#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);
}
}
}