2014-02-16 14:32:28 +00:00
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#include "main.h"
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include "object.h"
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#include "mesh.h"
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#include "vector.h"
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#include "utils.h"
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#include "3dutils.h"
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#include "objectfactory.h"
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#include "glapi.h"
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MeshObject *createPyramid(float width, float height){
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Mesh *mesh = new Mesh();
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mesh->vertexcount = 5;
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mesh->vertices = new Vertex[5];
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vectorSet(mesh->vertices[0].position, width, 0, 0);
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vectorSet(mesh->vertices[0].normal, 1, 0, 0);
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vectorSet(mesh->vertices[1].position, -width, 0, 0);
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vectorSet(mesh->vertices[1].normal, -1, 0, 0);
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vectorSet(mesh->vertices[2].position, 0, 0, width);
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vectorSet(mesh->vertices[2].normal, 0, 0, 1);
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vectorSet(mesh->vertices[3].position, 0, 0, -width);
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vectorSet(mesh->vertices[3].normal, 0, 0, -1);
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vectorSet(mesh->vertices[4].position, 0, height, 0);
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vectorSet(mesh->vertices[4].normal, 0, 1, 0);
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mesh->polygoncount = 5;
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mesh->polygons = new class Polygon[5];
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mesh->polygons[0].vertexcount = 3;
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mesh->polygons[0].vertices = new Vertex *[3];
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mesh->polygons[0].vertices[0] = &mesh->vertices[4];
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mesh->polygons[0].vertices[1] = &mesh->vertices[0];
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mesh->polygons[0].vertices[2] = &mesh->vertices[3];
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mesh->polygons[1].vertexcount = 3;
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mesh->polygons[1].vertices = new Vertex *[3];
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mesh->polygons[1].vertices[0] = &mesh->vertices[4];
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mesh->polygons[1].vertices[1] = &mesh->vertices[3];
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mesh->polygons[1].vertices[2] = &mesh->vertices[1];
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mesh->polygons[2].vertexcount = 3;
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mesh->polygons[2].vertices = new Vertex *[3];
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mesh->polygons[2].vertices[0] = &mesh->vertices[4];
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mesh->polygons[2].vertices[1] = &mesh->vertices[1];
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mesh->polygons[2].vertices[2] = &mesh->vertices[2];
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mesh->polygons[3].vertexcount = 3;
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mesh->polygons[3].vertices = new Vertex *[3];
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mesh->polygons[3].vertices[0] = &mesh->vertices[4];
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mesh->polygons[3].vertices[1] = &mesh->vertices[2];
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mesh->polygons[3].vertices[2] = &mesh->vertices[0];
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mesh->polygons[4].vertexcount = 4;
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mesh->polygons[4].vertices = new Vertex *[4];
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mesh->polygons[4].vertices[0] = &mesh->vertices[0];
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mesh->polygons[4].vertices[1] = &mesh->vertices[2];
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mesh->polygons[4].vertices[2] = &mesh->vertices[1];
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mesh->polygons[4].vertices[3] = &mesh->vertices[3];
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mesh->polygons[0].smooth = false;
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mesh->polygons[1].smooth = false;
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mesh->polygons[2].smooth = false;
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mesh->polygons[3].smooth = false;
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mesh->polygons[4].smooth = false;
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mesh->createPlanes();
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MeshObject *object = new MeshObject(mesh);
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return object;
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}
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MeshObject *createSpherePool(float width, float height){
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int grid = 16;
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Mesh *mesh = new Mesh();
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mesh->vertexcount = (grid+1)*(grid+1);
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mesh->vertices = new Vertex[mesh->vertexcount];
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int x, z;
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for (z = 0; z < grid; z++){
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float pz = (2.0*z/(grid-1) - 1)*width;
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for (x = 0; x < grid; x++){
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float px = (2.0*x/(grid-1) - 1)*width;
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//float py = randomf(1);
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float l = sqrt(pz*pz + px*px)*1;
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if (l > width) l = width;
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l = l/width;
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//l = l*l;
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float py = height*(sin(PI*(1.5+l*2))+1)/2;
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vectorSet(mesh->vertices[z * grid + x].position, px, py, pz);
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}
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}
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mesh->polygoncount = (grid-1)*(grid-1);
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mesh->polygons = new class Polygon[mesh->polygoncount];
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for (z = 0; z < grid-1; z++){
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for (x = 0; x < grid-1; x++){
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class Polygon *poly = &mesh->polygons[z * (grid-1) + x];
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poly->vertexcount = 4;
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poly->vertices = new Vertex *[4];
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poly->vertices[0] = &mesh->vertices[z * grid + x + 1];
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poly->vertices[1] = &mesh->vertices[z * grid + x ];
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poly->vertices[2] = &mesh->vertices[(z + 1) * grid + x];
