#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) { int ax = v1.x - v2.x; int ay = v1.y - v2.y; int az = v1.z - v2.z; int bx = v2.x - v3.x; int by = v2.y - v3.y; int bz = v2.z - v3.z; Vertexf normal; float x = (float)((ay * bz) - (az * by)); float y = (float)((az * bx) - (ax * bz)); float z = (float)((ax * by) - (ay * bx)); float length = sqrt(x*x + y*y + z*z); normal.x = x/length; normal.y = y/length; normal.z = z/length; return normal; } 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*10,v.y*10,v.z*10); // glVertex3d(v.x*10+normal.x*50,v.y*10+normal.y*50,v.z*10+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*10,v1.y*10,v1.z*10); glVertex3d(v2.x*10,v2.y*10,v2.z*10); glVertex3d(v3.x*10,v3.y*10,v3.z*10); glEnd(); }