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planeuvmodifier.cpp
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
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11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
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17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
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40 /*
41  -----------------------------------------------------------------------------
42  This source file is part of ogre-procedural
43 
44  For the latest info, see http://code.google.com/p/ogre-procedural/
45 
46  Copyright (c) 2010-2013 Michael Broutin
47 
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49  of this software and associated documentation files (the "Software"), to deal
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63  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
64  THE SOFTWARE.
65  -----------------------------------------------------------------------------
66  */
67 #ifndef _graphicsproceduralplaneuvmodifier_cpp
68 #define _graphicsproceduralplaneuvmodifier_cpp
69 
70 #include "Graphics/Procedural/Mesh/planeuvmodifier.h"
71 
72 namespace Mezzanine
73 {
74  namespace Graphics
75  {
76  namespace Procedural
77  {
79  { }
80 
82  { }
83 
84  ///////////////////////////////////////////////////////////////////////////////
85  // Utility
86 
88  {
89  Vector3 XVec = this->PlaneNormal.Perpendicular();
90  Vector3 YVec = this->PlaneNormal.CrossProduct(XVec);
91  for( VertexIterator VertIt = Buffer.GetVertices().begin() ; VertIt != Buffer.GetVertices().end() ; ++VertIt )
92  {
93  Vector3 Position = VertIt->Position - this->PlaneCenter;
94  VertIt->UV.X = Position.DotProduct(XVec);
95  VertIt->UV.Y = Position.DotProduct(YVec);
96  }
97  }
98 
100  {
101  return "PlaneUVModifier";
102  }
103 
104  ///////////////////////////////////////////////////////////////////////////////
105  // Configuration
106 
108  {
109  this->PlaneCenter = Center;
110  return *this;
111  }
112 
114  {
115  this->PlaneCenter.SetValues(X,Y,Z);
116  return *this;
117  }
118 
120  {
121  this->PlaneNormal = Normal;
122  return *this;
123  }
124 
126  {
127  this->PlaneNormal.SetValues(X,Y,Z);
128  return *this;
129  }
130 
132  {
133  this->PlaneSize = Size;
134  return *this;
135  }
136 
138  {
139  this->PlaneSize.SetValues(X,Y);
140  return *this;
141  }
142  }//Procedural
143  }//Graphics
144 }//Mezzanine
145 
146 #endif
Vector2 PlaneSize
The size of the bounded area of the plane.
Vector3 Perpendicular() const
Gets a vector that is perpendicular to this one.
Definition: vector3.cpp:414
Vector3 CrossProduct(const Vector3 &Vec) const
This is used to calculate the crossproduct of this and another vector.
Definition: vector3.cpp:338
VertexContainer::iterator VertexIterator
Iterator type for Vertex instances in a VertexContainer.
Real X
Coordinate on the X vector.
Definition: vector3.h:85
A convenience buffer that stores vertices and indices of a mesh to be generated.
Vector3 PlaneCenter
The location of the center of the Plane.
PlaneUVModifier & SetPlaneCenter(const Vector3 &Center)
Sets the central location of the Plane to project UV's onto.
VertexContainer & GetVertices()
Gets a modifiable reference to Vertices.
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
PlaneUVModifier & SetPlaneSize(const Vector2 &Size)
Sets the size of the Plane to project UV's onto.
virtual String GetName() const
Gets the name of this modifier.
This is used to represent a point on a 2 dimentional area, such as a screen.
Definition: vector2.h:63
void SetValues(const Real &x, const Real &y)
Sets the X and Y values of this vector2.
Definition: vector2.cpp:105
void SetValues(const Real &X, const Real &Y, const Real &Z)
Manually sets all the members of this vector3.
Definition: vector3.cpp:524
Real DotProduct(const Vector3 &Vec) const
This is used to calculate the dotproduct of this and another vector.
Definition: vector3.cpp:347
PlaneUVModifier & SetPlaneNormal(const Vector3 &Normal)
Sets the facing direction of the Plane to project UV's onto.
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
A modifier that will generate UV coordinates as they would need to be on a plane model.
Vector3 PlaneNormal
The facing direction of the Plane.
virtual void Modify(TriangleBuffer &Buffer)
Alters the generated pixels in a TriangleBuffer.
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159