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Convert crlf to nl for portability

This commit is contained in:
Michaël Lemaire 2014-02-16 15:32:28 +01:00
parent 63dd769688
commit 9d2084b6b5
54 changed files with 8981 additions and 8981 deletions

View file

@ -1,360 +1,360 @@
#include "main.h"
#include "3dutils.h"
#include <math.h>
#include "utils.h"
#include "mesh.h"
#include "vector.h"
#include "texture.h"
#include "glapi.h"
int SKYBOX = -1;
/*
* Luo pyörähdyskappaleen y-akselin ympäri annetuista pisteistä
* Parametrina taulukollinen pisteitä,
* pisteidein määrä,
* jakojen määrä pyörähdyssuunnassa,
* jakojen määrä "pysty"suunnassa
* Jos viimeinen parametri on sama kuin pisteiden määrä,
* niin pyörähdyskappale vastaa suoraan annettujen pisteiden
* pyörähdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
* interpoloinnilla annettujen pisteiden välillä.
*/
void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks){
int i, j;
point2d *h1, *h2;
point2d *derivates;
if (pointderivates == NULL) derivates = new point2d[count];
else derivates = pointderivates;
//Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua lukuunottamatta
for (i = 0; i < count; i++){
if (pointderivates == NULL || (derivates[i].x == 0 && derivates[i].y == 0)){
if (i == 0) h1 = &points[0];
else h1 = &points[i-1];
if (i == count-1) h2 = &points[count-1];
else h2 = &points[i+1];
float dx,dy;
dx = (h2->x - h1->x);
dy = (h2->y - h1->y);
if (i > 0 && i < count){
dx /= 2;
dy /= 2;
}
derivates[i].x = dx;
derivates[i].y = dy;
}
}
float sif;
int si;
point2d newpoint, oldpoint;
point2d derivate;
point2d newnormal, oldnormal;
point2d A, B, C, D;
oldpoint.x = points[0].x;
oldpoint.y = points[0].y;
oldnormal.x = derivates[0].y;
oldnormal.y = -derivates[0].x;
point2d *p1, *p2, *d1, *d2;
int i1, i2;
float t;
float x1, y1, z1, x2, y2, z2, nx1, ny1, nz1, nx2, ny2, nz2;
for (i = 1; i <= stacks-(stacks/count); i++){
sif = (float)i*count/stacks;
si = (int)sif;
t = sif-si;
i1 = si;
i2 = si+1;
if (i2 >= count) i2 = count-1;
p1 = &points[i1];
p2 = &points[i2];
d1 = &derivates[i1];
d2 = &derivates[i2];
//Hermite-käyrä A*t^3 + B*t^2 + C*t + D
//Hermite-käyrän derivaatta 3*A*t^2 + 2*B*t + C
//Vakiot A,B,C ja D ovat laskettu siten, että:
//1. H(0)=p1;
//2. H(1)=p2;
//3. H'(0)=d1;
//4. H'(1)=d2;
//
//A = d2 - 2*p2 + d1 + 2*p1
//B = -d2 + 3*p2 - 2*d1 - 3*p1
//C = d1
//D = p1
A.x = d2->x - 2*p2->x + d1->x + 2*p1->x;
A.y = d2->y - 2*p2->y + d1->y + 2*p1->y;
B.x = - d2->x + 3*p2->x - 2*d1->x - 3*p1->x;
B.y = - d2->y + 3*p2->y - 2*d1->y - 3*p1->y;
C.x = d1->x;
C.y = d1->y;
D.x = p1->x;
D.y = p1->y;
newpoint.x = A.x*t*t*t + B.x*t*t + C.x*t + D.x;
newpoint.y = A.y*t*t*t + B.y*t*t + C.y*t + D.y;
derivate.x = 3*A.x*t*t + 2*B.x*t + C.x;
derivate.y = 3*A.y*t*t + 2*B.y*t + C.y;
newnormal.x = derivate.y;
newnormal.y = -derivate.x;
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= slices; j++){
float angle = j*2*PI/slices;
nx2 = sin(angle)*newnormal.x;
ny2 = newnormal.y;
nz2 = cos(angle)*newnormal.x;
glNormal3f(nx2, ny2, nz2);
x2 = sin(angle)*newpoint.x;
y2 = newpoint.y;
z2 = cos(angle)*newpoint.x;
glTexCoord2f(j*1.0/slices,1.0-(i*1.0/(stacks-1)));
glVertex3f(x2, y2, z2);
nx1 = sin(angle)*oldnormal.x;
ny1 = oldnormal.y;
nz1 = cos(angle)*oldnormal.x;
glNormal3f(nx1, ny1, nz1);
x1 = sin(angle)*oldpoint.x;
y1 = oldpoint.y;
z1 = cos(angle)*oldpoint.x;
glTexCoord2f(j*1.0/slices,1.0-((i-1)*1.0/(stacks-1)));
glVertex3f(x1, y1, z1);
}
glEnd();
oldpoint.x = newpoint.x;
oldpoint.y = newpoint.y;
oldnormal.x = newnormal.x;
oldnormal.y = newnormal.y;
}
}
GLUquadricObj *spherequadric = gluNewQuadric();
void createSphere(float r, int slices, int stacks){
/*float phi, theta;
int x, y;
for (y = 0; y < stacks; y++){
for (x = 0; x < slices; x++){
}
}*/
gluSphere(spherequadric, r, slices, stacks);
}
#define DEFAULTSLICES 20
#define DEFAULTSTACKS 10
void createSphere(float r){
createSphere(r, DEFAULTSLICES, DEFAULTSTACKS);
}
bool solvePointInTriangle(float *position, float *normal,
Vertex *v1, Vertex *v2, Vertex *v3,
float *t, float *u, float *v){
float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
float det,inv_det;
// find vectors for two edges sharing vert0
vectorSub(edge1, v2->position, v1->position);
vectorSub(edge2, v3->position, v1->position);
// begin calculating determinant - also used to calculate U parameter
vectorCross(pvec, normal, edge2);
//if determinant is near zero, ray lies in plane of triangle
det = vectorDot(edge1, pvec);
if (det > -EPSILON && det < EPSILON) return false;
inv_det = 1.0 / det;
// calculate distance from vert0 to ray origin
vectorSub(tvec, position, v1->position);
// calculate U parameter and test bounds
*u = vectorDot(tvec, pvec) * inv_det;
if (*u < 0.0 || *u > 1.0) return false;
// prepare to test V parameter
vectorCross(qvec, tvec, edge1);
// calculate V parameter and test bounds
*v = vectorDot(normal, qvec) * inv_det;
if (*v < 0.0 || *u + *v > 1.0) return false;
// calculate t, ray intersects triangle
*t = vectorDot(edge2, qvec) * inv_det;
return true;
}
float distanceFromPlane(float point[3], float normal[3], float distance){
return vectorDot(point, normal) + distance;
}
void createSkyBox(float x, float y, float z, float w, float h, float l)
{
glEnable(GL_TEXTURE_2D);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_LIGHTING);
glShadeModel(GL_FLAT);
float modelview[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
modelview[12] = modelview[13] = modelview[14] = 0.0f;
glPushMatrix();
glLoadMatrixf(modelview);
if (SKYBOX > 0){
glCallList(SKYBOX);
}
else{
SKYBOX = glGenLists(1);
float d = 1.0/512;
//glPushAttrib(GL_COLOR);
glNewList(SKYBOX, GL_COMPILE_AND_EXECUTE);
//glBindTexture(GL_TEXTURE_2D, SKY_BACK_ID);
skybacktexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_FRONT_ID);
skyfronttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_TOP_ID);
skytoptexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y + h, z + l);
/*glTexCoord2f(1.0f, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 1.0f); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);*/
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_BOTTOM_ID);
skybottomtexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y, z + l);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_LEFT_ID);
skylefttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z + l);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_RIGHT_ID);
skyrighttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z);
glEnd();
glEndList();
}
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
}
void enable2D(void){
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 1, 1, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void disable2D(void){
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
}
#include "main.h"
#include "3dutils.h"
#include <math.h>
#include "utils.h"
#include "mesh.h"
#include "vector.h"
#include "texture.h"
#include "glapi.h"
int SKYBOX = -1;
/*
* Luo pyörähdyskappaleen y-akselin ympäri annetuista pisteistä
* Parametrina taulukollinen pisteitä,
* pisteidein määrä,
* jakojen määrä pyörähdyssuunnassa,
* jakojen määrä "pysty"suunnassa
* Jos viimeinen parametri on sama kuin pisteiden määrä,
* niin pyörähdyskappale vastaa suoraan annettujen pisteiden
* pyörähdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
* interpoloinnilla annettujen pisteiden välillä.
*/
void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks){
int i, j;
point2d *h1, *h2;
point2d *derivates;
if (pointderivates == NULL) derivates = new point2d[count];
else derivates = pointderivates;
//Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua lukuunottamatta
for (i = 0; i < count; i++){
if (pointderivates == NULL || (derivates[i].x == 0 && derivates[i].y == 0)){
if (i == 0) h1 = &points[0];
else h1 = &points[i-1];
if (i == count-1) h2 = &points[count-1];
else h2 = &points[i+1];
float dx,dy;
dx = (h2->x - h1->x);
dy = (h2->y - h1->y);
if (i > 0 && i < count){
dx /= 2;
dy /= 2;
}
derivates[i].x = dx;
derivates[i].y = dy;
}
}
float sif;
int si;
point2d newpoint, oldpoint;
point2d derivate;
point2d newnormal, oldnormal;
point2d A, B, C, D;
oldpoint.x = points[0].x;
oldpoint.y = points[0].y;
oldnormal.x = derivates[0].y;
oldnormal.y = -derivates[0].x;
point2d *p1, *p2, *d1, *d2;
int i1, i2;
float t;
float x1, y1, z1, x2, y2, z2, nx1, ny1, nz1, nx2, ny2, nz2;
for (i = 1; i <= stacks-(stacks/count); i++){
sif = (float)i*count/stacks;
si = (int)sif;
t = sif-si;
i1 = si;
i2 = si+1;
if (i2 >= count) i2 = count-1;
p1 = &points[i1];
p2 = &points[i2];
d1 = &derivates[i1];
d2 = &derivates[i2];
//Hermite-käyrä A*t^3 + B*t^2 + C*t + D
//Hermite-käyrän derivaatta 3*A*t^2 + 2*B*t + C
//Vakiot A,B,C ja D ovat laskettu siten, että:
//1. H(0)=p1;
//2. H(1)=p2;
//3. H'(0)=d1;
//4. H'(1)=d2;
//
//A = d2 - 2*p2 + d1 + 2*p1
//B = -d2 + 3*p2 - 2*d1 - 3*p1
//C = d1
//D = p1
A.x = d2->x - 2*p2->x + d1->x + 2*p1->x;
A.y = d2->y - 2*p2->y + d1->y + 2*p1->y;
B.x = - d2->x + 3*p2->x - 2*d1->x - 3*p1->x;
B.y = - d2->y + 3*p2->y - 2*d1->y - 3*p1->y;
C.x = d1->x;
C.y = d1->y;
D.x = p1->x;
D.y = p1->y;
newpoint.x = A.x*t*t*t + B.x*t*t + C.x*t + D.x;
newpoint.y = A.y*t*t*t + B.y*t*t + C.y*t + D.y;
derivate.x = 3*A.x*t*t + 2*B.x*t + C.x;
derivate.y = 3*A.y*t*t + 2*B.y*t + C.y;
newnormal.x = derivate.y;
newnormal.y = -derivate.x;
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= slices; j++){
float angle = j*2*PI/slices;
nx2 = sin(angle)*newnormal.x;
ny2 = newnormal.y;
nz2 = cos(angle)*newnormal.x;
glNormal3f(nx2, ny2, nz2);
x2 = sin(angle)*newpoint.x;
y2 = newpoint.y;
z2 = cos(angle)*newpoint.x;
glTexCoord2f(j*1.0/slices,1.0-(i*1.0/(stacks-1)));
glVertex3f(x2, y2, z2);
nx1 = sin(angle)*oldnormal.x;
ny1 = oldnormal.y;
nz1 = cos(angle)*oldnormal.x;
glNormal3f(nx1, ny1, nz1);
x1 = sin(angle)*oldpoint.x;
y1 = oldpoint.y;
z1 = cos(angle)*oldpoint.x;
glTexCoord2f(j*1.0/slices,1.0-((i-1)*1.0/(stacks-1)));
glVertex3f(x1, y1, z1);
}
glEnd();
oldpoint.x = newpoint.x;
oldpoint.y = newpoint.y;
oldnormal.x = newnormal.x;
oldnormal.y = newnormal.y;
}
}
GLUquadricObj *spherequadric = gluNewQuadric();
void createSphere(float r, int slices, int stacks){
/*float phi, theta;
int x, y;
for (y = 0; y < stacks; y++){
for (x = 0; x < slices; x++){
}
}*/
gluSphere(spherequadric, r, slices, stacks);
}
#define DEFAULTSLICES 20
#define DEFAULTSTACKS 10
void createSphere(float r){
createSphere(r, DEFAULTSLICES, DEFAULTSTACKS);
}
bool solvePointInTriangle(float *position, float *normal,
Vertex *v1, Vertex *v2, Vertex *v3,
float *t, float *u, float *v){
float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
float det,inv_det;
// find vectors for two edges sharing vert0
vectorSub(edge1, v2->position, v1->position);
vectorSub(edge2, v3->position, v1->position);
// begin calculating determinant - also used to calculate U parameter
vectorCross(pvec, normal, edge2);
//if determinant is near zero, ray lies in plane of triangle
det = vectorDot(edge1, pvec);
if (det > -EPSILON && det < EPSILON) return false;
inv_det = 1.0 / det;
// calculate distance from vert0 to ray origin
vectorSub(tvec, position, v1->position);
// calculate U parameter and test bounds
*u = vectorDot(tvec, pvec) * inv_det;
if (*u < 0.0 || *u > 1.0) return false;
// prepare to test V parameter
vectorCross(qvec, tvec, edge1);
// calculate V parameter and test bounds
*v = vectorDot(normal, qvec) * inv_det;
if (*v < 0.0 || *u + *v > 1.0) return false;
// calculate t, ray intersects triangle
*t = vectorDot(edge2, qvec) * inv_det;
return true;
}
float distanceFromPlane(float point[3], float normal[3], float distance){
return vectorDot(point, normal) + distance;
}
void createSkyBox(float x, float y, float z, float w, float h, float l)
{
glEnable(GL_TEXTURE_2D);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_LIGHTING);
glShadeModel(GL_FLAT);
float modelview[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
modelview[12] = modelview[13] = modelview[14] = 0.0f;
glPushMatrix();
glLoadMatrixf(modelview);
if (SKYBOX > 0){
glCallList(SKYBOX);
}
else{
SKYBOX = glGenLists(1);
float d = 1.0/512;
//glPushAttrib(GL_COLOR);
glNewList(SKYBOX, GL_COMPILE_AND_EXECUTE);
//glBindTexture(GL_TEXTURE_2D, SKY_BACK_ID);
skybacktexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_FRONT_ID);
skyfronttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_TOP_ID);
skytoptexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y + h, z + l);
/*glTexCoord2f(1.0f, 0+d); glVertex3f(x + w, y + h, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 1.0f); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);*/
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_BOTTOM_ID);
skybottomtexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y, z + l);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_LEFT_ID);
skylefttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z);
glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z + l);
glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z + l);
glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z);
glEnd();
//glBindTexture(GL_TEXTURE_2D, SKY_RIGHT_ID);
skyrighttexture->enable();
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 1.0);
glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z);
glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z + l);
glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z + l);
glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z);
glEnd();
glEndList();
}
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
}
void enable2D(void){
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 1, 1, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void disable2D(void){
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
}

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@ -1,57 +1,57 @@
#ifndef __3DUTILS_H_INCLUDED__
#define __3DUTILS_H_INCLUDED__
#include "main.h"
#include "texture.h"
#define SKYFRONT DATAPATH"tback.png"
#define SKYBACK DATAPATH"tfront.png"
#define SKYLEFT DATAPATH"tleft.png"
#define SKYRIGHT DATAPATH"tright.png"
#define SKYTOP DATAPATH"ttop.png"
#define SKYBOTTOM DATAPATH"tbottom.png"
#define DAMAGEHEAD DATAPATH"damagehead.png"
#define DAMAGETORSO DATAPATH"damagetorso.png"
#define DAMAGEHAND DATAPATH"damagehand.png"
#define DAMAGELEG DATAPATH"damageleg.png"
#define FACE DATAPATH"perusnaama3.png"
extern int SKYBOX;
typedef struct{
float x,y;
} point2d;
typedef struct{
float x,y,z;
} point3d;
extern Texture *flaretexture;
extern Texture *skyfronttexture;
extern Texture *skybacktexture;
extern Texture *skylefttexture;
extern Texture *skyrighttexture;
extern Texture *skytoptexture;
extern Texture *skybottomtexture;
extern Texture *damageHead;
extern Texture *faceTexture;
void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks);
void createSphere(float r, int slices, int stacks);
void createSphere(float r);
float distanceFromPlane(float point[3], float normal[3], float distance);
void createSkyBox(float x, float y, float z, float w, float h, float l);
//MUST be called in pairs, enable pushes and disable pops
void enable2D(void);
void disable2D(void);
#endif
#ifndef __3DUTILS_H_INCLUDED__
#define __3DUTILS_H_INCLUDED__
#include "main.h"
#include "texture.h"
#define SKYFRONT DATAPATH"tback.png"
#define SKYBACK DATAPATH"tfront.png"
#define SKYLEFT DATAPATH"tleft.png"
#define SKYRIGHT DATAPATH"tright.png"
#define SKYTOP DATAPATH"ttop.png"
#define SKYBOTTOM DATAPATH"tbottom.png"
#define DAMAGEHEAD DATAPATH"damagehead.png"
#define DAMAGETORSO DATAPATH"damagetorso.png"
#define DAMAGEHAND DATAPATH"damagehand.png"
#define DAMAGELEG DATAPATH"damageleg.png"
#define FACE DATAPATH"perusnaama3.png"
extern int SKYBOX;
typedef struct{
float x,y;
} point2d;
typedef struct{
float x,y,z;
} point3d;
extern Texture *flaretexture;
extern Texture *skyfronttexture;
extern Texture *skybacktexture;
extern Texture *skylefttexture;
extern Texture *skyrighttexture;
extern Texture *skytoptexture;
extern Texture *skybottomtexture;
extern Texture *damageHead;
extern Texture *faceTexture;
void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks);
void createSphere(float r, int slices, int stacks);
void createSphere(float r);
float distanceFromPlane(float point[3], float normal[3], float distance);
void createSkyBox(float x, float y, float z, float w, float h, float l);
//MUST be called in pairs, enable pushes and disable pops
void enable2D(void);
void disable2D(void);
#endif

View file

@ -1,117 +1,117 @@
#include "main.h"
#include "appearance.h"
#include "utils.h"
#include "3dutils.h"
#include "glapi.h"
Appearance::Appearance(void){
}
void Appearance::prepare(void){
}
/*BoxAppearance::BoxAppearance(void){
setDimension(-1, 1, -1, 1, -1, 1);
}
BoxAppearance::setDimension(float x1, float x2, float y1, float y2, float z1, float z2){
if (x1 > x2) swapFloat(&x1, &x2);
if (y1 > y2) swapFloat(&y1, &y2);
if (z1 > z2) swapFloat(&z1, &z2);
this->x1 = x1;
this->x2 = x2;
this->y1 = y1;
this->y2 = y2;
this->z1 = z1;
this->z2 = z2;
}
void BoxAppearance::draw(void){
this->material.enable();
glBegin(GL_QUADS);
//Front Face
glNormal3f(0, 0, 1);
glVertex3f(x1, y1, z2);
glVertex3f(x2, y1, z2);
glVertex3f(x2, y2, z2);
glVertex3f(x1, y2, z2);
// Back Face
glNormal3f(0, 0, -1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y2, z1);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y1, z1);
// Top Face
glNormal3f(0, 1, 0);
glVertex3f(x1, y2, z1);
glVertex3f(x1, y2, z2);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y2, z1);
// Bottom Face
glNormal3f(0, -1, 0);
glVertex3f(x1, y1, z1);
glVertex3f(x2, y1, z1);
glVertex3f(x2, y1, z2);
glVertex3f(x1, y1, z2);
// Right face
glNormal3f(x2, 0, 0);
glVertex3f(x2, y1, z1);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y1, z2);
// Left Face
glNormal3f(x1, 0, 0);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z2);
glVertex3f(x1, y2, z2);
glVertex3f(x1, y2, z1);
glEnd();
this->material.disable();
}*/
Material* Appearance::getMaterial(void){
return &this->material;
}
void Appearance::setMaterial(Material matsku){
material = matsku;
}
MultiAppearance::MultiAppearance(void){
appearances = NULL;
}
void MultiAppearance::addAppearance(Appearance *appearance){
appearancelist *node = new appearancelist;
node->data = appearance;
node->next = appearances;
appearances = node;
}
void MultiAppearance::prepare(void){
appearancelist *node = appearances;
while (node != NULL){
node->data->prepare();
node = node->next;
}
}
void MultiAppearance::draw(void){
appearancelist *node = appearances;
while (node != NULL){
node->data->draw();
node = node->next;
}
}
#include "main.h"
#include "appearance.h"
#include "utils.h"
#include "3dutils.h"
#include "glapi.h"
Appearance::Appearance(void){
}
void Appearance::prepare(void){
}
/*BoxAppearance::BoxAppearance(void){
setDimension(-1, 1, -1, 1, -1, 1);
}
BoxAppearance::setDimension(float x1, float x2, float y1, float y2, float z1, float z2){
if (x1 > x2) swapFloat(&x1, &x2);
if (y1 > y2) swapFloat(&y1, &y2);
if (z1 > z2) swapFloat(&z1, &z2);
this->x1 = x1;
this->x2 = x2;
this->y1 = y1;
this->y2 = y2;
this->z1 = z1;
this->z2 = z2;
}
void BoxAppearance::draw(void){
this->material.enable();
glBegin(GL_QUADS);
//Front Face
glNormal3f(0, 0, 1);
glVertex3f(x1, y1, z2);
glVertex3f(x2, y1, z2);
glVertex3f(x2, y2, z2);
glVertex3f(x1, y2, z2);
// Back Face
glNormal3f(0, 0, -1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y2, z1);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y1, z1);
// Top Face
glNormal3f(0, 1, 0);
glVertex3f(x1, y2, z1);
glVertex3f(x1, y2, z2);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y2, z1);
// Bottom Face
glNormal3f(0, -1, 0);
glVertex3f(x1, y1, z1);
glVertex3f(x2, y1, z1);
glVertex3f(x2, y1, z2);
glVertex3f(x1, y1, z2);
// Right face
glNormal3f(x2, 0, 0);
glVertex3f(x2, y1, z1);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y1, z2);
// Left Face
glNormal3f(x1, 0, 0);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z2);
glVertex3f(x1, y2, z2);
glVertex3f(x1, y2, z1);
glEnd();
this->material.disable();
}*/
Material* Appearance::getMaterial(void){
return &this->material;
}
void Appearance::setMaterial(Material matsku){
material = matsku;
}
MultiAppearance::MultiAppearance(void){
appearances = NULL;
}
void MultiAppearance::addAppearance(Appearance *appearance){
appearancelist *node = new appearancelist;
node->data = appearance;
node->next = appearances;
appearances = node;
}
void MultiAppearance::prepare(void){
appearancelist *node = appearances;
while (node != NULL){
node->data->prepare();
node = node->next;
}
}
void MultiAppearance::draw(void){
appearancelist *node = appearances;
while (node != NULL){
node->data->draw();
node = node->next;
}
}

