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blockofighter/src/objectfactory.cpp

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2014-02-16 10:41:12 +00:00
/*
* $Id: objectfactory.cpp,v 1.12 2002/07/22 01:14:14 msell Exp $
*
*
* $Log: objectfactory.cpp,v $
* Revision 1.12 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.11 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.10 2002/07/15 15:22:08 msell
* Parantelua
*
* Revision 1.9 2002/07/14 21:22:39 jkaarlas
* skybox ja ukkojen säätö
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*
* Revision 1.8 2002/07/11 18:33:07 jkaarlas
* ascloaderi palauttaa nyt meshin
*
* Revision 1.7 2002/07/10 22:22:53 msell
* Cartoon-rendaus
*
* Revision 1.6 2002/07/10 22:07:23 jkaarlas
* skaalatut ja käännellyt ruumiinosat
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*
* Revision 1.5 2002/07/09 19:54:35 msell
* intit floateiks asc-loaderista
*
* Revision 1.4 2002/06/26 22:30:02 jkaarlas
* lisätty asc-loaderi
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*
* Revision 1.3 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
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*
* Revision 1.2 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
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*
* Revision 1.1 2002/06/20 22:50:12 msell
* Meshit
*
*
*
* $Date: 2002/07/22 01:14:14 $
*
*/
#include "main.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "object.h"
#include "mesh.h"
#include "vector.h"
#include "utils.h"
#include "3dutils.h"
#include "objectfactory.h"
#include "glapi.h"
MeshObject *createPyramid(float width, float height){
Mesh *mesh = new Mesh();
mesh->vertexcount = 5;
mesh->vertices = new Vertex[5];
vectorSet(mesh->vertices[0].position, width, 0, 0);
vectorSet(mesh->vertices[0].normal, 1, 0, 0);
vectorSet(mesh->vertices[1].position, -width, 0, 0);
vectorSet(mesh->vertices[1].normal, -1, 0, 0);
vectorSet(mesh->vertices[2].position, 0, 0, width);
vectorSet(mesh->vertices[2].normal, 0, 0, 1);
vectorSet(mesh->vertices[3].position, 0, 0, -width);
vectorSet(mesh->vertices[3].normal, 0, 0, -1);
vectorSet(mesh->vertices[4].position, 0, height, 0);
vectorSet(mesh->vertices[4].normal, 0, 1, 0);
mesh->polygoncount = 5;
mesh->polygons = new class Polygon[5];
mesh->polygons[0].vertexcount = 3;
mesh->polygons[0].vertices = new Vertex *[3];
mesh->polygons[0].vertices[0] = &mesh->vertices[4];
mesh->polygons[0].vertices[1] = &mesh->vertices[0];
mesh->polygons[0].vertices[2] = &mesh->vertices[3];
mesh->polygons[1].vertexcount = 3;
mesh->polygons[1].vertices = new Vertex *[3];
mesh->polygons[1].vertices[0] = &mesh->vertices[4];
mesh->polygons[1].vertices[1] = &mesh->vertices[3];
mesh->polygons[1].vertices[2] = &mesh->vertices[1];
mesh->polygons[2].vertexcount = 3;
mesh->polygons[2].vertices = new Vertex *[3];
mesh->polygons[2].vertices[0] = &mesh->vertices[4];
mesh->polygons[2].vertices[1] = &mesh->vertices[1];
mesh->polygons[2].vertices[2] = &mesh->vertices[2];
mesh->polygons[3].vertexcount = 3;
mesh->polygons[3].vertices = new Vertex *[3];
mesh->polygons[3].vertices[0] = &mesh->vertices[4];
mesh->polygons[3].vertices[1] = &mesh->vertices[2];
mesh->polygons[3].vertices[2] = &mesh->vertices[0];
mesh->polygons[4].vertexcount = 4;
mesh->polygons[4].vertices = new Vertex *[4];
mesh->polygons[4].vertices[0] = &mesh->vertices[0];
mesh->polygons[4].vertices[1] = &mesh->vertices[2];
mesh->polygons[4].vertices[2] = &mesh->vertices[1];
mesh->polygons[4].vertices[3] = &mesh->vertices[3];
mesh->polygons[0].smooth = false;
mesh->polygons[1].smooth = false;
mesh->polygons[2].smooth = false;
mesh->polygons[3].smooth = false;
mesh->polygons[4].smooth = false;
mesh->createPlanes();
MeshObject *object = new MeshObject(mesh);