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poly->vertices[3] = &mesh->vertices[(z + 1) * grid + x + 1];
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poly->smooth = true;
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}
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}
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mesh->createPlanes();
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mesh->createVertexnormals();
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MeshObject *object = new MeshObject(mesh);
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return object;
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}
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Mesh *createBox(float x1, float x2, float y1, float y2, float z1, float z2){
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Mesh *mesh = new Mesh();
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mesh->vertexcount = 8;
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mesh->vertices = new Vertex[8];
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vectorSet(mesh->vertices[0].position, x1, y1, z1);
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vectorSet(mesh->vertices[1].position, x2, y1, z1);
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vectorSet(mesh->vertices[2].position, x1, y2, z1);
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vectorSet(mesh->vertices[3].position, x2, y2, z1);
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vectorSet(mesh->vertices[4].position, x1, y1, z2);
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vectorSet(mesh->vertices[5].position, x2, y1, z2);
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vectorSet(mesh->vertices[6].position, x1, y2, z2);
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vectorSet(mesh->vertices[7].position, x2, y2, z2);
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mesh->polygoncount = 6;
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mesh->polygons = new class Polygon[6];
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//Back
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mesh->polygons[0].vertexcount = 4;
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mesh->polygons[0].vertices = new Vertex *[4];
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mesh->polygons[0].vertices[0] = &mesh->vertices[0];
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mesh->polygons[0].vertices[1] = &mesh->vertices[2];
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mesh->polygons[0].vertices[2] = &mesh->vertices[3];
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mesh->polygons[0].vertices[3] = &mesh->vertices[1];
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//Front
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mesh->polygons[1].vertexcount = 4;
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mesh->polygons[1].vertices = new Vertex *[4];
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mesh->polygons[1].vertices[0] = &mesh->vertices[4];
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mesh->polygons[1].vertices[1] = &mesh->vertices[5];
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mesh->polygons[1].vertices[2] = &mesh->vertices[7];
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mesh->polygons[1].vertices[3] = &mesh->vertices[6];
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//Left
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mesh->polygons[2].vertexcount = 4;
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mesh->polygons[2].vertices = new Vertex *[4];
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mesh->polygons[2].vertices[0] = &mesh->vertices[0];
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mesh->polygons[2].vertices[1] = &mesh->vertices[4];
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mesh->polygons[2].vertices[2] = &mesh->vertices[6];
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mesh->polygons[2].vertices[3] = &mesh->vertices[2];
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//Right
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mesh->polygons[3].vertexcount = 4;
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mesh->polygons[3].vertices = new Vertex *[4];
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mesh->polygons[3].vertices[0] = &mesh->vertices[1];
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mesh->polygons[3].vertices[1] = &mesh->vertices[3];
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mesh->polygons[3].vertices[2] = &mesh->vertices[7];
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mesh->polygons[3].vertices[3] = &mesh->vertices[5];
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//Top
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mesh->polygons[4].vertexcount = 4;
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mesh->polygons[4].vertices = new Vertex *[4];
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mesh->polygons[4].vertices[0] = &mesh->vertices[2];
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mesh->polygons[4].vertices[1] = &mesh->vertices[6];
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mesh->polygons[4].vertices[2] = &mesh->vertices[7];
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mesh->polygons[4].vertices[3] = &mesh->vertices[3];
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//Bottom
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mesh->polygons[5].vertexcount = 4;
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mesh->polygons[5].vertices = new Vertex *[4];
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mesh->polygons[5].vertices[0] = &mesh->vertices[0];
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mesh->polygons[5].vertices[1] = &mesh->vertices[1];
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mesh->polygons[5].vertices[2] = &mesh->vertices[5];
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mesh->polygons[5].vertices[3] = &mesh->vertices[4];
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mesh->createPlanes();
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mesh->createEdges();
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//mesh->createVertexnormals();
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return mesh;
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}
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float getValueFromString(char* data){
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while(*data==' ') data++;
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char* enddata=data;
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//char oldchar;
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do{
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enddata++;
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if ((*enddata<'0' || *enddata>'9') && (*enddata!='.')) *enddata=0;
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} while(*enddata!=0);
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float ret=atof(data);
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*enddata=' ';
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return ret;
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}
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char* findStringEnd(char* data, char* findstring){
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return strstr(data,findstring)+strlen(findstring);
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}
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Mesh* loadAscModel(char *filename, float scale){
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float zeroOffset[3] = {0.0, 0.0, 0.0};
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return loadAscModel(filename, scale, (float*)zeroOffset);
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}
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Mesh* loadAscModel(char *filename, float scale, float* offset){