View file

@ -1,44 +1,44 @@
#ifndef __APPEARANCE_H_INCLUDED__
#define __APPEARANCE_H_INCLUDED__
#include "main.h"
#include "material.h"
/*
* Abstract class for drawing objects
*/
class Appearance{
private:
public:
Material material;
Appearance(void);
Material* getMaterial(void);
void setMaterial(Material mat);
virtual void prepare(void);
virtual void draw(void) = 0;
};
struct appearancelist{
Appearance *data;
appearancelist *next;
};
class MultiAppearance : public Appearance{
private:
appearancelist *appearances;
public:
MultiAppearance(void);
void addAppearance(Appearance *appearance);
void prepare(void);
void draw(void);
};
#endif
#ifndef __APPEARANCE_H_INCLUDED__
#define __APPEARANCE_H_INCLUDED__
#include "main.h"
#include "material.h"
/*
* Abstract class for drawing objects
*/
class Appearance{
private:
public:
Material material;
Appearance(void);
Material* getMaterial(void);
void setMaterial(Material mat);
virtual void prepare(void);
virtual void draw(void) = 0;
};
struct appearancelist{
Appearance *data;
appearancelist *next;
};
class MultiAppearance : public Appearance{
private:
appearancelist *appearances;
public:
MultiAppearance(void);
void addAppearance(Appearance *appearance);
void prepare(void);
void draw(void);
};
#endif

View file

@ -1,270 +1,270 @@
#include "main.h"
#include <string.h>
#include <stdio.h>
#include "audio.h"
#define SOUND_FADENONE 0
#define SOUND_FADEIN 1
#define SOUND_FADEOUT 2
struct soundlist{
Sound *sound;
soundlist *next;
};
soundlist *allsounds = NULL;
Sound::Sound(Sound *source){
memcpy(this, source, sizeof(Sound));
soundlist *node = new soundlist;
node->sound = this;
node->next = allsounds;
allsounds = node;
}
Sound::Sound(char *filename){
load(filename, SOUNDTYPE_AUTODETECT, false);
//printf("%s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
}
Sound::Sound(char *filename, int type){
load(filename, type, false);
}
Sound::Sound(char *filename, bool loops){
load(filename, SOUNDTYPE_AUTODETECT, loops);
//printf("%s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
}
Sound::Sound(char *filename, int type, bool loops){
load(filename, type, loops);
}
bool endsWith(char *str1, char *str2){
char *str3 = str1 + strlen(str1) - strlen(str2);
#ifdef WIN32
if (stricmp(str3, str2)) return false;
#else
if (strcasecmp(str3, str2)) return false;
#endif
else return true;
}
void Sound::load(char *filename, int type, bool loops){
this->filename = filename;
if (type == SOUNDTYPE_AUTODETECT){
if (endsWith(filename, "mp3") ||
endsWith(filename, "mp2") ||
endsWith(filename, "ogg")) type = SOUNDTYPE_STREAM;
if (endsWith(filename, "wav") ||
endsWith(filename, "raw")) type = SOUNDTYPE_SAMPLE;
if (endsWith(filename, "s3m") ||
endsWith(filename, "xm") ||
endsWith(filename, "it") ||
endsWith(filename, "mid") ||
endsWith(filename, "rmi") ||
endsWith(filename, "sgr") ||
endsWith(filename, "mod")) type = SOUNDTYPE_MODULE;
}
#ifdef AUDIO_FMOD
sample = NULL;
module = NULL;
stream = NULL;
this->type = type;
if (type == SOUNDTYPE_MODULE){
module = FMUSIC_LoadSong(filename);
this->loops = false;
} else if (type == SOUNDTYPE_SAMPLE){
if (loops){
sample = FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_NORMAL, 0);
FSOUND_Sample_SetLoopMode(sample, FSOUND_LOOP_NORMAL);
} else{
sample = FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_OFF, 0);
FSOUND_Sample_SetLoopMode(sample, FSOUND_LOOP_OFF);
}
this->loops = loops;
} else if (type == SOUNDTYPE_STREAM){
if (loops){
stream = FSOUND_Stream_OpenFile(filename, FSOUND_LOOP_NORMAL, 0);
} else{
stream = FSOUND_Stream_OpenFile(filename, FSOUND_LOOP_OFF, 0);
}
this->loops = loops;
}
#endif
stopcallback = NULL;
soundlist *node = new soundlist;
node->sound = this;
node->next = allsounds;
allsounds = node;
minduration = 0;
setVolume(1.0);
}
bool Sound::play(){
//printf("Playing %s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
if (minduration > 0) return false;
running = true;
finished = false;
fademode = SOUND_FADENONE;
minduration = 0;
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_PlaySong(module);
FMUSIC_SetMasterVolume(module, volume*256);
} else if (type == SOUNDTYPE_SAMPLE){
channel = FSOUND_PlaySound(FSOUND_FREE, sample);
FSOUND_SetVolume(channel, volume*256);
if (!loops){
running = false;
finished = false;
}
} else if (type == SOUNDTYPE_STREAM){
channel = FSOUND_Stream_Play(FSOUND_FREE, stream);
FSOUND_SetVolume(channel, volume*256);
}
#endif
//printf("Done: %f\n", volume);
return true;
}
void Sound::play(int minduration){
if (play()) this->minduration = minduration;
}
void Sound::stop(){
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_StopSong(module);
} else if (type == SOUNDTYPE_SAMPLE){
FSOUND_StopSound(channel);
} else if (type == SOUNDTYPE_STREAM){
FSOUND_Stream_Stop(stream);
}
#endif
}
void Sound::setVolume(float volume){
//printf("Volume %s: %f\n", filename, volume);
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_SetMasterVolume(module, volume*256);
} else if (type == SOUNDTYPE_SAMPLE){
FSOUND_SetVolume(channel, volume*256);
} else if (type == SOUNDTYPE_STREAM){
FSOUND_SetVolume(channel, volume*256);
}
#endif
this->volume = volume;
}
#ifdef AUDIO_FMOD
signed char streamendcallback(FSOUND_STREAM *stream, void *buff, int len, int param){
Sound *sound = (Sound *)param;
sound->setFinished();
return true;
}
#endif
void Sound::setStopCallback(STOPCALLBACK callback){
stopcallback = callback;
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
} else if (type == SOUNDTYPE_SAMPLE){
//NOT SUPPORTED
} else if (type == SOUNDTYPE_STREAM){
FSOUND_Stream_SetEndCallback(stream, streamendcallback, (int)this);
}
#endif
}
void Sound::setFinished(void){
finished = true;
}
bool Sound::isFinished(void){
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
if (FMUSIC_IsFinished(module)) return true;
} else if (type == SOUNDTYPE_SAMPLE){
//NOT SUPPORTED
} else if (type == SOUNDTYPE_STREAM){
if (finished) return true;
}
#endif
return false;
}
void Sound::update(void){
if (running){
if (isFinished()){
running = false;
if (stopcallback != NULL) stopcallback(this);
} else{
if (fademode == SOUND_FADEIN){
if (fadepos < fadetarget){
fadepos++;
setVolume((float)fadepos/fadetarget);
} else fademode = SOUND_FADENONE;
}
if (fademode == SOUND_FADEOUT){
if (fadepos < fadetarget){
fadepos++;
setVolume(1.0 - (float)fadepos/fadetarget);
} else{
fademode = SOUND_FADENONE;
stop();
}
}
}
}
if (minduration > 0) minduration--;
}
void Sound::fadeIn(int length){
fademode = SOUND_FADEIN;
fadepos = 0;
fadetarget = length;
}
void Sound::fadeOut(int length){
if (fademode == SOUND_FADEIN){
float percent = 1.0 - (float)fadepos/fadetarget;
fadepos = fadetarget * percent;
}
fadepos = 0;
fadetarget = length;
fademode = SOUND_FADEOUT;
}
void initAudio(void){
#ifdef AUDIO_FMOD
FSOUND_Init(44100, 32, 0);
#endif
}
void uninitAudio(void){
#ifdef AUDIO_FMOD
FSOUND_Close();
#endif
}
void updateAudio(void){
soundlist *node = allsounds;
while (node != NULL){
Sound *sound = node->sound;
sound->update();
node = node->next;
}
}
#include "main.h"
#include <string.h>
#include <stdio.h>
#include "audio.h"
#define SOUND_FADENONE 0
#define SOUND_FADEIN 1
#define SOUND_FADEOUT 2
struct soundlist{
Sound *sound;
soundlist *next;
};
soundlist *allsounds = NULL;
Sound::Sound(Sound *source){
memcpy(this, source, sizeof(Sound));
soundlist *node = new soundlist;
node->sound = this;
node->next = allsounds;
allsounds = node;
}
Sound::Sound(char *filename){
load(filename, SOUNDTYPE_AUTODETECT, false);
//printf("%s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
}
Sound::Sound(char *filename, int type){
load(filename, type, false);
}
Sound::Sound(char *filename, bool loops){
load(filename, SOUNDTYPE_AUTODETECT, loops);
//printf("%s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
}
Sound::Sound(char *filename, int type, bool loops){
load(filename, type, loops);
}
bool endsWith(char *str1, char *str2){
char *str3 = str1 + strlen(str1) - strlen(str2);
#ifdef WIN32
if (stricmp(str3, str2)) return false;
#else
if (strcasecmp(str3, str2)) return false;
#endif
else return true;
}
void Sound::load(char *filename, int type, bool loops){
this->filename = filename;
if (type == SOUNDTYPE_AUTODETECT){
if (endsWith(filename, "mp3") ||
endsWith(filename, "mp2") ||
endsWith(filename, "ogg")) type = SOUNDTYPE_STREAM;
if (endsWith(filename, "wav") ||
endsWith(filename, "raw")) type = SOUNDTYPE_SAMPLE;
if (endsWith(filename, "s3m") ||
endsWith(filename, "xm") ||
endsWith(filename, "it") ||
endsWith(filename, "mid") ||
endsWith(filename, "rmi") ||
endsWith(filename, "sgr") ||
endsWith(filename, "mod")) type = SOUNDTYPE_MODULE;
}
#ifdef AUDIO_FMOD
sample = NULL;
module = NULL;
stream = NULL;
this->type = type;
if (type == SOUNDTYPE_MODULE){
module = FMUSIC_LoadSong(filename);
this->loops = false;
} else if (type == SOUNDTYPE_SAMPLE){
if (loops){
sample = FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_NORMAL, 0);
FSOUND_Sample_SetLoopMode(sample, FSOUND_LOOP_NORMAL);
} else{
sample = FSOUND_Sample_Load(FSOUND_FREE, filename, FSOUND_LOOP_OFF, 0);
FSOUND_Sample_SetLoopMode(sample, FSOUND_LOOP_OFF);
}
this->loops = loops;
} else if (type == SOUNDTYPE_STREAM){
if (loops){
stream = FSOUND_Stream_OpenFile(filename, FSOUND_LOOP_NORMAL, 0);
} else{
stream = FSOUND_Stream_OpenFile(filename, FSOUND_LOOP_OFF, 0);
}
this->loops = loops;
}
#endif
stopcallback = NULL;
soundlist *node = new soundlist;
node->sound = this;
node->next = allsounds;
allsounds = node;
minduration = 0;
setVolume(1.0);
}
bool Sound::play(){
//printf("Playing %s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
if (minduration > 0) return false;
running = true;
finished = false;
fademode = SOUND_FADENONE;
minduration = 0;
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_PlaySong(module);
FMUSIC_SetMasterVolume(module, volume*256);
} else if (type == SOUNDTYPE_SAMPLE){
channel = FSOUND_PlaySound(FSOUND_FREE, sample);
FSOUND_SetVolume(channel, volume*256);
if (!loops){
running = false;
finished = false;
}
} else if (type == SOUNDTYPE_STREAM){
channel = FSOUND_Stream_Play(FSOUND_FREE, stream);
FSOUND_SetVolume(channel, volume*256);
}
#endif
//printf("Done: %f\n", volume);
return true;
}
void Sound::play(int minduration){
if (play()) this->minduration = minduration;
}
void Sound::stop(){
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_StopSong(module);
} else if (type == SOUNDTYPE_SAMPLE){
FSOUND_StopSound(channel);
} else if (type == SOUNDTYPE_STREAM){
FSOUND_Stream_Stop(stream);
}
#endif
}
void Sound::setVolume(float volume){
//printf("Volume %s: %f\n", filename, volume);
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
FMUSIC_SetMasterVolume(module, volume*256);
} else if (type == SOUNDTYPE_SAMPLE){
FSOUND_SetVolume(channel, volume*256);
} else if (type == SOUNDTYPE_STREAM){
FSOUND_SetVolume(channel, volume*256);
}
#endif
this->volume = volume;
}
#ifdef AUDIO_FMOD
signed char streamendcallback(FSOUND_STREAM *stream, void *buff, int len, int param){
Sound *sound = (Sound *)param;
sound->setFinished();
return true;
}
#endif
void Sound::setStopCallback(STOPCALLBACK callback){
stopcallback = callback;
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
} else if (type == SOUNDTYPE_SAMPLE){
//NOT SUPPORTED
} else if (type == SOUNDTYPE_STREAM){
FSOUND_Stream_SetEndCallback(stream, streamendcallback, (int)this);
}
#endif
}
void Sound::setFinished(void){
finished = true;
}
bool Sound::isFinished(void){
#ifdef AUDIO_FMOD
if (type == SOUNDTYPE_MODULE){
if (FMUSIC_IsFinished(module)) return true;
} else if (type == SOUNDTYPE_SAMPLE){
//NOT SUPPORTED
} else if (type == SOUNDTYPE_STREAM){
if (finished) return true;
}
#endif
return false;
}
void Sound::update(void){
if (running){
if (isFinished()){
running = false;
if (stopcallback != NULL) stopcallback(this);
} else{
if (fademode == SOUND_FADEIN){
if (fadepos < fadetarget){
fadepos++;
setVolume((float)fadepos/fadetarget);
} else fademode = SOUND_FADENONE;
}
if (fademode == SOUND_FADEOUT){
if (fadepos < fadetarget){
fadepos++;
setVolume(1.0 - (float)fadepos/fadetarget);
} else{
fademode = SOUND_FADENONE;
stop();
}
}
}
}
if (minduration > 0) minduration--;
}
void Sound::fadeIn(int length){
fademode = SOUND_FADEIN;
fadepos = 0;
fadetarget = length;
}
void Sound::fadeOut(int length){
if (fademode == SOUND_FADEIN){
float percent = 1.0 - (float)fadepos/fadetarget;
fadepos = fadetarget * percent;
}
fadepos = 0;
fadetarget = length;
fademode = SOUND_FADEOUT;
}
void initAudio(void){
#ifdef AUDIO_FMOD
FSOUND_Init(44100, 32, 0);
#endif
}
void uninitAudio(void){
#ifdef AUDIO_FMOD
FSOUND_Close();
#endif
}
void updateAudio(void){
soundlist *node = allsounds;
while (node != NULL){
Sound *sound = node->sound;
sound->update();
node = node->next;
}
}

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@ -1,72 +1,72 @@
#ifndef __AUDIO_H_INCLUDED__
#define __AUDIO_H_INCLUDED__
#ifdef AUDIO_FMOD
#include <fmod.h>
#endif
class Sound;
typedef void(* STOPCALLBACK)(Sound *sound);
#define SOUNDTYPE_AUTODETECT 0
#define SOUNDTYPE_MODULE 1
#define SOUNDTYPE_STREAM 2
#define SOUNDTYPE_SAMPLE 3
#define BGSONG DATAPATH"boom.mp3"
class Sound{
private:
#ifdef AUDIO_FMOD
int type;
FMUSIC_MODULE *module;
FSOUND_STREAM *stream;
FSOUND_SAMPLE *sample;
int channel;
#endif
bool loops;
bool finished;
bool running;
float volume;
STOPCALLBACK stopcallback;
bool isFinished(void);
int fadepos, fadetarget;
int fademode;
int minduration;
char *filename;
public:
Sound(Sound *source);
Sound(char *filename);
Sound(char *filename, int type);
Sound(char *filename, bool loops);
Sound(char *filename, int type, bool loops);
void load(char *filename, int type, bool loops);
bool play(void);
//Plays sound for at least minduration frames until sound
//can be played again. Doesn't prevent stopping of the sound
void play(int minduration);
void stop();
void setStopCallback(STOPCALLBACK callback);
void setVolume(float volume);
void fadeIn(int length);
void fadeOut(int length);
//Do not use methods below
void setFinished(void);
void update(void);
};
void initAudio(void);
void uninitAudio(void);
void updateAudio(void);
#endif
#ifndef __AUDIO_H_INCLUDED__
#define __AUDIO_H_INCLUDED__
#ifdef AUDIO_FMOD
#include <fmod.h>
#endif
class Sound;
typedef void(* STOPCALLBACK)(Sound *sound);
#define SOUNDTYPE_AUTODETECT 0
#define SOUNDTYPE_MODULE 1
#define SOUNDTYPE_STREAM 2
#define SOUNDTYPE_SAMPLE 3
#define BGSONG DATAPATH"boom.mp3"
class Sound{
private:
#ifdef AUDIO_FMOD
int type;
FMUSIC_MODULE *module;
FSOUND_STREAM *stream;
FSOUND_SAMPLE *sample;
int channel;
#endif
bool loops;
bool finished;
bool running;
float volume;
STOPCALLBACK stopcallback;
bool isFinished(void);
int fadepos, fadetarget;
int fademode;
int minduration;
char *filename;
public:
Sound(Sound *source);
Sound(char *filename);
Sound(char *filename, int type);
Sound(char *filename, bool loops);
Sound(char *filename, int type, bool loops);
void load(char *filename, int type, bool loops);
bool play(void);
//Plays sound for at least minduration frames until sound
//can be played again. Doesn't prevent stopping of the sound
void play(int minduration);
void stop();
void setStopCallback(STOPCALLBACK callback);
void setVolume(float volume);
void fadeIn(int length);
void fadeOut(int length);
//Do not use methods below
void setFinished(void);
void update(void);
};
void initAudio(void);
void uninitAudio(void);
void updateAudio(void);
#endif