return object;
}
MeshObject *createSpherePool(float width, float height){
int grid = 16;
Mesh *mesh = new Mesh();
mesh->vertexcount = (grid+1)*(grid+1);
mesh->vertices = new Vertex[mesh->vertexcount];
int x, z;
for (z = 0; z < grid; z++){
float pz = (2.0*z/(grid-1) - 1)*width;
for (x = 0; x < grid; x++){
float px = (2.0*x/(grid-1) - 1)*width;
//float py = randomf(1);
float l = sqrt(pz*pz + px*px)*1;
if (l > width) l = width;
l = l/width;
//l = l*l;
float py = height*(sin(PI*(1.5+l*2))+1)/2;
vectorSet(mesh->vertices[z * grid + x].position, px, py, pz);
}
}
mesh->polygoncount = (grid-1)*(grid-1);
mesh->polygons = new class Polygon[mesh->polygoncount];
for (z = 0; z < grid-1; z++){
for (x = 0; x < grid-1; x++){
class Polygon *poly = &mesh->polygons[z * (grid-1) + x];
poly->vertexcount = 4;
poly->vertices = new Vertex *[4];
poly->vertices[0] = &mesh->vertices[z * grid + x + 1];
poly->vertices[1] = &mesh->vertices[z * grid + x ];
poly->vertices[2] = &mesh->vertices[(z + 1) * grid + x];
poly->vertices[3] = &mesh->vertices[(z + 1) * grid + x + 1];
poly->smooth = true;
}
}
mesh->createPlanes();
mesh->createVertexnormals();
MeshObject *object = new MeshObject(mesh);
return object;
}
Mesh *createBox(float x1, float x2, float y1, float y2, float z1, float z2){
Mesh *mesh = new Mesh();
mesh->vertexcount = 8;
mesh->vertices = new Vertex[8];
vectorSet(mesh->vertices[0].position, x1, y1, z1);
vectorSet(mesh->vertices[1].position, x2, y1, z1);
vectorSet(mesh->vertices[2].position, x1, y2, z1);
vectorSet(mesh->vertices[3].position, x2, y2, z1);
vectorSet(mesh->vertices[4].position, x1, y1, z2);
vectorSet(mesh->vertices[5].position, x2, y1, z2);
vectorSet(mesh->vertices[6].position, x1, y2, z2);
vectorSet(mesh->vertices[7].position, x2, y2, z2);
mesh->polygoncount = 6;
mesh->polygons = new class Polygon[6];
//Back
mesh->polygons[0].vertexcount = 4;
mesh->polygons[0].vertices = new Vertex *[4];
mesh->polygons[0].vertices[0] = &mesh->vertices[0];
mesh->polygons[0].vertices[1] = &mesh->vertices[2];
mesh->polygons[0].vertices[2] = &mesh->vertices[3];
mesh->polygons[0].vertices[3] = &mesh->vertices[1];
//Front
mesh->polygons[1].vertexcount = 4;
mesh->polygons[1].vertices = new Vertex *[4];
mesh->polygons[1].vertices[0] = &mesh->vertices[4];
mesh->polygons[1].vertices[1] = &mesh->vertices[5];
mesh->polygons[1].vertices[2] = &mesh->vertices[7];
mesh->polygons[1].vertices[3] = &mesh->vertices[6];
//Left
mesh->polygons[2].vertexcount = 4;
mesh->polygons[2].vertices = new Vertex *[4];
mesh->polygons[2].vertices[0] = &mesh->vertices[0];
mesh->polygons[2].vertices[1] = &mesh->vertices[4];
mesh->polygons[2].vertices[2] = &mesh->vertices[6];
mesh->polygons[2].vertices[3] = &mesh->vertices[2];
//Right
mesh->polygons[3].vertexcount = 4;
mesh->polygons[3].vertices = new Vertex *[4];
mesh->polygons[3].vertices[0] = &mesh->vertices[1];
mesh->polygons[3].vertices[1] = &mesh->vertices[3];
mesh->polygons[3].vertices[2] = &mesh->vertices[7];
mesh->polygons[3].vertices[3] = &mesh->vertices[5];
//Top
mesh->polygons[4].vertexcount = 4;
mesh->polygons[4].vertices = new Vertex *[4];
mesh->polygons[4].vertices[0] = &mesh->vertices[2];
mesh->polygons[4].vertices[1] = &mesh->vertices[6];
mesh->polygons[4].vertices[2] = &mesh->vertices[7];
mesh->polygons[4].vertices[3] = &mesh->vertices[3];
//Bottom
mesh->polygons[5].vertexcount = 4;
mesh->polygons[5].vertices = new Vertex *[4];
mesh->polygons[5].vertices[0] = &mesh->vertices[0];
mesh->polygons[5].vertices[1] = &mesh->vertices[1];
mesh->polygons[5].vertices[2] = &mesh->vertices[5];
mesh->polygons[5].vertices[3] = &mesh->vertices[4];
mesh->createPlanes();
mesh->createEdges();
//mesh->createVertexnormals();
return mesh;
}
float getValueFromString(char* data){
while(*data==' ') data++;
