#region usings using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using SM.Base.Objects; using SM.OGL.Mesh; #endregion namespace SM2D.Object { public class Polygon : Mesh { public Polygon(ICollection vertices) : base(PrimitiveType.TriangleFan) { foreach (var vertex in vertices) { Color.Add(Color4.White); AddVertex(vertex); } foreach (var vertex in vertices) AddUV(vertex); } public Polygon(ICollection vertices) : base(PrimitiveType.TriangleFan) { foreach (var polygonVertex in vertices) { Color.Add(polygonVertex.Color); AddVertex(polygonVertex.Vertex); } foreach (var vertex in vertices) AddUV(vertex.Vertex); } public override VBO Vertex { get; protected set; } = new VBO(); public override VBO UVs { get; protected set; } = new VBO(pointerSize: 2); public override VBO Color { get; protected set; } = new VBO(pointerSize: 4); public override PrimitiveType PrimitiveType { get; protected set; } = PrimitiveType.TriangleFan; private void AddVertex(Vector2 vertex) { BoundingBox.Update(vertex); Vertex.Add(vertex, 0); } private void AddUV(Vector2 vertex) { var uv = Vector2.Divide(vertex - BoundingBox.Min.Xy, BoundingBox.Max.Xy - BoundingBox.Min.Xy); uv.Y *= -1; UVs.Add(uv); } public static Polygon GenerateCircle(int secments = 32) { var vertices = new List {Vector2.Zero}; var step = 360f / secments; for (var i = 0; i < secments + 1; i++) { var vertex = new Vector2(0.5f * (float) Math.Cos(step * i * Math.PI / 180f), 0.5f * (float) Math.Sin(step * i * Math.PI / 180f)); vertices.Add(vertex); } return new Polygon(vertices); } } }