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@ -1,87 +1,87 @@
#include "main.h"
#include "camera.h"
#include "vector.h"
#include "glapi.h"
Camera::Camera(void){
right = &matrix[0];
up = &matrix[3];
forward = &matrix[6];
vectorSet(position, 0, 2, 2);
vectorSet(target, 0, 0, 0);
vectorSet(up, 0, 1, 0);
calculateMatrix();
}
void Camera::setPosition(float position[3]){
vectorCopy(this->position, position);
}
void Camera::setPosition(float x, float y, float z){
this->position[0] = x;
this->position[1] = y;
this->position[2] = z;
}
void Camera::getPosition(float *position){
vectorCopy(position, this->position);
}
void Camera::setTarget(float target[3]){
vectorCopy(this->target, target);
}
void Camera::getTarget(float *target){
vectorCopy(target, this->target);
}
void Camera::setUp(float up[3]){
vectorCopy(this->up, up);
}
void Camera::getMatrix(float *matrix){
vectorCopy(&matrix[0], &this->matrix[0]);
vectorCopy(&matrix[3], &this->matrix[3]);
vectorCopy(&matrix[6], &this->matrix[6]);
}
void Camera::moveRight(float amount){
float movevector[3];
vectorScale(movevector, right, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::moveUp(float amount){
float movevector[3];
vectorScale(movevector, up, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::moveForward(float amount){
float movevector[3];
vectorScale(movevector, forward, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::glUpdate(void){
//glLoadIdentity();
gluLookAt(position[0], position[1], position[2],
target[0], target[1], target[2],
up[0], up[1], up[2]);
}
void Camera::calculateMatrix(void){
vectorSub(forward, target, position);
vectorNormalize(forward);
vectorCross(right, forward, up);
}
#include "main.h"
#include "camera.h"
#include "vector.h"
#include "glapi.h"
Camera::Camera(void){
right = &matrix[0];
up = &matrix[3];
forward = &matrix[6];
vectorSet(position, 0, 2, 2);
vectorSet(target, 0, 0, 0);
vectorSet(up, 0, 1, 0);
calculateMatrix();
}
void Camera::setPosition(float position[3]){
vectorCopy(this->position, position);
}
void Camera::setPosition(float x, float y, float z){
this->position[0] = x;
this->position[1] = y;
this->position[2] = z;
}
void Camera::getPosition(float *position){
vectorCopy(position, this->position);
}
void Camera::setTarget(float target[3]){
vectorCopy(this->target, target);
}
void Camera::getTarget(float *target){
vectorCopy(target, this->target);
}
void Camera::setUp(float up[3]){
vectorCopy(this->up, up);
}
void Camera::getMatrix(float *matrix){
vectorCopy(&matrix[0], &this->matrix[0]);
vectorCopy(&matrix[3], &this->matrix[3]);
vectorCopy(&matrix[6], &this->matrix[6]);
}
void Camera::moveRight(float amount){
float movevector[3];
vectorScale(movevector, right, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::moveUp(float amount){
float movevector[3];
vectorScale(movevector, up, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::moveForward(float amount){
float movevector[3];
vectorScale(movevector, forward, amount);
vectorAdd(position, movevector);
//vectorAdd(target, movevector);
calculateMatrix();
}
void Camera::glUpdate(void){
//glLoadIdentity();
gluLookAt(position[0], position[1], position[2],
target[0], target[1], target[2],
up[0], up[1], up[2]);
}
void Camera::calculateMatrix(void){
vectorSub(forward, target, position);
vectorNormalize(forward);
vectorCross(right, forward, up);
}

View file

@ -1,32 +1,32 @@
#ifndef __CAMERA_H_INCLUDED__
#define __CAMERA_H_INCLUDED__
class Camera{
private:
float position[3];
float target[3];
float matrix[9];
float *right, *up, *forward;
void calculateMatrix(void);
public:
Camera(void);
void setPosition(float position[3]);
void setPosition(float x, float y, float z);
void getPosition(float *position);
void setTarget(float target[3]);
void getTarget(float *target);
void setUp(float up[3]);
void getMatrix(float *matrix);
void moveRight(float amount);
void moveUp(float amount);
void moveForward(float amount);
void glUpdate(void);
};
#endif
#ifndef __CAMERA_H_INCLUDED__
#define __CAMERA_H_INCLUDED__
class Camera{
private:
float position[3];
float target[3];
float matrix[9];
float *right, *up, *forward;
void calculateMatrix(void);
public:
Camera(void);
void setPosition(float position[3]);
void setPosition(float x, float y, float z);
void getPosition(float *position);
void setTarget(float target[3]);
void getTarget(float *target);
void setUp(float up[3]);
void getMatrix(float *matrix);
void moveRight(float amount);
void moveUp(float amount);
void moveForward(float amount);
void glUpdate(void);
};
#endif

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@ -1,47 +1,47 @@
#ifndef __COLLISION_H_INCLUDED__
#define __COLLISION_H_INCLUDED__
#include "mesh.h"
class ObjectLink;
#define COLLISIONGROUP_NONE 0
#define COLLISIONGROUP_ARENA 1
#define COLLISIONGROUP_MAN1 2
#define COLLISIONGROUP_MAN1HAND 3
#define COLLISIONGROUP_MAN2 4
#define COLLISIONGROUP_MAN2HAND 5
#define COLLISIONGROUP_PARTICLE 6
#define COLLISIONFRICTION 0.9
void initCollisions(void);
//void addCollisionObject(Object *object, int group);
void addCollisionLink(int source, int target);
void removeCollisionLink(int source, int target);
bool isCollisionLink(int source, int target);
class Contact{
public:
Object *object1, *object2;
float normal[3];
float position[3];
};
extern Contact *contacts;
extern int contactcount;
//Contact point is world-relative and must be transformed
//into coordinate system of both objects
void addCollision(Object *source, Object *target,
float *normal, float *contactpoint);
bool handleCollision(Contact *contact);
bool handleLink(ObjectLink *link);
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float *normal, float *contactpoint);
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal, float *contactpoint);
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, float *contactpoint);
#endif
#ifndef __COLLISION_H_INCLUDED__
#define __COLLISION_H_INCLUDED__
#include "mesh.h"
class ObjectLink;
#define COLLISIONGROUP_NONE 0
#define COLLISIONGROUP_ARENA 1
#define COLLISIONGROUP_MAN1 2
#define COLLISIONGROUP_MAN1HAND 3
#define COLLISIONGROUP_MAN2 4
#define COLLISIONGROUP_MAN2HAND 5
#define COLLISIONGROUP_PARTICLE 6
#define COLLISIONFRICTION 0.9
void initCollisions(void);
//void addCollisionObject(Object *object, int group);
void addCollisionLink(int source, int target);
void removeCollisionLink(int source, int target);
bool isCollisionLink(int source, int target);
class Contact{
public:
Object *object1, *object2;
float normal[3];
float position[3];
};
extern Contact *contacts;
extern int contactcount;
//Contact point is world-relative and must be transformed
//into coordinate system of both objects
void addCollision(Object *source, Object *target,
float *normal, float *contactpoint);
bool handleCollision(Contact *contact);
bool handleLink(ObjectLink *link);
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float *normal, float *contactpoint);
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal, float *contactpoint);
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, float *contactpoint);
#endif

View file

@ -1,144 +1,144 @@
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "camera.h"
#include "light.h"
#include "audio.h"
#include "object.h"
#include "appearance.h"
#include "sphere.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "graphics.h"
#include "objectfactory.h"
#include "world.h"
#include "3dutils.h"
#include "legoman.h"
#include "font.h"
#include "run.h"
#include "menu.h"
#include "fight.h"
#include "glapi.h"
Camera endcamera;
Light endlight, endlight2;
//BasicBlockAppearance *endfloor = new BasicBlockAppearance(100, 1, 100);
BasicBlock *endfloor;// = new BasicBlock(20, 1, 15);
void initEnd(void){
endlight.setColor(1, 1, 1);
endlight.setSpecular(1, 1, 1);
endlight.setPosition(-0.5, BLOCKHEIGHT*16, 0.5);
endlight.setAttenuation(0, 0.0, 0.005);
endlight2.setColor(1, 1, 1);
endlight2.setSpecular(1, 1, 1);
endlight2.setAttenuation(1.0, 0.0, 0.0);
endfloor = new BasicBlock(30, 1, 20);
//endfloor->material.setColor(0, 1, 0, 1);
endfloor->setColor(0, 1, 0);
endfloor->setPosition(-10, -BLOCKHEIGHT*0.5, 0);
endfloor->prepare();
}
int endingcounter;
void endRestart(void){
endingcounter = 0;
//initEnd();
//endfloor->prepare();
}
void stopEnding(void){
endlight.setEnabled(false);
changeGameMode(MENUMODE);
fightmusic->fadeOut(300);
menuRestart();
}
float endfade;
void calculateEnd(int framecount){
endfade = -1;
if (endingcounter < 200){
endfade = 1-(float)endingcounter/200;
}
endingcounter++;
endlight.setEnabled(true);
//endlight2.setEnabled(true);
float target[3] = {0, 13, 0};
endcamera.setTarget(target);
endcamera.setPosition(10+sin(framecount*0.002)*2, 20+sin(framecount*0.0017)*2, 25+cos(framecount*0.002)*2);
//endcamera.setPosition(sin(framecount*0.01)*25, sin(framecount*0.007)*6+20, cos(framecount*0.01)*25);
//endlight.setPosition(40, 20, 0);
endlight.setPosition(-sin(framecount*0.007)*10, 15, cos(framecount*0.007)*2+22);
if (keys[SDLK_ESCAPE]){
stopEnding();
}
}
void drawEnd(int framecount){
glLoadIdentity();
glTranslatef(10, 0, 0);
endcamera.glUpdate();
updateLights();
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
endfloor->draw();
glColor3f(1, 1, 0);
drawTrophy();
glRotatef(270, 0, 1, 0);
glTranslatef(2-BLOCKHEIGHT*0.5, 0, 15-BLOCKHEIGHT*0.5);
glScalef(3, 3, 3);
winner->head->draw();
winner->torso->draw();
winner->lefthand->draw();
winner->righthand->draw();
winner->waist->draw();
winner->leftleg->draw();
winner->rightleg->draw();
enable2D();
glColor3f(1, 1, 1);
if (winner->side == PLAYER1) print(0.05, 0.05, "Player 1 is\nthe winner", 0.09);
if (winner->side == PLAYER2) print(0.05, 0.05, "Player 2 is\nthe winner", 0.09);
if (endfade != -1){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, endfade);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
}
disable2D();
}
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "camera.h"
#include "light.h"
#include "audio.h"
#include "object.h"
#include "appearance.h"
#include "sphere.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "graphics.h"
#include "objectfactory.h"
#include "world.h"
#include "3dutils.h"
#include "legoman.h"
#include "font.h"
#include "run.h"
#include "menu.h"
#include "fight.h"
#include "glapi.h"
Camera endcamera;
Light endlight, endlight2;
//BasicBlockAppearance *endfloor = new BasicBlockAppearance(100, 1, 100);
BasicBlock *endfloor;// = new BasicBlock(20, 1, 15);
void initEnd(void){
endlight.setColor(1, 1, 1);
endlight.setSpecular(1, 1, 1);
endlight.setPosition(-0.5, BLOCKHEIGHT*16, 0.5);
endlight.setAttenuation(0, 0.0, 0.005);
endlight2.setColor(1, 1, 1);
endlight2.setSpecular(1, 1, 1);
endlight2.setAttenuation(1.0, 0.0, 0.0);
endfloor = new BasicBlock(30, 1, 20);
//endfloor->material.setColor(0, 1, 0, 1);
endfloor->setColor(0, 1, 0);
endfloor->setPosition(-10, -BLOCKHEIGHT*0.5, 0);
endfloor->prepare();
}
int endingcounter;
void endRestart(void){
endingcounter = 0;
//initEnd();
//endfloor->prepare();
}
void stopEnding(void){
endlight.setEnabled(false);
changeGameMode(MENUMODE);
fightmusic->fadeOut(300);
menuRestart();
}
float endfade;
void calculateEnd(int framecount){
endfade = -1;
if (endingcounter < 200){
endfade = 1-(float)endingcounter/200;
}
endingcounter++;
endlight.setEnabled(true);
//endlight2.setEnabled(true);
float target[3] = {0, 13, 0};
endcamera.setTarget(target);
endcamera.setPosition(10+sin(framecount*0.002)*2, 20+sin(framecount*0.0017)*2, 25+cos(framecount*0.002)*2);
//endcamera.setPosition(sin(framecount*0.01)*25, sin(framecount*0.007)*6+20, cos(framecount*0.01)*25);
//endlight.setPosition(40, 20, 0);
endlight.setPosition(-sin(framecount*0.007)*10, 15, cos(framecount*0.007)*2+22);
if (keys[SDLK_ESCAPE]){
stopEnding();
}
}
void drawEnd(int framecount){
glLoadIdentity();
glTranslatef(10, 0, 0);
endcamera.glUpdate();
updateLights();
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
endfloor->draw();
glColor3f(1, 1, 0);
drawTrophy();
glRotatef(270, 0, 1, 0);
glTranslatef(2-BLOCKHEIGHT*0.5, 0, 15-BLOCKHEIGHT*0.5);
glScalef(3, 3, 3);
winner->head->draw();
winner->torso->draw();
winner->lefthand->draw();
winner->righthand->draw();
winner->waist->draw();
winner->leftleg->draw();
winner->rightleg->draw();
enable2D();
glColor3f(1, 1, 1);
if (winner->side == PLAYER1) print(0.05, 0.05, "Player 1 is\nthe winner", 0.09);
if (winner->side == PLAYER2) print(0.05, 0.05, "Player 2 is\nthe winner", 0.09);
if (endfade != -1){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, endfade);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
}
disable2D();
}

View file

@ -1,16 +1,16 @@
#ifndef __END_H_INCLUDED__
#define __END_H_INCLUDED__
#include <SDL.h>
#include "texture.h"
#include "audio.h"
void initEnd(void);
void endRestart(void);
void calculateEnd(int framecount);
void drawEnd(int framecount);
#endif
#ifndef __END_H_INCLUDED__
#define __END_H_INCLUDED__
#include <SDL.h>
#include "texture.h"
#include "audio.h"
void initEnd(void);
void endRestart(void);
void calculateEnd(int framecount);
void drawEnd(int framecount);
#endif

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@ -1,28 +1,28 @@
#ifndef __FIGHT_H_INCLUDED__
#define __FIGHT_H_INCLUDED__
#include <SDL.h>
#include "audio.h"
#include "legoman.h"
extern Sound *fightmusic;
extern Sound *hitsound1;
extern Sound *softhitsound1, *softhitsound2;
extern Sound *jumpsound;
extern Sound *fallsound1, *fallsound2;
extern bool dead;
extern Legoman *winner;
void initFight(void);
void gameOver(Legoman *loser);
void startFight(void);
void calculateFight(int framecount);
void drawFight(int framecount);
void handleKeydownFight(SDLKey key);
void addGraphicsVector(float *p1, float *p2, float size);
#endif
#ifndef __FIGHT_H_INCLUDED__
#define __FIGHT_H_INCLUDED__
#include <SDL.h>
#include "audio.h"
#include "legoman.h"
extern Sound *fightmusic;
extern Sound *hitsound1;
extern Sound *softhitsound1, *softhitsound2;
extern Sound *jumpsound;
extern Sound *fallsound1, *fallsound2;
extern bool dead;
extern Legoman *winner;
void initFight(void);
void gameOver(Legoman *loser);
void startFight(void);
void calculateFight(int framecount);
void drawFight(int framecount);
void handleKeydownFight(SDLKey key);
void addGraphicsVector(float *p1, float *p2, float size);
#endif

View file

@ -1,73 +1,73 @@
#include "main.h"
#include "font.h"
#include "glapi.h"
Texture *fonttexture;
void drawChar(float x, float y, char ch, float size){
fonttexture->enable();
int tx = (ch&15)*64;
int ty = (ch>>4)*64;
float w = size, h = size*4/3;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
glTexCoord2f((tx)/1024.0, (ty)/1024.0);
glVertex2f(x, y);
glTexCoord2f((tx)/1024.0, (ty+64)/1024.0);
glVertex2f(x, y+h);
glTexCoord2f((tx+64)/1024.0, (ty+64)/1024.0);
glVertex2f(x+w, y+h);
glTexCoord2f((tx+64)/1024.0, (ty)/1024.0);
glVertex2f(x+w, y);
glEnd();
fonttexture->disable();
}
float letterwidth[256] = {
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
0.5, 0.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.45, 0.2, 0.5,
0.6, 0.5, 0.6, 0.6, 0.65, 0.65, 0.6, 0.65, 0.6, 0.6, 0.2, 1.0, 1.0, 1.0, 1.0, 0.5,
1.0, 0.7, 0.6, 0.7, 0.7, 0.65, 0.6, 0.7, 0.8, 0.6, 0.7, 0.7, 0.6, 0.9, 0.85, 0.8,
0.6, 0.9, 0.7, 0.7, 0.7, 0.7, 0.7, 1.0, 0.8, 0.7, 0.8, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 0.6, 0.6, 0.6, 0.6, 0.6, 0.5, 0.6, 0.6, 0.2, 0.4, 0.6, 0.2, 0.8, 0.5, 0.55,
0.55, 0.55, 0.5, 0.55, 0.55, 0.55, 0.6, 0.8, 0.6, 0.6, 0.6, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
};
void print(float x, float y, char *text, float size){
int i;
int textlength = strlen(text);
float px = x;
float py = y;
for (i = 0; i < textlength; i++){
char ch = text[i];
if (ch == '\n'){
px = x;
py += size*1.2;
} else{
drawChar(px, py, ch, size);
px += size*letterwidth[ch];
}
}
}
#include "main.h"
#include "font.h"
#include "glapi.h"
Texture *fonttexture;
void drawChar(float x, float y, char ch, float size){
fonttexture->enable();
int tx = (ch&15)*64;
int ty = (ch>>4)*64;
float w = size, h = size*4/3;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
glTexCoord2f((tx)/1024.0, (ty)/1024.0);
glVertex2f(x, y);
glTexCoord2f((tx)/1024.0, (ty+64)/1024.0);
glVertex2f(x, y+h);
glTexCoord2f((tx+64)/1024.0, (ty+64)/1024.0);
glVertex2f(x+w, y+h);
glTexCoord2f((tx+64)/1024.0, (ty)/1024.0);
glVertex2f(x+w, y);
glEnd();
fonttexture->disable();
}
float letterwidth[256] = {
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
0.5, 0.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.45, 0.2, 0.5,
0.6, 0.5, 0.6, 0.6, 0.65, 0.65, 0.6, 0.65, 0.6, 0.6, 0.2, 1.0, 1.0, 1.0, 1.0, 0.5,
1.0, 0.7, 0.6, 0.7, 0.7, 0.65, 0.6, 0.7, 0.8, 0.6, 0.7, 0.7, 0.6, 0.9, 0.85, 0.8,
0.6, 0.9, 0.7, 0.7, 0.7, 0.7, 0.7, 1.0, 0.8, 0.7, 0.8, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 0.6, 0.6, 0.6, 0.6, 0.6, 0.5, 0.6, 0.6, 0.2, 0.4, 0.6, 0.2, 0.8, 0.5, 0.55,
0.55, 0.55, 0.5, 0.55, 0.55, 0.55, 0.6, 0.8, 0.6, 0.6, 0.6, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
};
void print(float x, float y, char *text, float size){
int i;
int textlength = strlen(text);
float px = x;
float py = y;
for (i = 0; i < textlength; i++){
char ch = text[i];
if (ch == '\n'){
px = x;
py += size*1.2;
} else{
drawChar(px, py, ch, size);
px += size*letterwidth[ch];
}
}
}

View file

@ -1,13 +1,13 @@
#ifndef __FONT_H_INCLUDED__
#define __FONT_H_INCLUDED__
#include "texture.h"
extern Texture *fonttexture;
//Top left = 0.0 , 0.0 Bottom right = 1.0 , 1.0
void drawChar(float x, float y, char ch, float size = 0.05);
void print(float x, float y, char *text, float size = 0.05);
#endif
#ifndef __FONT_H_INCLUDED__
#define __FONT_H_INCLUDED__
#include "texture.h"
extern Texture *fonttexture;
//Top left = 0.0 , 0.0 Bottom right = 1.0 , 1.0
void drawChar(float x, float y, char ch, float size = 0.05);
void print(float x, float y, char *text, float size = 0.05);
#endif

View file

@ -1,64 +1,64 @@
#include "main.h"
#include "glapi.h"
void setupOpengl(int width, int height){
//float ratio = (float)width/height;
float ratio = 4.0/3.0;
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0);
glClearColor(0, 0, 0, 0);
glEnable(GL_COLOR_MATERIAL);
//Enables lighting with zero initial lights. Lights are created with Light-class
glEnable(GL_LIGHTING);
glDisable(GL_LIGHT0);
float ambient[4]= {0.1, 0.1, 0.1, 1};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
GLfloat zero[4] = {0, 0, 0, 1};
GLfloat one[4] = {1, 1, 1, 1};
//Default frontface lighting
glMaterialfv(GL_FRONT, GL_AMBIENT, one);
glMaterialfv(GL_FRONT, GL_DIFFUSE, one);
GLfloat specular[4] = {2, 2, 2, 1};
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialf(GL_FRONT, GL_SHININESS, 120);
//Never any backface lighting, except ambient
glMaterialfv(GL_BACK, GL_AMBIENT, one);
glMaterialfv(GL_BACK, GL_DIFFUSE, zero);
glMaterialfv(GL_BACK, GL_SPECULAR, zero);
glViewport(0, 0, width, height);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
#include "main.h"
#include "glapi.h"
void setupOpengl(int width, int height){
//float ratio = (float)width/height;
float ratio = 4.0/3.0;
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0);
glClearColor(0, 0, 0, 0);
glEnable(GL_COLOR_MATERIAL);
//Enables lighting with zero initial lights. Lights are created with Light-class
glEnable(GL_LIGHTING);
glDisable(GL_LIGHT0);
float ambient[4]= {0.1, 0.1, 0.1, 1};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
GLfloat zero[4] = {0, 0, 0, 1};
GLfloat one[4] = {1, 1, 1, 1};
//Default frontface lighting
glMaterialfv(GL_FRONT, GL_AMBIENT, one);
glMaterialfv(GL_FRONT, GL_DIFFUSE, one);
GLfloat specular[4] = {2, 2, 2, 1};
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialf(GL_FRONT, GL_SHININESS, 120);
//Never any backface lighting, except ambient
glMaterialfv(GL_BACK, GL_AMBIENT, one);
glMaterialfv(GL_BACK, GL_DIFFUSE, zero);
glMaterialfv(GL_BACK, GL_SPECULAR, zero);
glViewport(0, 0, width, height);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}

View file

@ -1,10 +1,10 @@
#ifndef __GLAPI_H_INCLUDED__
#define __GLAPI_H_INCLUDED__
#include <SDL_opengl.h>
void setupOpengl(int width, int height);
#endif
#ifndef __GLAPI_H_INCLUDED__
#define __GLAPI_H_INCLUDED__
#include <SDL_opengl.h>
void setupOpengl(int width, int height);
#endif

