| 29 | } |
| 30 | |
| 31 | WallSceneNode* BoxSceneNodeGenerator::getNextNode( |
| 32 | float uRepeats, float vRepeats, bool lod) { |
| 33 | if (getNodeNumber() == 6) { return NULL; } |
| 34 | |
| 35 | fvec3 base, sCorner, tCorner; |
| 36 | switch (incNodeNumber()) { |
| 37 | case 1: |
| 38 | box->getCorner(0, base); |
| 39 | box->getCorner(1, sCorner); |
| 40 | box->getCorner(4, tCorner); |
| 41 | break; |
| 42 | case 2: |
| 43 | box->getCorner(1, base); |
| 44 | box->getCorner(2, sCorner); |
| 45 | box->getCorner(5, tCorner); |
| 46 | break; |
| 47 | case 3: |
| 48 | box->getCorner(2, base); |
| 49 | box->getCorner(3, sCorner); |
| 50 | box->getCorner(6, tCorner); |
| 51 | break; |
| 52 | case 4: |
| 53 | box->getCorner(3, base); |
| 54 | box->getCorner(0, sCorner); |
| 55 | box->getCorner(7, tCorner); |
| 56 | break; |
| 57 | case 5: //This is the top polygon |
| 58 | box->getCorner(4, base); |
| 59 | box->getCorner(5, sCorner); |
| 60 | box->getCorner(7, tCorner); |
| 61 | break; |
| 62 | case 6: //This is the bottom polygon |
| 63 | //Don't generate the bottom polygon if on the ground (or lower) |
| 64 | if (box->getPosition().z > 0.0f) { |
| 65 | box->getCorner(0, base); |
| 66 | box->getCorner(3, sCorner); |
| 67 | box->getCorner(1, tCorner); |
| 68 | } |
| 69 | else { |
| 70 | return NULL; |
| 71 | } |
| 72 | break; |
| 73 | } |
| 74 | |
| 75 | const fvec3 sEdge = sCorner - base; |
| 76 | const fvec3 tEdge = tCorner - base; |
| 77 | |
| 78 | return new QuadWallSceneNode(base, sEdge, tEdge, uRepeats, vRepeats, lod); |
| 79 | } |
| 80 | |
| 81 | // Local Variables: *** |
| 82 | // mode: C++ *** |
no test coverage detected