#include "all_includes.hh" Triangle::Triangle(Vertex v1, Vertex v2, Vertex v3, unsigned char r, unsigned char g, unsigned char b): v1(v1), v2(v2), v3(v3), r(r), g(g), b(b) { // TODO : calcul de la normale. normal = normalVector(v1,v2,v3); } std::ostream& operator<<(std::ostream& os, const Triangle* t) { return os << *t; } std::ostream& operator<<(std::ostream& os, const Triangle& t) { return os << "Triangle " << t.v1 << "--" << t.v2 << "--" << t.v3 << "-- cycle"; } Vertexf Triangle::normalVector(Vertex v1, Vertex v2, Vertex v3) { Vertexf normal = (v1 - v2)*(v2 - v3); return normal / normal.norm(); } void Triangle::display() { // glDisable(GL_LIGHTING); // glDisable(GL_TEXTURE_2D); // glBegin(GL_LINES); // glColor3ub(255,255,0); // Vertex v = (v1 + v2 + v3) / 3; // glVertex3d(v.x,v.y,v.z); // glVertex3d(v.x+normal.x*50,v.y+normal.y*50,v.z+normal.z*50); // glEnd( ); // glEnable(GL_LIGHTING); View::setColor(r,g,b); glNormal3d(normal.x,normal.y,normal.z); // glBegin(GL_TRIANGLES); glVertex3d(v1.x,v1.y,v1.z); glVertex3d(v2.x,v2.y,v2.z); glVertex3d(v3.x,v3.y,v3.z); // glEnd(); }