View file

@ -1,236 +1,236 @@
#include "graphics.h"
#include <stdlib.h>
GraphicsDruid *GraphicsDruid::instance = 0;
GraphicsDruid::GraphicsDruid(void){
this->reserved = 0;
}
GraphicsDruid::~GraphicsDruid(void){
}
void GraphicsDruid::init(void){
instance->textureCount = 0;
instance->reserved = ID_ARRAY_INIT_SIZE;
instance->idArray = (int*) calloc(ID_ARRAY_INIT_SIZE, sizeof(int));
for (int i=0; i < instance->reserved; i++){
instance->idArray[i] = -1;
}
}
void GraphicsDruid::destroy(void){
if (instance->textureCount > 0){
glDeleteTextures(GL_TEXTURE_2D, (const unsigned int*)instance->idArray);
}
free(instance->idArray);
instance->idArray = 0;
delete instance;
instance = 0;
}
GraphicsDruid &GraphicsDruid::getInstance(void){
if (!instance){
instance = new GraphicsDruid;
init();
}
return *instance;
}
int GraphicsDruid::loadTexture(SDL_Surface *texture, int id, int format){
int textureID = id == -1 ? getNewTextureID(id) : id;
// register texture in OpenGL
glBindTexture (GL_TEXTURE_2D, textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//_MIPMAP_NEAREST);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//printf("w: %i, h: %i, format: %i, RGBA: %i, pixels: %p\n",
// texture->w, texture->h, format, GL_RGBA, texture->pixels);
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
/*gluBuild2DMipmaps(GL_TEXTURE_2D,
4,
texture->w,
texture->h,
format,
GL_UNSIGNED_BYTE,
texture->pixels);*/
int w = texture->w;
int h = texture->h;
/*int i;
while (w > 0){
w >>= 1;
i++;
}
w = 1;
for (;i > 1; i--) w <<= 1;
while (h > 0){
h >>= 1;
i++;
}
h = 1;
for (;i > 1; i--) h <<= 1;*/
//glTexImage2D(GL_TEXTURE_2D, 0, texture->format->BytesPerPixel, w, h, 0, format, GL_UNSIGNED_BYTE, texture->pixels);
if (texture->format->BytesPerPixel == 3){
glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
} else if (texture->format->BytesPerPixel == 4){
glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
}
//SDL_FreeSurface(texture);
//SDL_FreeSurface(alphaSurface);
return textureID;
}
int GraphicsDruid::loadTexture(char* path, int id){
SDL_Surface* texture;
texture = IMG_Load(path);
if (!texture){
#ifdef _DEBUG
printf ("Error while loading image: %s\n", SDL_GetError());
#endif
return -1;
}
int textureID = getNewTextureID(id);
// register texture in OpenGL
glBindTexture (GL_TEXTURE_2D, textureID);
//glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
// NOTE : Making some assumptions about texture parameters
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//printf("w: %i, h: %i, RGBA: %i, pixels: %p\n",
// texture->w, texture->h, GL_RGBA, texture->pixels);
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
if (texture->format->BytesPerPixel == 3){
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
texture->w,
texture->h,
GL_RGB, GL_UNSIGNED_BYTE,
texture->pixels);*/
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
}
else if (texture->format->BytesPerPixel == 4){
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,
texture->w,
texture->h,
GL_RGBA, GL_UNSIGNED_BYTE,
texture->pixels);*/
glTexImage2D(GL_TEXTURE_2D, 0, 4, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
}
/*
gluBuild2DMipmaps(GL_TEXTURE_2D,
0,
texture->w,
texture->h,
GL_RGBA,
GL_UNSIGNED_BYTE,
texture->pixels);
*/
SDL_FreeSurface(texture);
return textureID;
}
int GraphicsDruid::loadTranspTexture(char* path, float* transpColor, int id){
SDL_Surface* texture;
texture = IMG_Load(path);
if (!texture){
#ifdef _DEBUG
printf ("Error while loading image: %s\n", SDL_GetError());
#endif
return -1;
}
Uint32 colorKey = SDL_MapRGB(texture->format,
(Uint8)(transpColor[0] * 255),
(Uint8)(transpColor[1] * 255),
(Uint8)(transpColor[2] * 255));
//SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
//SDL_Surface* alphaSurface = SDL_DisplayFormatAlpha(texture);
texture = SDL_DisplayFormatAlpha(texture);
return loadTexture(texture);
}
int GraphicsDruid::getNewTextureID(int id){
if (id != -1){
for (int i = 0; i < instance->reserved; i++){
if (instance->idArray[i] == id){
freeTexture(id);
instance->textureCount--;
break;
}
}
}
GLuint newId;
if (id == -1){
glGenTextures (1, &newId);
}
else
newId = id;
int index = 0;
while (instance->idArray[index] != -1 && index < instance->reserved){
index++;
}
// out of space, make more
if (index >= instance->reserved){
instance->idArray = (int*) realloc(instance->idArray, (instance->reserved + ID_ARRAY_GROW)*sizeof(int));
for (int i = instance->reserved + 1; i < instance->reserved + ID_ARRAY_GROW; i++)
instance->idArray[i] = -1;
instance->reserved += ID_ARRAY_GROW;
}
else
instance->idArray[index] = newId;
instance->textureCount++;
return newId;
}
void GraphicsDruid::freeTexture(int id){
if (id > -1 && id < instance->reserved){
instance->idArray[id] = -1;
const unsigned int helpInt = id;
glDeleteTextures(1, &helpInt);
}
}
#include "graphics.h"
#include <stdlib.h>
GraphicsDruid *GraphicsDruid::instance = 0;
GraphicsDruid::GraphicsDruid(void){
this->reserved = 0;
}
GraphicsDruid::~GraphicsDruid(void){
}
void GraphicsDruid::init(void){
instance->textureCount = 0;
instance->reserved = ID_ARRAY_INIT_SIZE;
instance->idArray = (int*) calloc(ID_ARRAY_INIT_SIZE, sizeof(int));
for (int i=0; i < instance->reserved; i++){
instance->idArray[i] = -1;
}
}
void GraphicsDruid::destroy(void){
if (instance->textureCount > 0){
glDeleteTextures(GL_TEXTURE_2D, (const unsigned int*)instance->idArray);
}
free(instance->idArray);
instance->idArray = 0;
delete instance;
instance = 0;
}
GraphicsDruid &GraphicsDruid::getInstance(void){
if (!instance){
instance = new GraphicsDruid;
init();
}
return *instance;
}
int GraphicsDruid::loadTexture(SDL_Surface *texture, int id, int format){
int textureID = id == -1 ? getNewTextureID(id) : id;
// register texture in OpenGL
glBindTexture (GL_TEXTURE_2D, textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//_MIPMAP_NEAREST);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//printf("w: %i, h: %i, format: %i, RGBA: %i, pixels: %p\n",
// texture->w, texture->h, format, GL_RGBA, texture->pixels);
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
/*gluBuild2DMipmaps(GL_TEXTURE_2D,
4,
texture->w,
texture->h,
format,
GL_UNSIGNED_BYTE,
texture->pixels);*/
int w = texture->w;
int h = texture->h;
/*int i;
while (w > 0){
w >>= 1;
i++;
}
w = 1;
for (;i > 1; i--) w <<= 1;
while (h > 0){
h >>= 1;
i++;
}
h = 1;
for (;i > 1; i--) h <<= 1;*/
//glTexImage2D(GL_TEXTURE_2D, 0, texture->format->BytesPerPixel, w, h, 0, format, GL_UNSIGNED_BYTE, texture->pixels);
if (texture->format->BytesPerPixel == 3){
glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
} else if (texture->format->BytesPerPixel == 4){
glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
}
//SDL_FreeSurface(texture);
//SDL_FreeSurface(alphaSurface);
return textureID;
}
int GraphicsDruid::loadTexture(char* path, int id){
SDL_Surface* texture;
texture = IMG_Load(path);
if (!texture){
#ifdef _DEBUG
printf ("Error while loading image: %s\n", SDL_GetError());
#endif
return -1;
}
int textureID = getNewTextureID(id);
// register texture in OpenGL
glBindTexture (GL_TEXTURE_2D, textureID);
//glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
// NOTE : Making some assumptions about texture parameters
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//printf("w: %i, h: %i, RGBA: %i, pixels: %p\n",
// texture->w, texture->h, GL_RGBA, texture->pixels);
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
if (texture->format->BytesPerPixel == 3){
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
texture->w,
texture->h,
GL_RGB, GL_UNSIGNED_BYTE,
texture->pixels);*/
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
}
else if (texture->format->BytesPerPixel == 4){
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,
texture->w,
texture->h,
GL_RGBA, GL_UNSIGNED_BYTE,
texture->pixels);*/
glTexImage2D(GL_TEXTURE_2D, 0, 4, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
}
/*
gluBuild2DMipmaps(GL_TEXTURE_2D,
0,
texture->w,
texture->h,
GL_RGBA,
GL_UNSIGNED_BYTE,
texture->pixels);
*/
SDL_FreeSurface(texture);
return textureID;
}
int GraphicsDruid::loadTranspTexture(char* path, float* transpColor, int id){
SDL_Surface* texture;
texture = IMG_Load(path);
if (!texture){
#ifdef _DEBUG
printf ("Error while loading image: %s\n", SDL_GetError());
#endif
return -1;
}
Uint32 colorKey = SDL_MapRGB(texture->format,
(Uint8)(transpColor[0] * 255),
(Uint8)(transpColor[1] * 255),
(Uint8)(transpColor[2] * 255));
//SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
//SDL_Surface* alphaSurface = SDL_DisplayFormatAlpha(texture);
texture = SDL_DisplayFormatAlpha(texture);
return loadTexture(texture);
}
int GraphicsDruid::getNewTextureID(int id){
if (id != -1){
for (int i = 0; i < instance->reserved; i++){
if (instance->idArray[i] == id){
freeTexture(id);
instance->textureCount--;
break;
}
}
}
GLuint newId;
if (id == -1){
glGenTextures (1, &newId);
}
else
newId = id;
int index = 0;
while (instance->idArray[index] != -1 && index < instance->reserved){
index++;
}
// out of space, make more
if (index >= instance->reserved){
instance->idArray = (int*) realloc(instance->idArray, (instance->reserved + ID_ARRAY_GROW)*sizeof(int));
for (int i = instance->reserved + 1; i < instance->reserved + ID_ARRAY_GROW; i++)
instance->idArray[i] = -1;
instance->reserved += ID_ARRAY_GROW;
}
else
instance->idArray[index] = newId;
instance->textureCount++;
return newId;
}
void GraphicsDruid::freeTexture(int id){
if (id > -1 && id < instance->reserved){
instance->idArray[id] = -1;
const unsigned int helpInt = id;
glDeleteTextures(1, &helpInt);
}
}

View file

@ -1,54 +1,54 @@
#ifndef __GRAPHICS_H_INCLUDED__
#define __GRAPHICS_H_INCLUDED__
#ifdef WIN32
#pragma warning ( disable : 4700 )
#endif
#include "main.h"
#include "texture.h"
#include "glapi.h"
const int ID_ARRAY_INIT_SIZE = 16;
const int ID_ARRAY_GROW = 8;
#define DRUID GraphicsDruid::getInstance()
#define DIE_DRUID_DIE GraphicsDruid::destroy()
typedef unsigned char byte;
typedef struct jpeg_pixel{
Uint8 red;
Uint8 green;
Uint8 blue;
}jpeg_pixel;
class GraphicsDruid{
private:
static GraphicsDruid* instance;
int* idArray;
int textureCount;
int reserved;
GraphicsDruid(void);
~GraphicsDruid(void);
static void init(void);
static void destroy(void);
public:
static GraphicsDruid &getInstance(void);
int loadTexture(SDL_Surface *texture, int id = -1, int format = GL_RGB);
int loadTexture(char* path, int id = -1);
int loadTranspTexture(char* path, float* transpColor, int id = -1);
void freeTexture(int id);
void freeAll(void);
int getNewTextureID(int id);
};
#endif
#ifndef __GRAPHICS_H_INCLUDED__
#define __GRAPHICS_H_INCLUDED__
#ifdef WIN32
#pragma warning ( disable : 4700 )
#endif
#include "main.h"
#include "texture.h"
#include "glapi.h"
const int ID_ARRAY_INIT_SIZE = 16;
const int ID_ARRAY_GROW = 8;
#define DRUID GraphicsDruid::getInstance()
#define DIE_DRUID_DIE GraphicsDruid::destroy()
typedef unsigned char byte;
typedef struct jpeg_pixel{
Uint8 red;
Uint8 green;
Uint8 blue;
}jpeg_pixel;
class GraphicsDruid{
private:
static GraphicsDruid* instance;
int* idArray;
int textureCount;
int reserved;
GraphicsDruid(void);
~GraphicsDruid(void);
static void init(void);
static void destroy(void);
public:
static GraphicsDruid &getInstance(void);
int loadTexture(SDL_Surface *texture, int id = -1, int format = GL_RGB);
int loadTexture(char* path, int id = -1);
int loadTranspTexture(char* path, float* transpColor, int id = -1);
void freeTexture(int id);
void freeAll(void);
int getNewTextureID(int id);
};
#endif

