vector2.
Definition: vector2.cpp:105
NumType Left
The Left edge of the rect.
Definition: rect.h:63
RealRect InnerHemisphereQuad
The bounds of the texture atlas that is to be applied to the under part of the hemisphere.
A modifier that will generate UV coordinates as they would need to be on a hemisphere model...
This is used to represent a point in space, or a vector through space.
Definition: vector3.h:77
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
NumType Top
The Top edge of the rect.
Definition: rect.h:65
Vector2 & Normalize()
Normalizes this Vector2.
Definition: vector2.cpp:269
virtual String GetName() const
Gets the name of this modifier.
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159
NumType GetHeight() const
Gets the height of this Rect.
Definition: rect.h:137
static Vector3 Neg_Unit_Y()
Gets a vector representing the negative Y unit of a Vector3.
Definition: vector3.cpp:143