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