View file

@ -1,450 +1,450 @@
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "utils.h"
#include "3dutils.h"
#include "objectfactory.h"
#include "vector.h"
#include "glapi.h"
BasicBlock::BasicBlock(int width, int height, int depth) : MeshObject(createBox(-width/2.0, width/2.0, -height/2.0*BLOCKHEIGHT, BLOCKHEIGHT*height/2.0, -depth/2.0, depth/2.0)){
appearance = new BasicBlockAppearance(width, height, depth);
//geometry = new MeshShape(this);
}
void BasicBlock::setColor(float red, float green, float blue){
appearance->getMaterial()->setColor(red, green, blue, 1);
}
BasicBlockAppearance::BasicBlockAppearance(int width, int height, int depth){
this->width = width;
this->height = height;
this->depth = depth;
vectorSet(displacement, 0, 0, 0);
gllist = glGenLists(1);
usematerial = true;
}
void BasicBlockAppearance::prepare(){
glNewList(gllist, GL_COMPILE);
float width = this->width;
float height = this->height * BLOCKHEIGHT;
if (usematerial) material.enable();
{//Block
//Front Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, depth/2.0);
drawDetailRectangle(width, height);
glPopMatrix();
// Back Face
glPushMatrix();
glTranslatef(width/2.0, -height/2.0, -depth/2.0);
glRotatef(180, 0, 1, 0);
drawDetailRectangle(width, height);
glPopMatrix();
// Top Face
glPushMatrix();
glTranslatef(-width/2.0, height/2.0, depth/2.0);
glRotatef(-90, 1, 0, 0);
drawDetailRectangle(width, depth);
glPopMatrix();
// Bottom Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, -depth/2.0);
glRotatef(90, 1, 0, 0);
drawDetailRectangle(width, depth);
glPopMatrix();
// Right face
glPushMatrix();
glTranslatef(width/2.0, -height/2.0, depth/2.0);
glRotatef(90, 0, 1, 0);
drawDetailRectangle(depth, height);
glPopMatrix();
// Left Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, -depth/2.0);
glRotatef(-90, 0, 1, 0);
drawDetailRectangle(depth, height);
glPopMatrix();
}
glPushMatrix();
glTranslatef(0.5 - width/2.0, height - height/2.0, 0.5 - depth/2.0);
int x, z;
for (x = 0; x < width; x++){
//glPushMatrix();
for (z = 0; z < depth; z++){
createKnob();
glTranslatef(0, 0, 1);
}
glTranslatef(1, 0, -depth);
//glPopMatrix();
}
glPopMatrix();
if (usematerial) material.disable();
glEndList();
}
void BasicBlockAppearance::draw(){
glPushMatrix();
glTranslatef(displacement[0], displacement[1], displacement[2]);
glCallList(gllist);
glPopMatrix();
//prepare();
}
#define BLOCKDETAILGRID 1
void drawDetailRectangle(float width, float height){
glBegin(GL_QUADS);
float x, y, x2, y2;
glNormal3f(0, 0, 1);
for (y = 0; y < height; y += BLOCKDETAILGRID){
y2 = y + BLOCKDETAILGRID;
if (y2 > height) y2 = height;
for (x = 0; x < width; x += BLOCKDETAILGRID){
x2 = x + BLOCKDETAILGRID;
if (x2 > width) x2 = width;
glTexCoord2f(x / width, y / height);
glVertex3f(x, y, 0);
glTexCoord2f(x2 / width, y / height);
glVertex3f(x2, y, 0);
glTexCoord2f(x2 / width, y2 / height);
glVertex3f(x2, y2, 0);
glTexCoord2f(x / width, y2 / height);
glVertex3f(x, y2, 0);
}
}
glEnd();
}
#define KNOBROUNDNESS 0.03
int knobgllist;
int knobdetail;
void renderKnob(int knobsegments){
point2d knobpoints[4];
knobpoints[0].x = 0.3;
knobpoints[0].y = 0;
knobpoints[1].x = 0.3;
knobpoints[1].y = BLOCKHEIGHT*0.5 - KNOBROUNDNESS;
knobpoints[2].x = 0.3 - KNOBROUNDNESS;
knobpoints[2].y = BLOCKHEIGHT*0.5;
knobpoints[3].x = 0;
knobpoints[3].y = BLOCKHEIGHT*0.5;
point2d knobderivates[4];
knobderivates[0].x = 0;
knobderivates[0].y = knobpoints[1].y - knobpoints[0].y;
knobderivates[1].x = 0;
knobderivates[1].y = knobpoints[2].y - knobpoints[1].y;
knobderivates[2].x = knobpoints[2].x - knobpoints[1].x;
knobderivates[2].y = 0;
knobderivates[3].x = knobpoints[3].x - knobpoints[2].x;
knobderivates[3].y = 0;
createLathedSurface(knobpoints, knobderivates, 4, knobsegments, 4);
}
void initKnob(void){
glNewList(knobgllist, GL_COMPILE);
renderKnob(knobdetail);
glEndList();
}
void createKnob(int knobsegments){
if (knobsegments != -1){
renderKnob(knobsegments);
return;
}
glCallList(knobgllist);
}
float knobroundness=0.05;
float pillarroundness=0.03;
HeadAppearance::HeadAppearance(void){
gllist = glGenLists(1);
}
void HeadAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
glTranslatef(0, -0.5, 0);
point2d headpoints[14];
headpoints[0].x=0.0; headpoints[0].y=BLOCKHEIGHT*(0);
headpoints[1].x=0.4; headpoints[1].y=BLOCKHEIGHT*(0);
headpoints[2].x=0.45; headpoints[2].y=BLOCKHEIGHT*(0.35);
headpoints[3].x=0.55; headpoints[3].y=BLOCKHEIGHT*(0.5);
headpoints[4].x=0.62*1.0; headpoints[4].y=BLOCKHEIGHT*(0.65);
headpoints[5].x=0.65*1.0; headpoints[5].y=BLOCKHEIGHT*(1);
headpoints[6].x=0.65*1.0; headpoints[6].y=BLOCKHEIGHT*(1.75);
headpoints[7].x=0.65*1.0; headpoints[7].y=BLOCKHEIGHT*(2.35);
headpoints[8].x=0.62*1.0; headpoints[8].y=BLOCKHEIGHT*(2.60);
headpoints[9].x=0.55*1.0; headpoints[9].y=BLOCKHEIGHT*(2.80);
headpoints[10].x=0.4; headpoints[10].y=BLOCKHEIGHT*(2.95);
headpoints[11].x=0.3; headpoints[11].y=BLOCKHEIGHT*3.5-pillarroundness;
headpoints[12].x=0.3-pillarroundness; headpoints[12].y=BLOCKHEIGHT*3.5;
headpoints[13].x=0; headpoints[13].y=BLOCKHEIGHT*3.5;
headpoints[11].x=0; headpoints[11].y=BLOCKHEIGHT*3.0;
glColor4f(0.8,0.8,0.0,1.0);
faceTexture->enable();
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
createLathedSurface(headpoints,NULL,12,16,24);
faceTexture->disable();
glTranslatef(0, BLOCKHEIGHT*3-0.05, 0);
createKnob(16);
glPopMatrix();
glEndList();
}
void HeadAppearance::draw(void){
glCallList(gllist);
}
FlowerAppearance::FlowerAppearance(int color1, int color2, int color3){
gllist = glGenLists(1);
this->color1 = color1;
this->color2 = color2;
this->color3 = color3;
}
void FlowerAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
int colors[]={color1,color2,color3};
glColor3f(0.0,0.6,0.0);
point2d basepoints[8];
basepoints[0].x=0.4; basepoints[0].y=0;
basepoints[1].x=0.4; basepoints[1].y=BLOCKHEIGHT*1.5-pillarroundness;
basepoints[2].x=0.4-pillarroundness; basepoints[2].y=BLOCKHEIGHT*1.5;
basepoints[3].x=0.3+pillarroundness; basepoints[3].y=BLOCKHEIGHT*1.5;
basepoints[4].x=0.3; basepoints[4].y=BLOCKHEIGHT*1.5+pillarroundness;
basepoints[5].x=0.3; basepoints[5].y=BLOCKHEIGHT*2.0-pillarroundness;
basepoints[6].x=0.3-pillarroundness; basepoints[6].y=BLOCKHEIGHT*2.0;
basepoints[7].x=0; basepoints[7].y=BLOCKHEIGHT*2.0;
point2d basederivates[8];
basederivates[0].x=0; basederivates[0].y=basepoints[1].y-basepoints[0].y;
basederivates[1].x=0; basederivates[1].y=basepoints[2].y-basepoints[1].y;
basederivates[2].x=basepoints[2].x-basepoints[1].x; basederivates[2].y=0;
basederivates[3].x=basepoints[4].x-basepoints[3].x; basederivates[3].y=0;
basederivates[4].x=0; basederivates[4].y=basepoints[4].y-basepoints[3].y;
basederivates[5].x=0; basederivates[5].y=basepoints[6].y-basepoints[5].y;
basederivates[6].x=basepoints[6].x-basepoints[5].x; basederivates[6].y=0;
basederivates[7].x=basepoints[7].x-basepoints[6].x; basederivates[7].y=0;
createLathedSurface(basepoints,basederivates,8,8,8);
int i,j;
for (i=0;i<3;i++){
glColor3f(0.0,0.6,0.0);
glPushMatrix();
glTranslatef(0,BLOCKHEIGHT,0.4);
glRotatef(20-90,1,0,0);
gluCylinder(gluNewQuadric(),0.1,0.1,BLOCKHEIGHT*(3+i*0.7),4,1);
glRotatef(90,1,0,0);
glTranslatef(0,BLOCKHEIGHT*(3+i*0.7),0);
float r,g,b;
switch(colors[i]){
case FLOWER_RED:
r=1.0; g=0.0; b=0.0;
break;
case FLOWER_YELLOW:
r=1.0; g=1.0; b=0.0;
break;
case FLOWER_WHITE:
r=1.0; g=1.0; b=1.0;
break;
}
glDisable(GL_CULL_FACE);
glColor3f(r,g,b);
createKnob();
/* Terälehdet tehdään triangle-fanilla */
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0,1.0,0.0);
glVertex3f(0.0,0.0,0.0);
float x,z;
for (j=0;j<24;j+=4){
x=sin((j+0)*2*PI/24)*0.4;
z=cos((j+0)*2*PI/24)*0.4;
glVertex3f(x,0.0,z);
x=sin((j+1)*2*PI/24)*0.55;
z=cos((j+1)*2*PI/24)*0.55;
glVertex3f(x,0.0,z);
x=sin((j+2)*2*PI/24)*0.6;
z=cos((j+2)*2*PI/24)*0.6;
glVertex3f(x,0.0,z);
x=sin((j+3)*2*PI/24)*0.55;
z=cos((j+3)*2*PI/24)*0.55;
glVertex3f(x,0.0,z);
}
glVertex3f(0,0.0,0.4);
glEnd();
glEnable(GL_CULL_FACE);
glPopMatrix();
glRotatef(120,0,1,0);
}
glPopMatrix();
glEndList();
}
void FlowerAppearance::draw(void){
glCallList(gllist);
}
LampAppearance::LampAppearance(void){
gllist = glGenLists(1);
}
void LampAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
//glTranslatef(0, -1, 0);
//glRotatef(180, 1, 0, 0);
glDisable(GL_LIGHTING);
point2d lightpoints[11];
lightpoints[0].x=0.4; lightpoints[0].y=BLOCKHEIGHT*(0);
lightpoints[1].x=0.55; lightpoints[1].y=BLOCKHEIGHT*(0);
lightpoints[2].x=0.62; lightpoints[2].y=BLOCKHEIGHT*(0+0.15);
lightpoints[3].x=0.65; lightpoints[3].y=BLOCKHEIGHT*(0+0.5);
lightpoints[4].x=0.68; lightpoints[4].y=BLOCKHEIGHT*(0+1.25);
lightpoints[5].x=0.65; lightpoints[5].y=BLOCKHEIGHT*(0+2);
lightpoints[6].x=0.62; lightpoints[6].y=BLOCKHEIGHT*(0+2.35);
lightpoints[7].x=0.55; lightpoints[7].y=BLOCKHEIGHT*(0+2.5);
lightpoints[8].x=0.4; lightpoints[8].y=BLOCKHEIGHT*(0+2.5);
lightpoints[9].x=0.4; lightpoints[9].y=BLOCKHEIGHT*(0+3);
lightpoints[10].x=0.0; lightpoints[10].y=BLOCKHEIGHT*(0+3);
glColor4f(0.8,0.8,0.8,0.5);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
createLathedSurface(lightpoints,NULL,11,8,11);
glEnable(GL_LIGHTING);
/*glColor3f(0.5, 0.5, 0.5);
glBegin(GL_LINES);
glVertex3f(0, 1, 0);
glVertex3f(0, -100, 0);
glEnd();*/
/*float screencoords[3]
getPointCoordinates(0,lighty,0);
glLoadIdentity();
glTranslatef(screencoords.x,screencoords.y,0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,*flaretexture);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float sizey=8.0/distance*staticlightflarebrightnesses[lightnumber];
float sizex=sizey*height/width;
if (distance>0.5){
glBegin(GL_QUADS);
glColor3f(staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber]);
glTexCoord2f(0.0, 0.0);
glVertex2f(-sizex,sizey);
glTexCoord2f(0.0, 1.0);
glVertex2f(-sizex,-sizey);
glTexCoord2f(1.0, 1.0);
glVertex2f( sizex,-sizey);
glTexCoord2f(1.0, 0.0);
glVertex2f( sizex,sizey);
glEnd();
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();*/
glPopMatrix();
glEndList();
}
void LampAppearance::draw(void){
glCallList(gllist);
}
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "utils.h"
#include "3dutils.h"
#include "objectfactory.h"
#include "vector.h"
#include "glapi.h"
BasicBlock::BasicBlock(int width, int height, int depth) : MeshObject(createBox(-width/2.0, width/2.0, -height/2.0*BLOCKHEIGHT, BLOCKHEIGHT*height/2.0, -depth/2.0, depth/2.0)){
appearance = new BasicBlockAppearance(width, height, depth);
//geometry = new MeshShape(this);
}
void BasicBlock::setColor(float red, float green, float blue){
appearance->getMaterial()->setColor(red, green, blue, 1);
}
BasicBlockAppearance::BasicBlockAppearance(int width, int height, int depth){
this->width = width;
this->height = height;
this->depth = depth;
vectorSet(displacement, 0, 0, 0);
gllist = glGenLists(1);
usematerial = true;
}
void BasicBlockAppearance::prepare(){
glNewList(gllist, GL_COMPILE);
float width = this->width;
float height = this->height * BLOCKHEIGHT;
if (usematerial) material.enable();
{//Block
//Front Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, depth/2.0);
drawDetailRectangle(width, height);
glPopMatrix();
// Back Face
glPushMatrix();
glTranslatef(width/2.0, -height/2.0, -depth/2.0);
glRotatef(180, 0, 1, 0);
drawDetailRectangle(width, height);
glPopMatrix();
// Top Face
glPushMatrix();
glTranslatef(-width/2.0, height/2.0, depth/2.0);
glRotatef(-90, 1, 0, 0);
drawDetailRectangle(width, depth);
glPopMatrix();
// Bottom Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, -depth/2.0);
glRotatef(90, 1, 0, 0);
drawDetailRectangle(width, depth);
glPopMatrix();
// Right face
glPushMatrix();
glTranslatef(width/2.0, -height/2.0, depth/2.0);
glRotatef(90, 0, 1, 0);
drawDetailRectangle(depth, height);
glPopMatrix();
// Left Face
glPushMatrix();
glTranslatef(-width/2.0, -height/2.0, -depth/2.0);
glRotatef(-90, 0, 1, 0);
drawDetailRectangle(depth, height);
glPopMatrix();
}
glPushMatrix();
glTranslatef(0.5 - width/2.0, height - height/2.0, 0.5 - depth/2.0);
int x, z;
for (x = 0; x < width; x++){
//glPushMatrix();
for (z = 0; z < depth; z++){
createKnob();
glTranslatef(0, 0, 1);
}
glTranslatef(1, 0, -depth);
//glPopMatrix();
}
glPopMatrix();
if (usematerial) material.disable();
glEndList();
}
void BasicBlockAppearance::draw(){
glPushMatrix();
glTranslatef(displacement[0], displacement[1], displacement[2]);
glCallList(gllist);
glPopMatrix();
//prepare();
}
#define BLOCKDETAILGRID 1
void drawDetailRectangle(float width, float height){
glBegin(GL_QUADS);
float x, y, x2, y2;
glNormal3f(0, 0, 1);
for (y = 0; y < height; y += BLOCKDETAILGRID){
y2 = y + BLOCKDETAILGRID;
if (y2 > height) y2 = height;
for (x = 0; x < width; x += BLOCKDETAILGRID){
x2 = x + BLOCKDETAILGRID;
if (x2 > width) x2 = width;
glTexCoord2f(x / width, y / height);
glVertex3f(x, y, 0);
glTexCoord2f(x2 / width, y / height);
glVertex3f(x2, y, 0);
glTexCoord2f(x2 / width, y2 / height);
glVertex3f(x2, y2, 0);
glTexCoord2f(x / width, y2 / height);
glVertex3f(x, y2, 0);
}
}
glEnd();
}
#define KNOBROUNDNESS 0.03
int knobgllist;
int knobdetail;
void renderKnob(int knobsegments){
point2d knobpoints[4];
knobpoints[0].x = 0.3;
knobpoints[0].y = 0;
knobpoints[1].x = 0.3;
knobpoints[1].y = BLOCKHEIGHT*0.5 - KNOBROUNDNESS;
knobpoints[2].x = 0.3 - KNOBROUNDNESS;
knobpoints[2].y = BLOCKHEIGHT*0.5;
knobpoints[3].x = 0;
knobpoints[3].y = BLOCKHEIGHT*0.5;
point2d knobderivates[4];
knobderivates[0].x = 0;
knobderivates[0].y = knobpoints[1].y - knobpoints[0].y;
knobderivates[1].x = 0;
knobderivates[1].y = knobpoints[2].y - knobpoints[1].y;
knobderivates[2].x = knobpoints[2].x - knobpoints[1].x;
knobderivates[2].y = 0;
knobderivates[3].x = knobpoints[3].x - knobpoints[2].x;
knobderivates[3].y = 0;
createLathedSurface(knobpoints, knobderivates, 4, knobsegments, 4);
}
void initKnob(void){
glNewList(knobgllist, GL_COMPILE);
renderKnob(knobdetail);
glEndList();
}
void createKnob(int knobsegments){
if (knobsegments != -1){
renderKnob(knobsegments);
return;
}
glCallList(knobgllist);
}
float knobroundness=0.05;
float pillarroundness=0.03;
HeadAppearance::HeadAppearance(void){
gllist = glGenLists(1);
}
void HeadAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
glTranslatef(0, -0.5, 0);
point2d headpoints[14];
headpoints[0].x=0.0; headpoints[0].y=BLOCKHEIGHT*(0);
headpoints[1].x=0.4; headpoints[1].y=BLOCKHEIGHT*(0);
headpoints[2].x=0.45; headpoints[2].y=BLOCKHEIGHT*(0.35);
headpoints[3].x=0.55; headpoints[3].y=BLOCKHEIGHT*(0.5);
headpoints[4].x=0.62*1.0; headpoints[4].y=BLOCKHEIGHT*(0.65);
headpoints[5].x=0.65*1.0; headpoints[5].y=BLOCKHEIGHT*(1);
headpoints[6].x=0.65*1.0; headpoints[6].y=BLOCKHEIGHT*(1.75);
headpoints[7].x=0.65*1.0; headpoints[7].y=BLOCKHEIGHT*(2.35);
headpoints[8].x=0.62*1.0; headpoints[8].y=BLOCKHEIGHT*(2.60);
headpoints[9].x=0.55*1.0; headpoints[9].y=BLOCKHEIGHT*(2.80);
headpoints[10].x=0.4; headpoints[10].y=BLOCKHEIGHT*(2.95);
headpoints[11].x=0.3; headpoints[11].y=BLOCKHEIGHT*3.5-pillarroundness;
headpoints[12].x=0.3-pillarroundness; headpoints[12].y=BLOCKHEIGHT*3.5;
headpoints[13].x=0; headpoints[13].y=BLOCKHEIGHT*3.5;
headpoints[11].x=0; headpoints[11].y=BLOCKHEIGHT*3.0;
glColor4f(0.8,0.8,0.0,1.0);
faceTexture->enable();
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
createLathedSurface(headpoints,NULL,12,16,24);
faceTexture->disable();
glTranslatef(0, BLOCKHEIGHT*3-0.05, 0);
createKnob(16);
glPopMatrix();
glEndList();
}
void HeadAppearance::draw(void){
glCallList(gllist);
}
FlowerAppearance::FlowerAppearance(int color1, int color2, int color3){
gllist = glGenLists(1);
this->color1 = color1;
this->color2 = color2;
this->color3 = color3;
}
void FlowerAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
int colors[]={color1,color2,color3};
glColor3f(0.0,0.6,0.0);
point2d basepoints[8];
basepoints[0].x=0.4; basepoints[0].y=0;
basepoints[1].x=0.4; basepoints[1].y=BLOCKHEIGHT*1.5-pillarroundness;
basepoints[2].x=0.4-pillarroundness; basepoints[2].y=BLOCKHEIGHT*1.5;
basepoints[3].x=0.3+pillarroundness; basepoints[3].y=BLOCKHEIGHT*1.5;
basepoints[4].x=0.3; basepoints[4].y=BLOCKHEIGHT*1.5+pillarroundness;
basepoints[5].x=0.3; basepoints[5].y=BLOCKHEIGHT*2.0-pillarroundness;
basepoints[6].x=0.3-pillarroundness; basepoints[6].y=BLOCKHEIGHT*2.0;
basepoints[7].x=0; basepoints[7].y=BLOCKHEIGHT*2.0;
point2d basederivates[8];
basederivates[0].x=0; basederivates[0].y=basepoints[1].y-basepoints[0].y;
basederivates[1].x=0; basederivates[1].y=basepoints[2].y-basepoints[1].y;
basederivates[2].x=basepoints[2].x-basepoints[1].x; basederivates[2].y=0;
basederivates[3].x=basepoints[4].x-basepoints[3].x; basederivates[3].y=0;
basederivates[4].x=0; basederivates[4].y=basepoints[4].y-basepoints[3].y;
basederivates[5].x=0; basederivates[5].y=basepoints[6].y-basepoints[5].y;
basederivates[6].x=basepoints[6].x-basepoints[5].x; basederivates[6].y=0;
basederivates[7].x=basepoints[7].x-basepoints[6].x; basederivates[7].y=0;
createLathedSurface(basepoints,basederivates,8,8,8);
int i,j;
for (i=0;i<3;i++){
glColor3f(0.0,0.6,0.0);
glPushMatrix();
glTranslatef(0,BLOCKHEIGHT,0.4);
glRotatef(20-90,1,0,0);
gluCylinder(gluNewQuadric(),0.1,0.1,BLOCKHEIGHT*(3+i*0.7),4,1);
glRotatef(90,1,0,0);
glTranslatef(0,BLOCKHEIGHT*(3+i*0.7),0);
float r,g,b;
switch(colors[i]){
case FLOWER_RED:
r=1.0; g=0.0; b=0.0;
break;
case FLOWER_YELLOW:
r=1.0; g=1.0; b=0.0;
break;
case FLOWER_WHITE:
r=1.0; g=1.0; b=1.0;
break;
}
glDisable(GL_CULL_FACE);
glColor3f(r,g,b);
createKnob();
/* Terälehdet tehdään triangle-fanilla */
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0,1.0,0.0);
glVertex3f(0.0,0.0,0.0);
float x,z;
for (j=0;j<24;j+=4){
x=sin((j+0)*2*PI/24)*0.4;
z=cos((j+0)*2*PI/24)*0.4;
glVertex3f(x,0.0,z);
x=sin((j+1)*2*PI/24)*0.55;
z=cos((j+1)*2*PI/24)*0.55;
glVertex3f(x,0.0,z);
x=sin((j+2)*2*PI/24)*0.6;
z=cos((j+2)*2*PI/24)*0.6;
glVertex3f(x,0.0,z);
x=sin((j+3)*2*PI/24)*0.55;
z=cos((j+3)*2*PI/24)*0.55;
glVertex3f(x,0.0,z);
}
glVertex3f(0,0.0,0.4);
glEnd();
glEnable(GL_CULL_FACE);
glPopMatrix();
glRotatef(120,0,1,0);
}
glPopMatrix();
glEndList();
}
void FlowerAppearance::draw(void){
glCallList(gllist);
}
LampAppearance::LampAppearance(void){
gllist = glGenLists(1);
}
void LampAppearance::prepare(void){
glNewList(gllist, GL_COMPILE);
glPushMatrix();
//glTranslatef(0, -1, 0);
//glRotatef(180, 1, 0, 0);
glDisable(GL_LIGHTING);
point2d lightpoints[11];
lightpoints[0].x=0.4; lightpoints[0].y=BLOCKHEIGHT*(0);
lightpoints[1].x=0.55; lightpoints[1].y=BLOCKHEIGHT*(0);
lightpoints[2].x=0.62; lightpoints[2].y=BLOCKHEIGHT*(0+0.15);
lightpoints[3].x=0.65; lightpoints[3].y=BLOCKHEIGHT*(0+0.5);
lightpoints[4].x=0.68; lightpoints[4].y=BLOCKHEIGHT*(0+1.25);
lightpoints[5].x=0.65; lightpoints[5].y=BLOCKHEIGHT*(0+2);
lightpoints[6].x=0.62; lightpoints[6].y=BLOCKHEIGHT*(0+2.35);
lightpoints[7].x=0.55; lightpoints[7].y=BLOCKHEIGHT*(0+2.5);
lightpoints[8].x=0.4; lightpoints[8].y=BLOCKHEIGHT*(0+2.5);
lightpoints[9].x=0.4; lightpoints[9].y=BLOCKHEIGHT*(0+3);
lightpoints[10].x=0.0; lightpoints[10].y=BLOCKHEIGHT*(0+3);
glColor4f(0.8,0.8,0.8,0.5);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
createLathedSurface(lightpoints,NULL,11,8,11);
glEnable(GL_LIGHTING);
/*glColor3f(0.5, 0.5, 0.5);
glBegin(GL_LINES);
glVertex3f(0, 1, 0);
glVertex3f(0, -100, 0);
glEnd();*/
/*float screencoords[3]
getPointCoordinates(0,lighty,0);
glLoadIdentity();
glTranslatef(screencoords.x,screencoords.y,0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,*flaretexture);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float sizey=8.0/distance*staticlightflarebrightnesses[lightnumber];
float sizex=sizey*height/width;
if (distance>0.5){
glBegin(GL_QUADS);
glColor3f(staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber]);
glTexCoord2f(0.0, 0.0);
glVertex2f(-sizex,sizey);
glTexCoord2f(0.0, 1.0);
glVertex2f(-sizex,-sizey);
glTexCoord2f(1.0, 1.0);
glVertex2f( sizex,-sizey);
glTexCoord2f(1.0, 0.0);
glVertex2f( sizex,sizey);
glEnd();
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();*/
glPopMatrix();
glEndList();
}
void LampAppearance::draw(void){
glCallList(gllist);
}

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@ -1,91 +1,91 @@
#ifndef __LEGOBLOCKS_H_INCLUDED__
#define __LEGOBLOCKS_H_INCLUDED__
//#include "mesh.h"
#include "object.h"
#include "material.h"
#include "mesh.h"
#define BLOCKHEIGHT 0.4
class BasicBlock : public MeshObject{
private:
int width, height, depth;
public:
BasicBlock(int width, int height, int depth);
void setColor(float red, float green, float blue);
};
class BasicBlockAppearance : public Appearance{
private:
int width, height, depth;
int gllist;
protected:
bool usematerial;
public:
float displacement[3];
BasicBlockAppearance(int width, int height, int depth);
virtual void prepare(void);
virtual void draw(void);
};
void drawDetailRectangle(float width, float height);
extern int knobgllist;
extern int knobdetail;
void initKnob(void);
void createKnob(int knobsegments = -1);
class HeadAppearance : public Appearance{
private:
int gllist;
public:
HeadAppearance(void);
void prepare(void);
void draw(void);
};
#define FLOWER_RED 1
#define FLOWER_YELLOW 2
#define FLOWER_WHITE 3
class FlowerAppearance : public Appearance{
private:
int gllist;
int color1, color2, color3;
public:
FlowerAppearance(int color1, int color2, int color3);
void prepare(void);
void draw(void);
};
class LampAppearance : public Appearance{
private:
int gllist;
public:
LampAppearance(void);
void prepare(void);
void draw(void);
};
#endif
#ifndef __LEGOBLOCKS_H_INCLUDED__
#define __LEGOBLOCKS_H_INCLUDED__
//#include "mesh.h"
#include "object.h"
#include "material.h"
#include "mesh.h"
#define BLOCKHEIGHT 0.4
class BasicBlock : public MeshObject{
private:
int width, height, depth;
public:
BasicBlock(int width, int height, int depth);
void setColor(float red, float green, float blue);
};
class BasicBlockAppearance : public Appearance{
private:
int width, height, depth;
int gllist;
protected:
bool usematerial;
public:
float displacement[3];
BasicBlockAppearance(int width, int height, int depth);
virtual void prepare(void);
virtual void draw(void);
};
void drawDetailRectangle(float width, float height);
extern int knobgllist;
extern int knobdetail;
void initKnob(void);
void createKnob(int knobsegments = -1);
class HeadAppearance : public Appearance{
private:
int gllist;
public:
HeadAppearance(void);
void prepare(void);
void draw(void);
};
#define FLOWER_RED 1
#define FLOWER_YELLOW 2
#define FLOWER_WHITE 3
class FlowerAppearance : public Appearance{
private:
int gllist;
int color1, color2, color3;
public:
FlowerAppearance(int color1, int color2, int color3);
void prepare(void);
void draw(void);
};
class LampAppearance : public Appearance{
private:
int gllist;
public:
LampAppearance(void);
void prepare(void);
void draw(void);
};
#endif