char* enddata=data;
//char oldchar;
do{
enddata++;
if ((*enddata<'0' || *enddata>'9') && (*enddata!='.')) *enddata=0;
} while(*enddata!=0);
float ret=atof(data);
*enddata=' ';
return ret;
}
char* findStringEnd(char* data, char* findstring){
return strstr(data,findstring)+strlen(findstring);
}
Mesh* loadAscModel(char *filename, float scale){
float zeroOffset[3] = {0.0, 0.0, 0.0};
return loadAscModel(filename, scale, (float*)zeroOffset);
}
Mesh* loadAscModel(char *filename, float scale, float* offset){
Mesh* target = new Mesh();
FILE* file;
float x, y, z;
if ((file=fopen(filename,"rt"))==NULL){
printf("Unable to open file %s\n",filename);
return NULL;
}
fseek(file,0,SEEK_END);
int size=ftell(file);
fseek(file,0,SEEK_SET);
char* data=(char*)malloc(size*sizeof(char));
fread(data,size,1,file);
fclose(file);
char* vert=findStringEnd(data,"Vertices:");
target->vertexcount=getValueFromString(vert);
char* face=findStringEnd(data,"Faces:");
target->polygoncount=getValueFromString(face);
target->vertices = new Vertex[target->vertexcount];
target->polygons = new class Polygon[target->polygoncount];
int i;
vert=findStringEnd(data,"Vertex list:");
for (i=0;i<target->vertexcount;i++){
vert=findStringEnd(vert,"Vertex");
vert=findStringEnd(vert,"X:");
x = getValueFromString(vert)*scale;
vert=findStringEnd(vert,"Y:");
y = getValueFromString(vert)*scale;
vert=findStringEnd(vert,"Z:");
z = getValueFromString(vert)*scale;
vectorSet(target->vertices[i].position, x + offset[0], y + offset[1] , z + offset[2]);
//recycle variables for texture coordinates
vert = findStringEnd(vert, "U:");
x = getValueFromString(vert);
vert = findStringEnd(vert, "V:");
y = getValueFromString(vert);
target->vertices[i].setTexCoords(x, y);
}
int vnum;
face=findStringEnd(data,"Face list:");
for (i=0;i<target->polygoncount;i++){
face=findStringEnd(face,"Face");
face=findStringEnd(face,"A:");
vnum=getValueFromString(face);
target->polygons[i].vertexcount = 3;
target->polygons[i].vertices = new Vertex *[3];
target->polygons[i].vertices[0]=&(target->vertices[vnum]);
target->polygons[i].vertices[0]->setTexCoords(target->vertices[vnum].texcoords[0],
target->vertices[vnum].texcoords[1]);
face=findStringEnd(face,"B:");
vnum=getValueFromString(face);
target->polygons[i].vertices[1]=&(target->vertices[vnum]);
target->polygons[i].vertices[1]->setTexCoords(target->vertices[vnum].texcoords[0],
target->vertices[vnum].texcoords[1]);
face=findStringEnd(face,"C:");
vnum=getValueFromString(face);
target->polygons[i].vertices[2]=&(target->vertices[vnum]);
target->polygons[i].vertices[2]->setTexCoords(target->vertices[vnum].texcoords[0],
target->vertices[vnum].texcoords[1]);
char *face2=findStringEnd(face,"Nosmooth");
char *face3=findStringEnd(face,"Smoothing");
if (face2 > face && face2 < face3) target->polygons[i].realsmooth = true;
}
free(data);
data = NULL;
//target->createEdges();
target->createPlanes();
target->createVertexnormals();
//return new MeshObject(target);
return target;
}
void drawTrophy(void){
point2d points[14];
int width = 3;
int i = 0;
points[i].x = 0.0; points[i].y = 0.0; i++;
points[i].x = width; points[i].y = 0.0; i++;
points[i].x = width-2; points[i].y = 2.0; i++;
points[i].x = width-2; points[i].y = 3.0; i++;
points[i].x = width-1; points[i].y = 4.0; i++;
points[i].x = width-2; points[i].y = 5.0; i++;
points[i].x = width-2; points[i].y = 6.0; i++;
points[i].x = width-1; points[i].y = 8.0; i++;
points[i].x = width; points[i].y = 9.0; i++;
points[i].x = width+1; points[i].y = 11.0; i++;
points[i].x = width+2; points[i].y = 15.0; i++;
points[i].x = width+3; points[i].y = 21.0; i++;
points[i].x = width+2; points[i].y = 21.0; i++;
points[i].x = 0.0; points[i].y = 8.0; i++;
createLathedSurface(points, NULL, i, i*5, i*10);
}