#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 { /// /// Creates a polygon. /// public class Polygon : Mesh { /// public override VBO Vertex { get; protected set; } = new VBO(); /// public override VBO UVs { get; protected set; } = new VBO(); /// public override VBO Color { get; protected set; } = new VBO(); /// public override PrimitiveType PrimitiveType { get; protected set; } = PrimitiveType.TriangleFan; /// /// Creates a polygon with s. /// /// public Polygon(ICollection vertices) : base(PrimitiveType.TriangleFan) { Color.Active = false; foreach (var vertex in vertices) { Vertex.Add(new Vector3(vertex)); } UpdateBoundingBox(); if (UVs.Active) foreach (var vertex in vertices) AddUV(vertex); } /// /// Creates a polygon with , what allows colors hard coded. /// /// public Polygon(ICollection vertices) : base(PrimitiveType.TriangleFan) { foreach (var polygonVertex in vertices) { Color.Add(polygonVertex.Color); Vertex.Add(new Vector3(polygonVertex.Position.X, polygonVertex.Position.Y, 0)); } UpdateBoundingBox(); if (UVs.Active) foreach (var vertex in vertices) AddUV(vertex.Position); } 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); } /// /// Creates a circle. /// /// /// 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); } } }