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@ -1,197 +1,197 @@
#ifndef __LEGOMAN_H_INCLUDED__
#define __LEGOMAN_H_INCLUDED__
class BodyPart;
class Sensor;
class Legoman;
class DamageVisual;
#include "object.h"
#include "world.h"
#define LEGHEIGHT 4
#define WAISTHEIGHT 1
#define TORSOHEIGHT 4
#define HANDHEIGHT 6
#define HEADHEIGHT 3
#define PLAYER1 1
#define PLAYER2 2
#define LEFTLEG 1
#define RIGHTLEG 2
#define LEFTHAND 4
#define RIGHTHAND 8
const char LEFTLEGASC[] = DATAPATH"blockolegscaled.asc";
const char RIGHTLEGASC[] = DATAPATH"blockolegscaled.asc";
const char WAISTASC[] = DATAPATH"blockowaistscaled.asc";
const char TORSOASC[] = DATAPATH"blockotorsoscaled.asc";
const char LEFTARMASC[] = DATAPATH"leftarm.asc";
const char RIGHTARMASC[] = DATAPATH"rightarm.asc";
const char LEFTPALMASC[] = DATAPATH"leftpalm.asc";
const char RIGHTPALMASC[] = DATAPATH"rightpalm.asc";
#define MODELSCALE 0.12
#define TORSOSCALE 0.115
class BodyPart : public Object{
private:
float energy;
float strength;
Legoman *parent;
bool attached;
int immortal;
public:
BodyPart(Legoman *parent, float strength);
void move(void);
void hitForce(float speed, float *speed2, Object *source);
void makeDamage(float amount);
void reset(void);
friend class DamageVisual;
friend class Legoman;
};
class Sensor{
private:
float relativeposition[3];
Object *object;
float position[3], oldposition[3];
float velocity[3], oldvelocity[3];
float acceleration[3];
public:
Sensor();
void attach(Object *object, float *relativeposition);
void attach(Object *object);
void update(void);
void getPosition(float *target);
void getVelocity(float *target);
void getAcceleration(float *target);
};
class Legoman{
private:
int side;
bool alive;
BodyPart *head;
BodyPart *torso;
BodyPart *waist;
BodyPart *lefthand, *righthand;
BodyPart *leftleg, *rightleg;
DamageVisual *headvisual;
DamageVisual *torsovisual;
DamageVisual *lefthandvisual, *righthandvisual;
DamageVisual *leftlegvisual, *rightlegvisual;
ObjectLink *leftleglink, *rightleglink;
ObjectLink *lefthandlink, *righthandlink;
ObjectLink *lll, *rll;
ObjectLink *leftleglinks[3], *rightleglinks[3];
ObjectLink *lefthandlinks[3], *righthandlinks[3];
ObjectLink *headlinks[3];
objectlist *harmfulobjects;
Legoman *opponent;
Sensor *headsensor, *torsosensor;
int walkphase, walkdelay;
int jumpphase;
int hitside;
bool jumpenabled;
int hitcounter;
World *world;
void balance(void);
void updateLegs(void);
bool isStanding(void);
bool isOnGround(void);
float getInvMass(void);
void fallOff(void);
void releasePart(BodyPart *part);
void die(void);
public:
Legoman(int side);
void insertToWorld(World *world);
void heal(void);
void addHarmfulObject(Object *object);
bool isHarmfulObject(Object *object);
void addOpponent(Legoman *opponent);
//Call once per frame
void update(void);
//Lock both legs at the same time by calling
//lockLeg(LEFTLEG | RIGHTLEG);
void lockPart(int part);
void unlockPart(int part);
//Relative movement
void move(float *movement);
void turn(float amount);
void walk(float amount);
void jump(void);
void hit(void);
bool isAlive(void);
Legoman *getOpponent(void);
void drawVisuals();
friend class BodyPart;
friend void drawEnd(int framecount);
};
extern Texture *damageHead;
extern Texture *damageTorso;
extern Texture *damageHand;
extern Texture *damageLeg;
class DamageVisual{
private:
BodyPart *object;
float x1, y1, x2, y2;
float tx1, ty1, tx2, ty2;
Texture *texture;
public:
DamageVisual(BodyPart *object, Texture *texture, bool mirror,
float x1, float y1, float x2, float y2);
void draw(void);
};
#endif
#ifndef __LEGOMAN_H_INCLUDED__
#define __LEGOMAN_H_INCLUDED__
class BodyPart;
class Sensor;
class Legoman;
class DamageVisual;
#include "object.h"
#include "world.h"
#define LEGHEIGHT 4
#define WAISTHEIGHT 1
#define TORSOHEIGHT 4
#define HANDHEIGHT 6
#define HEADHEIGHT 3
#define PLAYER1 1
#define PLAYER2 2
#define LEFTLEG 1
#define RIGHTLEG 2
#define LEFTHAND 4
#define RIGHTHAND 8
const char LEFTLEGASC[] = DATAPATH"blockolegscaled.asc";
const char RIGHTLEGASC[] = DATAPATH"blockolegscaled.asc";
const char WAISTASC[] = DATAPATH"blockowaistscaled.asc";
const char TORSOASC[] = DATAPATH"blockotorsoscaled.asc";
const char LEFTARMASC[] = DATAPATH"leftarm.asc";
const char RIGHTARMASC[] = DATAPATH"rightarm.asc";
const char LEFTPALMASC[] = DATAPATH"leftpalm.asc";
const char RIGHTPALMASC[] = DATAPATH"rightpalm.asc";
#define MODELSCALE 0.12
#define TORSOSCALE 0.115
class BodyPart : public Object{
private:
float energy;
float strength;
Legoman *parent;
bool attached;
int immortal;
public:
BodyPart(Legoman *parent, float strength);
void move(void);
void hitForce(float speed, float *speed2, Object *source);
void makeDamage(float amount);
void reset(void);
friend class DamageVisual;
friend class Legoman;
};
class Sensor{
private:
float relativeposition[3];
Object *object;
float position[3], oldposition[3];
float velocity[3], oldvelocity[3];
float acceleration[3];
public:
Sensor();
void attach(Object *object, float *relativeposition);
void attach(Object *object);
void update(void);
void getPosition(float *target);
void getVelocity(float *target);
void getAcceleration(float *target);
};
class Legoman{
private:
int side;
bool alive;
BodyPart *head;
BodyPart *torso;
BodyPart *waist;
BodyPart *lefthand, *righthand;
BodyPart *leftleg, *rightleg;
DamageVisual *headvisual;
DamageVisual *torsovisual;
DamageVisual *lefthandvisual, *righthandvisual;
DamageVisual *leftlegvisual, *rightlegvisual;
ObjectLink *leftleglink, *rightleglink;
ObjectLink *lefthandlink, *righthandlink;
ObjectLink *lll, *rll;
ObjectLink *leftleglinks[3], *rightleglinks[3];
ObjectLink *lefthandlinks[3], *righthandlinks[3];
ObjectLink *headlinks[3];
objectlist *harmfulobjects;
Legoman *opponent;
Sensor *headsensor, *torsosensor;
int walkphase, walkdelay;
int jumpphase;
int hitside;
bool jumpenabled;
int hitcounter;
World *world;
void balance(void);
void updateLegs(void);
bool isStanding(void);
bool isOnGround(void);
float getInvMass(void);
void fallOff(void);
void releasePart(BodyPart *part);
void die(void);
public:
Legoman(int side);
void insertToWorld(World *world);
void heal(void);
void addHarmfulObject(Object *object);
bool isHarmfulObject(Object *object);
void addOpponent(Legoman *opponent);
//Call once per frame
void update(void);
//Lock both legs at the same time by calling
//lockLeg(LEFTLEG | RIGHTLEG);
void lockPart(int part);
void unlockPart(int part);
//Relative movement
void move(float *movement);
void turn(float amount);
void walk(float amount);
void jump(void);
void hit(void);
bool isAlive(void);
Legoman *getOpponent(void);
void drawVisuals();
friend class BodyPart;
friend void drawEnd(int framecount);
};
extern Texture *damageHead;
extern Texture *damageTorso;
extern Texture *damageHand;
extern Texture *damageLeg;
class DamageVisual{
private:
BodyPart *object;
float x1, y1, x2, y2;
float tx1, ty1, tx2, ty2;
Texture *texture;
public:
DamageVisual(BodyPart *object, Texture *texture, bool mirror,
float x1, float y1, float x2, float y2);
void draw(void);
};
#endif

View file

@ -1,192 +1,192 @@
#include "main.h"
#include "light.h"
#include "camera.h"
#include "vector.h"
#include "glapi.h"
static int glnextlightnum = 0;
static Light *lights[GL_MAX_LIGHTS];
Light::Light(void){
setPosition(0, 0, 0);
setColor(1, 1, 1);
setSpecular(0, 0, 0);
setAttenuation(1, 0, 0);
setEnabled(false);
glnum = GL_LIGHT0 + glnextlightnum;
lights[glnextlightnum] = this;
glnextlightnum++;
}
void Light::setPosition(float x, float y, float z){
position[0] = x;
position[1] = y;
position[2] = z;
position[3] = 1;
}
void Light::setDirection(float x, float y, float z){
position[0] = -x;
position[1] = -y;
position[2] = -z;
position[3] = 0;
}
void Light::setColor(float red, float green, float blue){
diffuse[0] = red;
diffuse[1] = green;
diffuse[2] = blue;
diffuse[3] = 1;
glLightfv(glnum, GL_DIFFUSE, diffuse);
}
void Light::setSpecular(float red, float green, float blue){
specular[0] = red;
specular[1] = green;
specular[2] = blue;
specular[3] = 1;
glLightfv(glnum, GL_SPECULAR, specular);
}
void Light::setAttenuation(float constant, float linear, float quadratic){
attenuation[0] = constant;
attenuation[1] = linear;
attenuation[2] = quadratic;
glLightf(glnum, GL_CONSTANT_ATTENUATION, attenuation[0]);
glLightf(glnum, GL_LINEAR_ATTENUATION, attenuation[1]);
glLightf(glnum, GL_QUADRATIC_ATTENUATION, attenuation[2]);
}
void Light::setEnabled(bool enabled){
this->enabled = enabled;
if (enabled) glEnable(glnum);
else glDisable(glnum);
}
void Light::glUpdate(void){
glLightfv(glnum, GL_POSITION, position);
}
extern Camera camera;
void Light::createFlare(void){
glPushMatrix();
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
int width = viewport[2];
int height = viewport[3];
glTranslatef(position[0], position[1], position[2]);
GLboolean lightingenabled = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
/*float cx=cameratarget.x-cameraposition.x;
float cy=cameratarget.y-cameraposition.y;
float cz=cameratarget.z-cameraposition.z;
float len=sqrt(cx*cx+cy*cy+cz*cz);
cx/=len;
cy/=len;
cz/=len;*/
float dir[3];
float cameratarget[3], cameraposition[3];
camera.getTarget(cameratarget);
camera.getPosition(cameraposition);
vectorSub(dir, cameratarget, cameraposition);
vectorNormalize(dir);
float dir2[3];
vectorSub(dir2, position, cameraposition);
float distance = vectorDot(dir2, dir);
/*float xd=(staticlightpositions[lightnumber].x-cameraposition.x)*cx;
float yd=(staticlightpositions[lightnumber].y-cameraposition.y)*cy;
float zd=(staticlightpositions[lightnumber].z-cameraposition.z)*cz;
float distance=xd+yd+zd;*/
float screencoords[3];
/*GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
int width=viewport[2];
int height=viewport[3];*/
GLdouble modelviewm[16], projectionm[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelviewm);
glGetDoublev(GL_PROJECTION_MATRIX, projectionm);
GLdouble wx,wy,wz;
if (gluProject(0, 0, 0, modelviewm, projectionm, viewport, &wx, &wy, &wz) == GL_FALSE){
printf("Failure\n");
}
screencoords[0] = (float)(2*wx-width)/width;
screencoords[1] = (float)(2*wy-height)/height;
screencoords[2] = wz;
//getPointCoordinates(screencoords);
//point3d screencoords = getPointCoordinates(0, 0, 0);
glLoadIdentity();
glTranslatef(screencoords[0], screencoords[1], 0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
//glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, flaretexture->getId());
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float sizey = 6.0/distance * 1.0;//staticlightflarebrightnesses[lightnumber];
float sizex = sizey * height/width;
if (distance>0.5){
glBegin(GL_QUADS);
//glColor3f(staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber]);
glColor3fv(diffuse);
glTexCoord2f(0.0, 0.0);
glVertex2f(-sizex,sizey);
glTexCoord2f(0.0, 1.0);
glVertex2f(-sizex,-sizey);
glTexCoord2f(1.0, 1.0);
glVertex2f( sizex,-sizey);
glTexCoord2f(1.0, 0.0);
glVertex2f( sizex,sizey);
glEnd();
}
//glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (lightingenabled) glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
}
void updateLights(void){
int i;
for (i = 0; i < glnextlightnum; i++){
Light *light = lights[i];
light->glUpdate();
}
}
#include "main.h"
#include "light.h"
#include "camera.h"
#include "vector.h"
#include "glapi.h"
static int glnextlightnum = 0;
static Light *lights[GL_MAX_LIGHTS];
Light::Light(void){
setPosition(0, 0, 0);
setColor(1, 1, 1);
setSpecular(0, 0, 0);
setAttenuation(1, 0, 0);
setEnabled(false);
glnum = GL_LIGHT0 + glnextlightnum;
lights[glnextlightnum] = this;
glnextlightnum++;
}
void Light::setPosition(float x, float y, float z){
position[0] = x;
position[1] = y;
position[2] = z;
position[3] = 1;
}
void Light::setDirection(float x, float y, float z){
position[0] = -x;
position[1] = -y;
position[2] = -z;
position[3] = 0;
}
void Light::setColor(float red, float green, float blue){
diffuse[0] = red;
diffuse[1] = green;
diffuse[2] = blue;
diffuse[3] = 1;
glLightfv(glnum, GL_DIFFUSE, diffuse);
}
void Light::setSpecular(float red, float green, float blue){
specular[0] = red;
specular[1] = green;
specular[2] = blue;
specular[3] = 1;
glLightfv(glnum, GL_SPECULAR, specular);
}
void Light::setAttenuation(float constant, float linear, float quadratic){
attenuation[0] = constant;
attenuation[1] = linear;
attenuation[2] = quadratic;
glLightf(glnum, GL_CONSTANT_ATTENUATION, attenuation[0]);
glLightf(glnum, GL_LINEAR_ATTENUATION, attenuation[1]);
glLightf(glnum, GL_QUADRATIC_ATTENUATION, attenuation[2]);
}
void Light::setEnabled(bool enabled){
this->enabled = enabled;
if (enabled) glEnable(glnum);
else glDisable(glnum);
}
void Light::glUpdate(void){
glLightfv(glnum, GL_POSITION, position);
}
extern Camera camera;
void Light::createFlare(void){
glPushMatrix();
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
int width = viewport[2];
int height = viewport[3];
glTranslatef(position[0], position[1], position[2]);
GLboolean lightingenabled = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
/*float cx=cameratarget.x-cameraposition.x;
float cy=cameratarget.y-cameraposition.y;
float cz=cameratarget.z-cameraposition.z;
float len=sqrt(cx*cx+cy*cy+cz*cz);
cx/=len;
cy/=len;
cz/=len;*/
float dir[3];
float cameratarget[3], cameraposition[3];
camera.getTarget(cameratarget);
camera.getPosition(cameraposition);
vectorSub(dir, cameratarget, cameraposition);
vectorNormalize(dir);
float dir2[3];
vectorSub(dir2, position, cameraposition);
float distance = vectorDot(dir2, dir);
/*float xd=(staticlightpositions[lightnumber].x-cameraposition.x)*cx;
float yd=(staticlightpositions[lightnumber].y-cameraposition.y)*cy;
float zd=(staticlightpositions[lightnumber].z-cameraposition.z)*cz;
float distance=xd+yd+zd;*/
float screencoords[3];
/*GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
int width=viewport[2];
int height=viewport[3];*/
GLdouble modelviewm[16], projectionm[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelviewm);
glGetDoublev(GL_PROJECTION_MATRIX, projectionm);
GLdouble wx,wy,wz;
if (gluProject(0, 0, 0, modelviewm, projectionm, viewport, &wx, &wy, &wz) == GL_FALSE){
printf("Failure\n");
}
screencoords[0] = (float)(2*wx-width)/width;
screencoords[1] = (float)(2*wy-height)/height;
screencoords[2] = wz;
//getPointCoordinates(screencoords);
//point3d screencoords = getPointCoordinates(0, 0, 0);
glLoadIdentity();
glTranslatef(screencoords[0], screencoords[1], 0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
//glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, flaretexture->getId());
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float sizey = 6.0/distance * 1.0;//staticlightflarebrightnesses[lightnumber];
float sizex = sizey * height/width;
if (distance>0.5){
glBegin(GL_QUADS);
//glColor3f(staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber],staticlightflarebrightnesses[lightnumber]);
glColor3fv(diffuse);
glTexCoord2f(0.0, 0.0);
glVertex2f(-sizex,sizey);
glTexCoord2f(0.0, 1.0);
glVertex2f(-sizex,-sizey);
glTexCoord2f(1.0, 1.0);
glVertex2f( sizex,-sizey);
glTexCoord2f(1.0, 0.0);
glVertex2f( sizex,sizey);
glEnd();
}
//glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (lightingenabled) glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
}
void updateLights(void){
int i;
for (i = 0; i < glnextlightnum; i++){
Light *light = lights[i];
light->glUpdate();
}
}

View file

@ -1,30 +1,30 @@
#ifndef __LIGHT_H_INCLUDED__
#define __LIGHT_H_INCLUDED__
class Light{
private:
float position[4];
float diffuse[4];
float specular[4];
float attenuation[3];
bool enabled;
int glnum;
public:
//Creates DISABLED light
Light(void);
void setPosition(float x, float y, float z);
void setDirection(float x, float y, float z);
void setColor(float red, float green, float blue);
void setSpecular(float red, float green, float blue);
void setAttenuation(float constant, float linear, float quadratic);
void setEnabled(bool enabled);
void glUpdate(void);
void createFlare(void);
};
void updateLights(void);
#endif
#ifndef __LIGHT_H_INCLUDED__
#define __LIGHT_H_INCLUDED__
class Light{
private:
float position[4];
float diffuse[4];
float specular[4];
float attenuation[3];
bool enabled;
int glnum;
public:
//Creates DISABLED light
Light(void);
void setPosition(float x, float y, float z);
void setDirection(float x, float y, float z);
void setColor(float red, float green, float blue);
void setSpecular(float red, float green, float blue);
void setAttenuation(float constant, float linear, float quadratic);
void setEnabled(bool enabled);
void glUpdate(void);
void createFlare(void);
};
void updateLights(void);
#endif

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@ -1,145 +1,145 @@
#include "main.h"
#include <SDL.h>
#include <stdlib.h>
#include <stdio.h>
#ifdef WIN32
#include <windows.h>
#endif
#include "audio.h"
#include "run.h"
#include "texture.h"
#include "fight.h"
#include "font.h"
#include "3dutils.h"
#include "glapi.h"
int screenwidth=1024;
int screenheight=768;
int screenbpp;
void exitProgram(int code){
SDL_Quit();
//uninitAudio();
exit(code);
}
void changeResolution(int width, int height, bool fullscreen){
int mode = SDL_OPENGL;
if (fullscreen) mode |= SDL_FULLSCREEN;
if (!SDL_SetVideoMode(width, height, screenbpp, mode)){
fprintf(stderr,"Couldn't set %i*%i*%i opengl video mode: %s\n",screenwidth,screenheight,screenbpp,SDL_GetError());
exitProgram(-1);
}
setupOpengl(width, height);
screenwidth = width;
screenheight = height;
if (fullscreen) SDL_ShowCursor(SDL_DISABLE);
else SDL_ShowCursor(SDL_ENABLE);
initScenes();
}
bool keys[SDLK_LAST] = {false};
void handleKeydown(SDL_keysym *keysym){
keys[keysym->sym] = true;
}
void handleKeyup(SDL_keysym *keysym){
keys[keysym->sym] = false;
}
void processEvents(void){
SDL_Event event;
while (SDL_PollEvent(&event)){
switch (event.type){
case SDL_KEYDOWN:
handleKeydown(&event.key.keysym);
break;
case SDL_KEYUP:
handleKeyup(&event.key.keysym);
break;
case SDL_VIDEORESIZE:
screenwidth=event.resize.w;
screenheight=event.resize.h;
setupOpengl(screenwidth,screenheight);
break;
case SDL_QUIT:
exitProgram(0);
break;
}
}
}
int getTime(void){
#ifdef WIN32
return timeGetTime();
#else
return SDL_GetTicks();
#endif
}
int main(int argc, char *argv[]){
//printf("Initializing SDL.\n");
if ((SDL_Init(SDL_INIT_VIDEO)==-1)){
printf("Could not initialize SDL: %s.\n",SDL_GetError());
exitProgram(-1);
}
const SDL_VideoInfo *info=SDL_GetVideoInfo();
if (!info){
printf("Could not get video info with SDL: %s.\n",SDL_GetError());
exitProgram(-1);
}
screenbpp=info->vfmt->BitsPerPixel;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
atexit(SDL_Quit);
SDL_WM_SetCaption("BlockoFighter 2",NULL);
initAudio();
changeResolution(screenwidth, screenheight, false);
//printf("SDL initialized.\n");
double calculatefps = 200.0;
int framecounter, oldframecounter = 0;
int currenttime;
int framesdrawn=0;
int skipframes;
int starttime = getTime();
while (1){
do{
currenttime = getTime()-starttime;
framecounter = calculatefps*currenttime/1000.0;
} while (oldframecounter == framecounter);
skipframes = framecounter - oldframecounter;
for (; skipframes > 0; skipframes--){
calculateFrame(++oldframecounter);
}
//calculateFrame(oldframecounter++);
processEvents();
drawFrame(framecounter);
framesdrawn++;
}
return 0;
}
#include "main.h"
#include <SDL.h>
#include <stdlib.h>
#include <stdio.h>
#ifdef WIN32
#include <windows.h>
#endif
#include "audio.h"
#include "run.h"
#include "texture.h"
#include "fight.h"
#include "font.h"
#include "3dutils.h"
#include "glapi.h"
int screenwidth=1024;
int screenheight=768;
int screenbpp;
void exitProgram(int code){
SDL_Quit();
//uninitAudio();
exit(code);
}
void changeResolution(int width, int height, bool fullscreen){
int mode = SDL_OPENGL;
if (fullscreen) mode |= SDL_FULLSCREEN;
if (!SDL_SetVideoMode(width, height, screenbpp, mode)){
fprintf(stderr,"Couldn't set %i*%i*%i opengl video mode: %s\n",screenwidth,screenheight,screenbpp,SDL_GetError());
exitProgram(-1);
}
setupOpengl(width, height);
screenwidth = width;
screenheight = height;
if (fullscreen) SDL_ShowCursor(SDL_DISABLE);
else SDL_ShowCursor(SDL_ENABLE);
initScenes();
}
bool keys[SDLK_LAST] = {false};
void handleKeydown(SDL_keysym *keysym){
keys[keysym->sym] = true;
}
void handleKeyup(SDL_keysym *keysym){
keys[keysym->sym] = false;
}
void processEvents(void){
SDL_Event event;
while (SDL_PollEvent(&event)){
switch (event.type){
case SDL_KEYDOWN:
handleKeydown(&event.key.keysym);
break;
case SDL_KEYUP:
handleKeyup(&event.key.keysym);
break;
case SDL_VIDEORESIZE:
screenwidth=event.resize.w;
screenheight=event.resize.h;
setupOpengl(screenwidth,screenheight);
break;
case SDL_QUIT:
exitProgram(0);
break;
}
}
}
int getTime(void){
#ifdef WIN32
return timeGetTime();
#else
return SDL_GetTicks();
#endif
}
int main(int argc, char *argv[]){
//printf("Initializing SDL.\n");
if ((SDL_Init(SDL_INIT_VIDEO)==-1)){
printf("Could not initialize SDL: %s.\n",SDL_GetError());
exitProgram(-1);
}
const SDL_VideoInfo *info=SDL_GetVideoInfo();
if (!info){
printf("Could not get video info with SDL: %s.\n",SDL_GetError());
exitProgram(-1);
}
screenbpp=info->vfmt->BitsPerPixel;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
atexit(SDL_Quit);
SDL_WM_SetCaption("BlockoFighter 2",NULL);
initAudio();
changeResolution(screenwidth, screenheight, false);
//printf("SDL initialized.\n");
double calculatefps = 200.0;
int framecounter, oldframecounter = 0;
int currenttime;
int framesdrawn=0;
int skipframes;
int starttime = getTime();
while (1){
do{
currenttime = getTime()-starttime;
framecounter = calculatefps*currenttime/1000.0;
} while (oldframecounter == framecounter);
skipframes = framecounter - oldframecounter;
for (; skipframes > 0; skipframes--){
calculateFrame(++oldframecounter);
}
//calculateFrame(oldframecounter++);
processEvents();
drawFrame(framecounter);
framesdrawn++;
}
return 0;
}