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Mesh* target = new Mesh();
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FILE* file;
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float x, y, z;
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if ((file=fopen(filename,"rt"))==NULL){
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printf("Unable to open file %s\n",filename);
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return NULL;
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}
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fseek(file,0,SEEK_END);
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int size=ftell(file);
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fseek(file,0,SEEK_SET);
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char* data=(char*)malloc(size*sizeof(char));
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fread(data,size,1,file);
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fclose(file);
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char* vert=findStringEnd(data,"Vertices:");
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target->vertexcount=getValueFromString(vert);
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char* face=findStringEnd(data,"Faces:");
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target->polygoncount=getValueFromString(face);
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target->vertices = new Vertex[target->vertexcount];
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target->polygons = new class Polygon[target->polygoncount];
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int i;
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vert=findStringEnd(data,"Vertex list:");
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for (i=0;i<target->vertexcount;i++){
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vert=findStringEnd(vert,"Vertex");
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vert=findStringEnd(vert,"X:");
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x = getValueFromString(vert)*scale;
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vert=findStringEnd(vert,"Y:");
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y = getValueFromString(vert)*scale;
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vert=findStringEnd(vert,"Z:");
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z = getValueFromString(vert)*scale;
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vectorSet(target->vertices[i].position, x + offset[0], y + offset[1] , z + offset[2]);
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//recycle variables for texture coordinates
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vert = findStringEnd(vert, "U:");
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x = getValueFromString(vert);
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vert = findStringEnd(vert, "V:");
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y = getValueFromString(vert);
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target->vertices[i].setTexCoords(x, y);
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}
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int vnum;
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face=findStringEnd(data,"Face list:");
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for (i=0;i<target->polygoncount;i++){
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face=findStringEnd(face,"Face");
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face=findStringEnd(face,"A:");
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vnum=getValueFromString(face);
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target->polygons[i].vertexcount = 3;
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target->polygons[i].vertices = new Vertex *[3];
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target->polygons[i].vertices[0]=&(target->vertices[vnum]);
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target->polygons[i].vertices[0]->setTexCoords(target->vertices[vnum].texcoords[0],
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target->vertices[vnum].texcoords[1]);
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face=findStringEnd(face,"B:");
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vnum=getValueFromString(face);
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target->polygons[i].vertices[1]=&(target->vertices[vnum]);
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target->polygons[i].vertices[1]->setTexCoords(target->vertices[vnum].texcoords[0],
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target->vertices[vnum].texcoords[1]);
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face=findStringEnd(face,"C:");
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vnum=getValueFromString(face);
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target->polygons[i].vertices[2]=&(target->vertices[vnum]);
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target->polygons[i].vertices[2]->setTexCoords(target->vertices[vnum].texcoords[0],
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target->vertices[vnum].texcoords[1]);
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char *face2=findStringEnd(face,"Nosmooth");
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char *face3=findStringEnd(face,"Smoothing");
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if (face2 > face && face2 < face3) target->polygons[i].realsmooth = true;
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}
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free(data);
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data = NULL;
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//target->createEdges();
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target->createPlanes();
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target->createVertexnormals();
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//return new MeshObject(target);
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return target;
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}
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void drawTrophy(void){
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point2d points[14];
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int width = 3;
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int i = 0;
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points[i].x = 0.0; points[i].y = 0.0; i++;
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points[i].x = width; points[i].y = 0.0; i++;
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points[i].x = width-2; points[i].y = 2.0; i++;
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points[i].x = width-2; points[i].y = 3.0; i++;
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points[i].x = width-1; points[i].y = 4.0; i++;
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points[i].x = width-2; points[i].y = 5.0; i++;
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points[i].x = width-2; points[i].y = 6.0; i++;
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points[i].x = width-1; points[i].y = 8.0; i++;
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points[i].x = width; points[i].y = 9.0; i++;
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points[i].x = width+1; points[i].y = 11.0; i++;
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points[i].x = width+2; points[i].y = 15.0; i++;
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points[i].x = width+3; points[i].y = 21.0; i++;
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points[i].x = width+2; points[i].y = 21.0; i++;
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points[i].x = 0.0; points[i].y = 8.0; i++;
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createLathedSurface(points, NULL, i, i*5, i*10);
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}
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