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worldcraft .map file and 4. coordinate

Started by January 10, 2002 03:42 AM
12 comments, last by soreno 23 years, 1 month ago
The following data is from a worldcraft .map file. It describes a cube (16x16x16). How do i calculate the 4. coordinate so I can draw a polygon?
  
(  8,  8,  8 ) (  8, -8,  8 ) ( -8, -8,  8 ) //front

(  8, -8, -8 ) (  8,  8, -8 ) ( -8,  8, -8 ) //back

( -8, -8,  8 ) ( -8, -8, -8 ) ( -8,  8, -8 ) //left

(  8, -8, -8 ) (  8, -8,  8 ) (  8,  8,  8 ) //right

( -8,  8,  8 ) ( -8,  8, -8 ) (  8,  8, -8 ) //top

( -8, -8, -8 ) ( -8, -8,  8 ) (  8, -8,  8 ) //bund


glBegin(GL_POLYGON);
  //front

  glVertex3f( 8, 8, 8);
  glVertex3f( 8,-8, 8);
  glVertex3f(-8,-8, 8);
  glVertex3f(??,??,??);
glEnd();
  
Edited by - soreno on January 10, 2002 4:45:01 AM
glBegin(GL_POLYGON);
//front
glVertex3f( 8, 8, 8);
glVertex3f( 8,-8, 8);
glVertex3f(-8,-8, 8);
glVertex3f(-8, 8, 8);
glEnd();

I''m not sure, but:

x y
+ +
+ -
- -
- + <-- isn''t it a logical idea
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yes, but what about the other faces..?

I got 3 vertices and need an algorihtm that calculates the 4.
let me try


CVector v1,v2,v3,v4;

v1=CVector( 8.f, 8.f, 8.f);
v2=CVector( 8.f,-8.f, 8.f);
v3=CVector(-8.f,-8.f, 8.f);
v4=(v1+v3)*0.5f + ( (v1+v3)*0.5f - v2 );

/*
x4=(x1+x3)*0.5f + ( (x1+x3)*0.5f - x2 );
y4=(y1+y3)*0.5f + ( (y1+y3)*0.5f - y2 );
z4=(z1+z3)*0.5f + ( (z1+z3)*0.5f - z2 );
*/
this would be the way I''d do it. (hope there are no bugs)
Could it be the following ?

Vertex A : xa, ya, za
Vertex B : xb, yb, zb
Vertex C : xc, yc, zc
Vertex D : xc+xb-xa, yc+yb-ya, zc+zb-za

so that AB = DC (vectors I mean).
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
Oops ! I meant :

Vertex D : xc+xa-xb, yc+ya-yb, zc+za-zb

Rod.
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
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Oops ! I meant :

Vertex D : xc+xa-xb, yc+ya-yb, zc+za-zb

Rod.
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
Oops ! I meant :

Vertex D : xc+xa-xb, yc+ya-yb, zc+za-zb

Rod.
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
.map files dont store poly vertices, they store 3 points on a plane. Where the 3 plane cross, a vertice exists. Build your polys from those.
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
Where did you get the .map file format specs from ?
Isn''t the file format of worldcraft .rmf ?
"THE INFORMATION CONTAINED IN THIS REPORT IS CLASSIFIED; DO NOT GO TO FOX NEWS TO READ OR OBTAIN A COPY." , the pentagon

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