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@ -1,27 +1,27 @@
#ifndef __MAIN_H_INCLUDED__
#define __MAIN_H_INCLUDED__
#ifdef WIN32
#pragma warning(disable:4244) //Disable: conversion from 'double' to 'double', possible loss of data
#pragma warning(disable:4305) //Disable: truncation from 'const double' to 'double'
#endif
#include <SDL.h>
#define DATAPATH "data/"
extern bool keys[SDLK_LAST];
void exitProgram(int code);
void changeResolution(int width, int height, bool fullscreen);
extern int screenwidth, screenheight;
extern int debugcounter;
#ifdef DEBUG
#define DP printf("%s: %i (Debug counter: %i)\n",__FILE__,__LINE__,debugcounter++);
#else
#define DP
#endif
#endif
#ifndef __MAIN_H_INCLUDED__
#define __MAIN_H_INCLUDED__
#ifdef WIN32
#pragma warning(disable:4244) //Disable: conversion from 'double' to 'double', possible loss of data
#pragma warning(disable:4305) //Disable: truncation from 'const double' to 'double'
#endif
#include <SDL.h>
#define DATAPATH "data/"
extern bool keys[SDLK_LAST];
void exitProgram(int code);
void changeResolution(int width, int height, bool fullscreen);
extern int screenwidth, screenheight;
extern int debugcounter;
#ifdef DEBUG
#define DP printf("%s: %i (Debug counter: %i)\n",__FILE__,__LINE__,debugcounter++);
#else
#define DP
#endif
#endif

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@ -1,60 +1,60 @@
#include "main.h"
#include "material.h"
#include "glapi.h"
#include "graphics.h"
Material::Material(void){
setColor(1, 1, 1, 1);
this->texture = new Texture;
}
bool Material::loadTexture(char *path){
if (!this->texture){
this->texture = new Texture;
}
if (this->texture->loadImage(path)){
setColor(1, 1, 1, 1);
return true;
}
return false;
}
void Material::freeTexture(void){
this->texture->~Texture();
}
void Material::setColor(float red, float green, float blue, float alpha){
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
}
const float* Material::getColor(void){
return color;
}
void Material::enable(void){
enabled = true;
glColor4fv(color);
this->texture->enable();
}
void Material::disable(void){
enabled = false;
this->texture->disable();
}
bool Material::isEnabled(void){
return enabled;
}
Texture* Material::getTexture(void){
return this->texture;
}
void Material::setTexture(Texture* tex){
//this->texture->~Texture;
this->texture = tex;
}
#include "main.h"
#include "material.h"
#include "glapi.h"
#include "graphics.h"
Material::Material(void){
setColor(1, 1, 1, 1);
this->texture = new Texture;
}
bool Material::loadTexture(char *path){
if (!this->texture){
this->texture = new Texture;
}
if (this->texture->loadImage(path)){
setColor(1, 1, 1, 1);
return true;
}
return false;
}
void Material::freeTexture(void){
this->texture->~Texture();
}
void Material::setColor(float red, float green, float blue, float alpha){
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
}
const float* Material::getColor(void){
return color;
}
void Material::enable(void){
enabled = true;
glColor4fv(color);
this->texture->enable();
}
void Material::disable(void){
enabled = false;
this->texture->disable();
}
bool Material::isEnabled(void){
return enabled;
}
Texture* Material::getTexture(void){
return this->texture;
}
void Material::setTexture(Texture* tex){
//this->texture->~Texture;
this->texture = tex;
}

View file

@ -1,29 +1,29 @@
#ifndef __MATERIAL_H_INCLUDED__
#define __MATERIAL_H_INCLUDED__
#include <SDL_image.h>
#include "texture.h"
class Material{
private:
Texture* texture;
float color[4];
bool enabled;
public:
Material(void);
bool loadTexture(char *path);
void freeTexture(void);
void setColor(float red, float green, float blue, float alpha);
const float* getColor(void);
void enable(void);
void disable(void);
bool isEnabled(void);
Texture* getTexture(void);
void setTexture(Texture* tex);
};
#endif
#ifndef __MATERIAL_H_INCLUDED__
#define __MATERIAL_H_INCLUDED__
#include <SDL_image.h>
#include "texture.h"
class Material{
private:
Texture* texture;
float color[4];
bool enabled;
public:
Material(void);
bool loadTexture(char *path);
void freeTexture(void);
void setColor(float red, float green, float blue, float alpha);
const float* getColor(void);
void enable(void);
void disable(void);
bool isEnabled(void);
Texture* getTexture(void);
void setTexture(Texture* tex);
};
#endif

File diff suppressed because it is too large Load diff

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@ -1,19 +1,19 @@
#ifndef __MENU_H_INCLUDED__
#define __MENU_H_INCLUDED__
#include <SDL.h>
#include "texture.h"
#include "audio.h"
extern int detail;
extern Texture *tuxtexture;
void initMenu(void);
void calculateMenu(int framecount);
void drawMenu(int framecount);
void menuRestart(void);
#endif
#ifndef __MENU_H_INCLUDED__
#define __MENU_H_INCLUDED__
#include <SDL.h>
#include "texture.h"
#include "audio.h"
extern int detail;
extern Texture *tuxtexture;
void initMenu(void);
void calculateMenu(int framecount);
void drawMenu(int framecount);
void menuRestart(void);
#endif

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@ -1,379 +1,379 @@
#include "main.h"
#include "mesh.h"
#include "vector.h"
#include "sphere.h"
#include "collision.h"
#include "audio.h"
#include <math.h>
#include "glapi.h"
Vertex::Vertex(void){
vectorSet(position, 0, 0, 0);
vectorSet(normal, 0, 0, 0);
}
Vertex::Vertex(float x, float y, float z){
vectorSet(position, x, y, z);
vectorSet(normal, x, y, z);
vectorNormalize(normal);
}
Vertex::Vertex(float x, float y, float z, float nx, float ny, float nz){
vectorSet(position, x, y, z);
vectorSet(normal, nx, ny, nz);
}
void Vertex::setTexCoords(float u, float v){
this->texcoords[0] = u;
this->texcoords[1] = v;
}
Polygon::Polygon(void){
vertexcount = 0;
edgecount = 0;
smooth = false;
realsmooth = false;
}
Mesh::Mesh(void){
vertexcount = 0;
polygoncount = 0;
edgecount = 0;
}
Mesh::~Mesh(void){
delete [] polygons;
delete [] vertices;
}
void Mesh::createPlanes(void){
int i;
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &this->polygons[i];
if (polygon->vertexcount >= 3){
float v1[3], v2[3];
vectorSub(v1, polygon->vertices[1]->position,
polygon->vertices[0]->position);
vectorSub(v2, polygon->vertices[2]->position,
polygon->vertices[0]->position);
vectorCross(polygon->planenormal, v1, v2);
vectorNormalize(polygon->planenormal);
polygon->planedistance = -vectorDot(polygon->vertices[0]->position, polygon->planenormal);
}
}
}
void Mesh::createVertexnormals(void){
int i, j, ii;
bool connect;
float normal[3];
for (i = 0; i < vertexcount; i++){
bool found = false;
vectorSet(normal, 0, 0, 0);
for (j = 0; j < polygoncount; j++){
connect = false;
class Polygon *polygon = &polygons[j];
for (ii = 0;ii < polygon->vertexcount; ii++){
if (polygons[j].vertices[ii] == &(vertices[i])){
connect = true;
}
}
if (connect){
vectorAdd(normal, polygon->planenormal);
found = true;
}
}
if (found){
vectorNormalize(vertices[i].normal, normal);
}
}
for (j = 0; j < polygoncount; j++){
class Polygon *polygon = &polygons[j];
if (!polygon->realsmooth) polygon->smooth = true;
}
}
void Mesh::createEdges(void){
int maxedgecount = 0;
int i;
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &polygons[i];
maxedgecount += polygon->vertexcount;
}
edgecount = 0;
int j, k;
Edge *edges = new Edge[maxedgecount];
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &polygons[i];
polygon->edges = new Edge *[polygon->vertexcount];
for (j = 1; j <= polygon->vertexcount; j++){
Vertex *v1 = polygon->vertices[j-1];
Vertex *v2 = polygon->vertices[j%polygon->vertexcount];
bool found = false;
for (k = 0; k < edgecount; k++){
if (edges[k].v2 == v1 && edges[k].v1 == v2){
found = true;
edges[k].p2 = polygon;
break;
}
}
if (!found){
edges[edgecount].v1 = v1;
edges[edgecount].v2 = v2;
edges[edgecount].p1 = polygon;
edges[edgecount].p2 = NULL;
edgecount++;
}
}
}
this->edges = new Edge[edgecount];
//printf("%i\n", edgecount);
for (i = 0; i < edgecount; i++){
this->edges[i].v1 = edges[i].v1;
this->edges[i].v2 = edges[i].v2;
this->edges[i].p1 = edges[i].p1;
this->edges[i].p2 = edges[i].p2;
class Polygon *p;
p = edges[i].p1;
p->edges[p->edgecount++] = &this->edges[i];
p = edges[i].p2;
p->edges[p->edgecount++] = &this->edges[i];
//printf("%p, %p\n", edges[i].p1, edges[i].p2);
}
delete[] edges;
}
float Mesh::calculateScale(float targetLength, int axis){
float min = 0.0;
float max = 0.0;
for (int i=0; i < this->vertexcount; i++){
if (this->vertices->position[axis] > max){
max = this->vertices->position[axis];
}
if (this->vertices->position[axis] < min){
min = this->vertices->position[axis];
}
}
return fabs(targetLength / (max - min));
}
/* ei toimi kunnolla kaikille objekteille (kädet ok, jalat ja torso ei) */
void Mesh::scale(float targetLength, int axis){
float newscale = this->calculateScale(targetLength, axis);
this->scale(newscale);
}
/* ei toimi kunnolla kaikille objekteille (kädet ok, jalat ja torso ei)*/
void Mesh::scale(float scale){
for (int i=0; i < this->vertexcount; i++){
this->vertices->position[0] *= scale;
this->vertices->position[1] *= scale;
this->vertices->position[2] *= scale;
}
this->createVertexnormals();
this->createPlanes();
}
MeshObject::MeshObject(Mesh *mesh){
this->mesh = mesh;
this->appearance = new MeshAppearance(mesh);
this->geometry = new MeshShape(this);
}
MeshAppearance::MeshAppearance(Mesh *mesh){
this->mesh = mesh;
}
void MeshAppearance::draw(void){
//glDisable(GL_CULL_FACE);
glColor4fv(this->material.getColor());
this->material.enable();
int i, j;
for (i = 0; i < mesh->polygoncount; i++){
class Polygon *polygon = &mesh->polygons[i];
glBegin(GL_TRIANGLE_FAN);
if (!polygon->smooth) glNormal3fv(polygon->planenormal);
for (j = 0; j < polygon->vertexcount; j++){
Vertex *vertex = polygon->vertices[j];
if (polygon->smooth) glNormal3fv(vertex->normal);
glVertex3fv(vertex->position);
}
glEnd();
}
glDisable(GL_DEPTH);
glDisable(GL_LIGHTING);
glLineWidth(5.0);
glBegin(GL_LINES);
for (i = 0; i < mesh->edgecount; i++){
glColor3f(0, 0, 0);
glVertex3fv(mesh->edges[i].v1->position);
glVertex3fv(mesh->edges[i].v2->position);
}
glEnd();
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH);
this->material.disable();
//glEnable(GL_CULL_FACE);
}
MeshShape::MeshShape(MeshObject *object) : Shape(object){
mesh = object->mesh;
}
MeshShape::MeshShape(Object *object, Mesh *mesh) : Shape(object){
this->mesh = mesh;
}
bool MeshShape::checkCollision(Object *target){
return target->geometry->checkCollisionPeer(this);
}
float MeshShape::calculateMomentOfInertia(float *rotationvector){
if (vectorDot(rotationvector, rotationvector) < EPSILON) return 0;
int i;
float j = 0;
for (i = 0; i < mesh->vertexcount; i++){
float proj[3];
vectorProject(proj, mesh->vertices[i].position, rotationvector);
vectorSub(proj, mesh->vertices[i].position, proj);
//float r = vectorLength(proj);
float r2 = vectorDot(proj, proj);
j += r2;
}
return j / i;
}
bool MeshShape::checkCollisionPeer(SphereShape *target){
float position[3] = {0, 0, 0};
target->object->transformPoint(position, position);
object->unTransformPoint(position, position);
float normal[3];
float contactpoint[3];
float r = target->getRadius();
if (checkSphereMeshCollision(position, r, mesh, normal, contactpoint)){
vectorScale(normal, -1);
object->transformVector(normal, normal);
object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}
//extern Sound *shotsound;
bool MeshShape::checkCollisionPeer(MeshShape *target){
float normal[3];
float contactpoint[3];
bool collided = false;
int i;
Mesh *sourcemesh, *targetmesh;
sourcemesh = this->mesh;
targetmesh = target->mesh;
for (i = 0; i < sourcemesh->vertexcount; i++){
Vertex *vertex = &sourcemesh->vertices[i];
float vertexposition[3];
object->transformPoint(vertexposition, vertex->position);
target->object->unTransformPoint(vertexposition, vertexposition);
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
if (vectorIsZero(contactpoint)){
vectorSet(contactpoint, 0, 0, 0);
}
addCollision(object, target->object, normal, contactpoint);
collided = true;
}
}
sourcemesh = target->mesh;
targetmesh = this->mesh;
for (i = 0; i < sourcemesh->vertexcount; i++){
Vertex *vertex = &sourcemesh->vertices[i];
float vertexposition[3];
target->object->transformPoint(vertexposition, vertex->position);
object->unTransformPoint(vertexposition, vertexposition);
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
object->transformVector(normal, normal);
object->transformPoint(contactpoint, contactpoint);
addCollision(target->object, object, normal, contactpoint);
collided = true;
}
}
sourcemesh = this->mesh;
targetmesh = target->mesh;
for (i = 0; i < sourcemesh->edgecount; i++){
Edge *edge = &sourcemesh->edges[i];
float v1[3], v2[3];
object->transformPoint(v1, edge->v1->position);
target->object->unTransformPoint(v1, v1);
object->transformPoint(v2, edge->v2->position);
target->object->unTransformPoint(v2, v2);
if (checkEdgeMeshCollision(v1, v2, targetmesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
collided = true;
}
}
return collided;
}
#include "main.h"
#include "mesh.h"
#include "vector.h"
#include "sphere.h"
#include "collision.h"
#include "audio.h"
#include <math.h>
#include "glapi.h"
Vertex::Vertex(void){
vectorSet(position, 0, 0, 0);
vectorSet(normal, 0, 0, 0);
}
Vertex::Vertex(float x, float y, float z){
vectorSet(position, x, y, z);
vectorSet(normal, x, y, z);
vectorNormalize(normal);
}
Vertex::Vertex(float x, float y, float z, float nx, float ny, float nz){
vectorSet(position, x, y, z);
vectorSet(normal, nx, ny, nz);
}
void Vertex::setTexCoords(float u, float v){
this->texcoords[0] = u;
this->texcoords[1] = v;
}
Polygon::Polygon(void){
vertexcount = 0;
edgecount = 0;
smooth = false;
realsmooth = false;
}
Mesh::Mesh(void){
vertexcount = 0;
polygoncount = 0;
edgecount = 0;
}
Mesh::~Mesh(void){
delete [] polygons;
delete [] vertices;
}
void Mesh::createPlanes(void){
int i;
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &this->polygons[i];
if (polygon->vertexcount >= 3){
float v1[3], v2[3];
vectorSub(v1, polygon->vertices[1]->position,
polygon->vertices[0]->position);
vectorSub(v2, polygon->vertices[2]->position,
polygon->vertices[0]->position);
vectorCross(polygon->planenormal, v1, v2);
vectorNormalize(polygon->planenormal);
polygon->planedistance = -vectorDot(polygon->vertices[0]->position, polygon->planenormal);
}
}
}
void Mesh::createVertexnormals(void){
int i, j, ii;
bool connect;
float normal[3];
for (i = 0; i < vertexcount; i++){
bool found = false;
vectorSet(normal, 0, 0, 0);
for (j = 0; j < polygoncount; j++){
connect = false;
class Polygon *polygon = &polygons[j];
for (ii = 0;ii < polygon->vertexcount; ii++){
if (polygons[j].vertices[ii] == &(vertices[i])){
connect = true;
}
}
if (connect){
vectorAdd(normal, polygon->planenormal);
found = true;
}
}
if (found){
vectorNormalize(vertices[i].normal, normal);
}
}
for (j = 0; j < polygoncount; j++){
class Polygon *polygon = &polygons[j];
if (!polygon->realsmooth) polygon->smooth = true;
}
}
void Mesh::createEdges(void){
int maxedgecount = 0;
int i;
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &polygons[i];
maxedgecount += polygon->vertexcount;
}
edgecount = 0;
int j, k;
Edge *edges = new Edge[maxedgecount];
for (i = 0; i < polygoncount; i++){
class Polygon *polygon = &polygons[i];
polygon->edges = new Edge *[polygon->vertexcount];
for (j = 1; j <= polygon->vertexcount; j++){
Vertex *v1 = polygon->vertices[j-1];
Vertex *v2 = polygon->vertices[j%polygon->vertexcount];
bool found = false;
for (k = 0; k < edgecount; k++){
if (edges[k].v2 == v1 && edges[k].v1 == v2){
found = true;
edges[k].p2 = polygon;
break;
}
}
if (!found){
edges[edgecount].v1 = v1;
edges[edgecount].v2 = v2;
edges[edgecount].p1 = polygon;
edges[edgecount].p2 = NULL;
edgecount++;
}
}
}
this->edges = new Edge[edgecount];
//printf("%i\n", edgecount);
for (i = 0; i < edgecount; i++){
this->edges[i].v1 = edges[i].v1;
this->edges[i].v2 = edges[i].v2;
this->edges[i].p1 = edges[i].p1;
this->edges[i].p2 = edges[i].p2;
class Polygon *p;
p = edges[i].p1;
p->edges[p->edgecount++] = &this->edges[i];
p = edges[i].p2;
p->edges[p->edgecount++] = &this->edges[i];
//printf("%p, %p\n", edges[i].p1, edges[i].p2);
}
delete[] edges;
}
float Mesh::calculateScale(float targetLength, int axis){
float min = 0.0;
float max = 0.0;
for (int i=0; i < this->vertexcount; i++){
if (this->vertices->position[axis] > max){
max = this->vertices->position[axis];
}
if (this->vertices->position[axis] < min){
min = this->vertices->position[axis];
}
}
return fabs(targetLength / (max - min));
}
/* ei toimi kunnolla kaikille objekteille (kädet ok, jalat ja torso ei) */
void Mesh::scale(float targetLength, int axis){
float newscale = this->calculateScale(targetLength, axis);
this->scale(newscale);
}
/* ei toimi kunnolla kaikille objekteille (kädet ok, jalat ja torso ei)*/
void Mesh::scale(float scale){
for (int i=0; i < this->vertexcount; i++){
this->vertices->position[0] *= scale;
this->vertices->position[1] *= scale;
this->vertices->position[2] *= scale;
}
this->createVertexnormals();
this->createPlanes();
}
MeshObject::MeshObject(Mesh *mesh){
this->mesh = mesh;
this->appearance = new MeshAppearance(mesh);
this->geometry = new MeshShape(this);
}
MeshAppearance::MeshAppearance(Mesh *mesh){
this->mesh = mesh;
}
void MeshAppearance::draw(void){
//glDisable(GL_CULL_FACE);
glColor4fv(this->material.getColor());
this->material.enable();
int i, j;
for (i = 0; i < mesh->polygoncount; i++){
class Polygon *polygon = &mesh->polygons[i];
glBegin(GL_TRIANGLE_FAN);
if (!polygon->smooth) glNormal3fv(polygon->planenormal);
for (j = 0; j < polygon->vertexcount; j++){
Vertex *vertex = polygon->vertices[j];
if (polygon->smooth) glNormal3fv(vertex->normal);
glVertex3fv(vertex->position);
}
glEnd();
}
glDisable(GL_DEPTH);
glDisable(GL_LIGHTING);
glLineWidth(5.0);
glBegin(GL_LINES);
for (i = 0; i < mesh->edgecount; i++){
glColor3f(0, 0, 0);
glVertex3fv(mesh->edges[i].v1->position);
glVertex3fv(mesh->edges[i].v2->position);
}
glEnd();
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH);
this->material.disable();
//glEnable(GL_CULL_FACE);
}
MeshShape::MeshShape(MeshObject *object) : Shape(object){
mesh = object->mesh;
}
MeshShape::MeshShape(Object *object, Mesh *mesh) : Shape(object){
this->mesh = mesh;
}
bool MeshShape::checkCollision(Object *target){
return target->geometry->checkCollisionPeer(this);
}
float MeshShape::calculateMomentOfInertia(float *rotationvector){
if (vectorDot(rotationvector, rotationvector) < EPSILON) return 0;
int i;
float j = 0;
for (i = 0; i < mesh->vertexcount; i++){
float proj[3];
vectorProject(proj, mesh->vertices[i].position, rotationvector);
vectorSub(proj, mesh->vertices[i].position, proj);
//float r = vectorLength(proj);
float r2 = vectorDot(proj, proj);
j += r2;
}
return j / i;
}
bool MeshShape::checkCollisionPeer(SphereShape *target){
float position[3] = {0, 0, 0};
target->object->transformPoint(position, position);
object->unTransformPoint(position, position);
float normal[3];
float contactpoint[3];
float r = target->getRadius();
if (checkSphereMeshCollision(position, r, mesh, normal, contactpoint)){
vectorScale(normal, -1);
object->transformVector(normal, normal);
object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}
//extern Sound *shotsound;
bool MeshShape::checkCollisionPeer(MeshShape *target){
float normal[3];
float contactpoint[3];
bool collided = false;
int i;
Mesh *sourcemesh, *targetmesh;
sourcemesh = this->mesh;
targetmesh = target->mesh;
for (i = 0; i < sourcemesh->vertexcount; i++){
Vertex *vertex = &sourcemesh->vertices[i];
float vertexposition[3];
object->transformPoint(vertexposition, vertex->position);
target->object->unTransformPoint(vertexposition, vertexposition);
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
if (vectorIsZero(contactpoint)){
vectorSet(contactpoint, 0, 0, 0);
}
addCollision(object, target->object, normal, contactpoint);
collided = true;
}
}
sourcemesh = target->mesh;
targetmesh = this->mesh;
for (i = 0; i < sourcemesh->vertexcount; i++){
Vertex *vertex = &sourcemesh->vertices[i];
float vertexposition[3];
target->object->transformPoint(vertexposition, vertex->position);
object->unTransformPoint(vertexposition, vertexposition);
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
object->transformVector(normal, normal);
object->transformPoint(contactpoint, contactpoint);
addCollision(target->object, object, normal, contactpoint);
collided = true;
}
}
sourcemesh = this->mesh;
targetmesh = target->mesh;
for (i = 0; i < sourcemesh->edgecount; i++){
Edge *edge = &sourcemesh->edges[i];
float v1[3], v2[3];
object->transformPoint(v1, edge->v1->position);
target->object->unTransformPoint(v1, v1);
object->transformPoint(v2, edge->v2->position);
target->object->unTransformPoint(v2, v2);
if (checkEdgeMeshCollision(v1, v2, targetmesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
collided = true;
}
}
return collided;
}

View file

@ -1,121 +1,121 @@
#ifndef __MESH_H_INCLUDED__
#define __MESH_H_INCLUDED__
#include "object.h"
#define X_AXIS 0
#define Y_AXIS 1
#define Z_AXIS 2
class Vertex{
public:
float position[3];
float oldposition[3];
float normal[3];
float texcoords[2];
Vertex(void);
Vertex(float x, float y, float z);
Vertex(float x, float y, float z, float nx, float ny, float nz);
void setTexCoords(float u, float v);
};
class Edge;
class Polygon{
public:
float planenormal[3];
float planedistance;
bool smooth;
bool realsmooth;
int vertexcount;
Vertex **vertices;
int edgecount;
Edge **edges;
Polygon(void);
};
class Edge{
public:
Vertex *v1, *v2;
class Polygon *p1, *p2;
};
class Mesh{
public:
int vertexcount;
Vertex *vertices;
int polygoncount;
class Polygon *polygons;
Edge *edges;
int edgecount;
Mesh(void);
~Mesh(void);
void createPlanes(void);
void createVertexnormals(void);
void createEdges(void);
float calculateScale(float targetLength, int axis);
void scale(float targetLength, int axis);
void scale(float scale);
};
class MeshObject : public Object{
public:
Mesh *mesh;
MeshObject(Mesh *mesh);
};
class MeshAppearance : public Appearance{
private:
Mesh *mesh;
public:
MeshAppearance(Mesh *mesh);
void draw(void);
};
//Geometry of sphere
class MeshShape : public Shape{
private:
Mesh *mesh;
public:
MeshShape(MeshObject *meshobject);
MeshShape(Object *object, Mesh *mesh);
float calculateMomentOfInertia(float *rotationvector);
bool checkCollision(Object *target);
bool checkCollisionPeer(SphereShape *target);
bool checkCollisionPeer(MeshShape *target);
friend class SphereShape;
};
#endif
#ifndef __MESH_H_INCLUDED__
#define __MESH_H_INCLUDED__
#include "object.h"
#define X_AXIS 0
#define Y_AXIS 1
#define Z_AXIS 2
class Vertex{
public:
float position[3];
float oldposition[3];
float normal[3];
float texcoords[2];
Vertex(void);
Vertex(float x, float y, float z);
Vertex(float x, float y, float z, float nx, float ny, float nz);
void setTexCoords(float u, float v);
};
class Edge;
class Polygon{
public:
float planenormal[3];
float planedistance;
bool smooth;
bool realsmooth;
int vertexcount;
Vertex **vertices;
int edgecount;
Edge **edges;
Polygon(void);
};
class Edge{
public:
Vertex *v1, *v2;
class Polygon *p1, *p2;
};
class Mesh{
public:
int vertexcount;
Vertex *vertices;
int polygoncount;
class Polygon *polygons;
Edge *edges;
int edgecount;
Mesh(void);
~Mesh(void);
void createPlanes(void);
void createVertexnormals(void);
void createEdges(void);
float calculateScale(float targetLength, int axis);
void scale(float targetLength, int axis);
void scale(float scale);
};
class MeshObject : public Object{
public:
Mesh *mesh;
MeshObject(Mesh *mesh);
};
class MeshAppearance : public Appearance{
private:
Mesh *mesh;
public:
MeshAppearance(Mesh *mesh);
void draw(void);
};
//Geometry of sphere
class MeshShape : public Shape{
private:
Mesh *mesh;
public:
MeshShape(MeshObject *meshobject);
MeshShape(Object *object, Mesh *mesh);
float calculateMomentOfInertia(float *rotationvector);
bool checkCollision(Object *target);
bool checkCollisionPeer(SphereShape *target);
bool checkCollisionPeer(MeshShape *target);
friend class SphereShape;
};
#endif

View file

@ -1,213 +1,213 @@
#include "main.h"
#include <stdlib.h>
#include "object.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "fight.h"
#include "glapi.h"
Object::Object(void){
appearance = NULL;
geometry = NULL;
invmass = 0.0;
setPosition(0, 0, 0);
vectorSet(momentum, 0, 0, 0);
invmomentofinertia = 0.0;
matrixIdentity(rotation);
vectorSet(angularmomentum, 0, 0, 0);
setCollisionGroup(COLLISIONGROUP_NONE);
gravity = false;
}
void Object::prepare(void){
if (appearance != NULL) appearance->prepare();
}
#define DT 0.01
void Object::move(void){
moveStep(DT);
}
void Object::moveStep(float dt){
if (invmass == 0) return;
if (vectorDot(momentum, momentum) > 1.0e+5) vectorSet(momentum, 0, 0, 0);
if (vectorDot(angularmomentum, angularmomentum) > 1.0e+5) vectorSet(angularmomentum, 0, 0, 0);
calculateStateVariables();
float velocitydt[3];
vectorScale(velocitydt, velocity, dt);
vectorAdd(position, velocitydt);
float rotationdt[9];
if (vectorIsZero(angularmomentum)){
matrixIdentity(rotationdt);
} else{
float angularvelocitydt[3];
vectorScale(angularvelocitydt, angularvelocity, dt);
matrixCreateRotation(rotationdt, angularvelocitydt);
}
matrixMultiply(rotation, rotation, rotationdt);
vectorScale(angularmomentum, 0.99);
}
void Object::calculateStateVariables(void){
getVelocity(velocity);
if (vectorIsZero(angularmomentum)){
invmomentofinertia = 0;
} else{
invmomentofinertia = invmass * 1.0 / geometry->calculateMomentOfInertia(angularmomentum);
}
vectorScale(angularvelocity, angularmomentum, invmomentofinertia);
}
void Object::setPosition(float x, float y, float z){
position[0] = x;
position[1] = y;
position[2] = z;
}
void Object::getPosition(float *position){
vectorCopy(position, this->position);
}
void Object::getVelocity(float *velocity){
vectorCopy(velocity, momentum);
vectorScale(velocity, invmass);
}
void Object::getVelocity(float *velocity, float *point){
getVelocity(velocity);
float tangentialvelocity[3];
getTangentialVelocity(tangentialvelocity, point);
//float tv[3];
//transformVector(tv, tangentialvelocity);
vectorAdd(velocity, tangentialvelocity);
}
void Object::getTangentialVelocity(float *target, float *point){
if (vectorIsZero(angularmomentum)){
vectorSet(target, 0, 0, 0);
return;
}
vectorCross(target, angularmomentum, point);
vectorScale(target, invmomentofinertia);
}
void Object::getMomentum(float *momentum){
vectorCopy(momentum, this->momentum);
}
void Object::setMass(float mass){
if (mass == 0) this->invmass = 0;
else this->invmass = 1.0 / mass;
}
float Object::getMass(void){
if (invmass == 0) return 0;
return 1.0 / invmass;
}
void Object::setCollisionGroup(int group){
this->collisiongroup = group;
}
int Object::getCollisionGroup(void){
return collisiongroup;
}
void Object::addImpulse(float *impulse, float *contactpoint){
if (invmass == 0) return;
float angularimpulse[3];
vectorCross(angularimpulse, contactpoint, impulse);
vectorAdd(angularmomentum, angularimpulse);
vectorAdd(momentum, impulse);
float t1[3], t2[3];
vectorAdd(t1, contactpoint, position);
vectorNormalize(t2, impulse);
vectorAdd(t2, t1);
//addGraphicsVector(t1, t2, vectorLength(impulse));
}
void Object::addExternalForce(float *force){
float impulse[3];
vectorScale(impulse, force, DT);
float contact[3] = {0, 0, 0};
this->addImpulse(impulse, contact);
}
void Object::transformPoint(float *newpoint, float *oldpoint){
vectorMatrixMultiply(newpoint, oldpoint, rotation);
vectorAdd(newpoint, position);
}
void Object::unTransformPoint(float *newpoint, float *oldpoint){
vectorSub(newpoint, oldpoint, position);
float rotmat[9];
matrixTranspose(rotmat, rotation);
vectorMatrixMultiply(newpoint, newpoint, rotmat);
}
void Object::transformVector(float *newvector, float *oldvector){
vectorMatrixMultiply(newvector, oldvector, rotation);
}
void Object::unTransformVector(float *newvector, float *oldvector){
float rotmat[9];
matrixTranspose(rotmat, rotation);
vectorMatrixMultiply(newvector, oldvector, rotmat);
}
void Object::hitForce(float speed, float *speed2, Object *source){
float tolerance = 1.0;
if (speed > tolerance){
Sound *sound;
if (rand()&1) sound = softhitsound1;
else sound = softhitsound2;
float volume = (speed-tolerance)*2;
if (volume > 1) volume = 1;
sound->setVolume(volume);
sound->play(30 + random(70));
}
}
void Object::setGravity(bool enabled){
gravity = enabled;
}
void Object::draw(void){
glPushMatrix();
glTranslatef(position[0], position[1], position[2]);
GLfloat glmatrix[16] = {
rotation[0], rotation[1], rotation[2], 0,
rotation[3], rotation[4], rotation[5], 0,
rotation[6], rotation[7], rotation[8], 0,
0 , 0 , 0 , 1};
glMultMatrixf(glmatrix);
if (appearance != NULL) appearance->draw();
glPopMatrix();
}
#include "main.h"
#include <stdlib.h>
#include "object.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "fight.h"
#include "glapi.h"
Object::Object(void){
appearance = NULL;
geometry = NULL;
invmass = 0.0;
setPosition(0, 0, 0);
vectorSet(momentum, 0, 0, 0);
invmomentofinertia = 0.0;
matrixIdentity(rotation);
vectorSet(angularmomentum, 0, 0, 0);
setCollisionGroup(COLLISIONGROUP_NONE);
gravity = false;
}
void Object::prepare(void){
if (appearance != NULL) appearance->prepare();
}
#define DT 0.01
void Object::move(void){
moveStep(DT);
}
void Object::moveStep(float dt){
if (invmass == 0) return;
if (vectorDot(momentum, momentum) > 1.0e+5) vectorSet(momentum, 0, 0, 0);
if (vectorDot(angularmomentum, angularmomentum) > 1.0e+5) vectorSet(angularmomentum, 0, 0, 0);
calculateStateVariables();
float velocitydt[3];
vectorScale(velocitydt, velocity, dt);
vectorAdd(position, velocitydt);
float rotationdt[9];
if (vectorIsZero(angularmomentum)){
matrixIdentity(rotationdt);
} else{
float angularvelocitydt[3];
vectorScale(angularvelocitydt, angularvelocity, dt);
matrixCreateRotation(rotationdt, angularvelocitydt);
}
matrixMultiply(rotation, rotation, rotationdt);
vectorScale(angularmomentum, 0.99);
}
void Object::calculateStateVariables(void){
getVelocity(velocity);
if (vectorIsZero(angularmomentum)){
invmomentofinertia = 0;
} else{
invmomentofinertia = invmass * 1.0 / geometry->calculateMomentOfInertia(angularmomentum);
}
vectorScale(angularvelocity, angularmomentum, invmomentofinertia);
}
void Object::setPosition(float x, float y, float z){
position[0] = x;
position[1] = y;
position[2] = z;
}
void Object::getPosition(float *position){
vectorCopy(position, this->position);
}
void Object::getVelocity(float *velocity){
vectorCopy(velocity, momentum);
vectorScale(velocity, invmass);
}
void Object::getVelocity(float *velocity, float *point){
getVelocity(velocity);
float tangentialvelocity[3];
getTangentialVelocity(tangentialvelocity, point);
//float tv[3];
//transformVector(tv, tangentialvelocity);
vectorAdd(velocity, tangentialvelocity);
}
void Object::getTangentialVelocity(float *target, float *point){
if (vectorIsZero(angularmomentum)){
vectorSet(target, 0, 0, 0);
return;
}
vectorCross(target, angularmomentum, point);
vectorScale(target, invmomentofinertia);
}
void Object::getMomentum(float *momentum){
vectorCopy(momentum, this->momentum);
}
void Object::setMass(float mass){
if (mass == 0) this->invmass = 0;
else this->invmass = 1.0 / mass;
}
float Object::getMass(void){
if (invmass == 0) return 0;
return 1.0 / invmass;
}
void Object::setCollisionGroup(int group){
this->collisiongroup = group;
}
int Object::getCollisionGroup(void){
return collisiongroup;
}
void Object::addImpulse(float *impulse, float *contactpoint){
if (invmass == 0) return;
float angularimpulse[3];
vectorCross(angularimpulse, contactpoint, impulse);
vectorAdd(angularmomentum, angularimpulse);
vectorAdd(momentum, impulse);
float t1[3], t2[3];
vectorAdd(t1, contactpoint, position);
vectorNormalize(t2, impulse);
vectorAdd(t2, t1);
//addGraphicsVector(t1, t2, vectorLength(impulse));
}
void Object::addExternalForce(float *force){
float impulse[3];
vectorScale(impulse, force, DT);
float contact[3] = {0, 0, 0};
this->addImpulse(impulse, contact);
}
void Object::transformPoint(float *newpoint, float *oldpoint){
vectorMatrixMultiply(newpoint, oldpoint, rotation);
vectorAdd(newpoint, position);
}
void Object::unTransformPoint(float *newpoint, float *oldpoint){
vectorSub(newpoint, oldpoint, position);
float rotmat[9];
matrixTranspose(rotmat, rotation);
vectorMatrixMultiply(newpoint, newpoint, rotmat);
}
void Object::transformVector(float *newvector, float *oldvector){
vectorMatrixMultiply(newvector, oldvector, rotation);
}
void Object::unTransformVector(float *newvector, float *oldvector){
float rotmat[9];
matrixTranspose(rotmat, rotation);
vectorMatrixMultiply(newvector, oldvector, rotmat);
}
void Object::hitForce(float speed, float *speed2, Object *source){
float tolerance = 1.0;
if (speed > tolerance){
Sound *sound;
if (rand()&1) sound = softhitsound1;
else sound = softhitsound2;
float volume = (speed-tolerance)*2;
if (volume > 1) volume = 1;
sound->setVolume(volume);
sound->play(30 + random(70));
}
}
void Object::setGravity(bool enabled){
gravity = enabled;
}
void Object::draw(void){
glPushMatrix();
glTranslatef(position[0], position[1], position[2]);
GLfloat glmatrix[16] = {
rotation[0], rotation[1], rotation[2], 0,
rotation[3], rotation[4], rotation[5], 0,
rotation[6], rotation[7], rotation[8], 0,
0 , 0 , 0 , 1};
glMultMatrixf(glmatrix);
if (appearance != NULL) appearance->draw();
glPopMatrix();
}

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@ -1,146 +1,146 @@
#ifndef __OBJECT_H_INCLUDED__
#define __OBJECT_H_INCLUDED__
class Object;
#define EPSILON 1.0e-20
#include <stdlib.h>
#include "shape.h"
#include "appearance.h"
struct objectlist{
Object *object;
objectlist *next;
};
class Object{
public:
float invmass;
/* Linear movement:
* position <-> paikka (x)
* velocity <-> nopeus (v)
* momentum <-> liikemäärä (p)
* force <-> voima (F)
* x' = v
* p' = F
* p = mv
* F = ma
* v' = a
*/
float position[3];
//derivative: velocity = momentum / mass
float momentum[3];//, oldmomentum[3];
//derivative: force
//float force[3]; //Temporary properties
//float externalforce[3];
/* Angular movement:
* rotation <-> orientaatio (R)
* angular velocity <-> kulmanopeus (w)
* angular momentum <-> pyörimisliikemäärä, vääntömomentti (L)
* torque <-> voiman momentti (M,T)
* moment of inertia <-> hitausmomentti (J,I)
* angular acceleration <-> kulmakiihtyvyys (a)
* L = J*w
* R' = Star(L) * R
* T = J*a
* w' = a
* L' = T
*/
float invmomentofinertia;
float rotation[9];
//derivative: StarOperation(angularvelocity) * rotation
float angularmomentum[3];
//angular momentum = angular velocity * moment of inertia
//derivative: torque = angular acceleration * moment of inertia
//float torque[3]; //Temporary property
void moveStep(float dt);
//void applyForces(float dt);
void calculateStateVariables(void);
int collisiongroup;
void addImpulse(float *impulse, float *contactpoint);
Appearance *appearance;
Shape *geometry;
bool gravity;
Object(void);
virtual void prepare(void);
virtual void move(void);
virtual void draw(void);
void setPosition(float x, float y, float z);
void getPosition(float *position);
//Gets velocity from object and return it in "velocity"
void getVelocity(float *velocity);
//Gets velocity from object for point "point" with
//tangential speed and return it in "velocity"
void getVelocity(float *velocity, float *point);
void getTangentialVelocity(float *target, float *point);
void getMomentum(float *momentum);
//void getForce(float *force);
void setMass(float mass);
float getMass(void);
void setCollisionGroup(int group);
int getCollisionGroup(void);
void transformPoint(float *newpoint, float *oldpoint);
void unTransformPoint(float *newpoint, float *oldpoint);
void transformVector(float *newvector, float *oldvector);
void unTransformVector(float *newvector, float *oldvector);
void addExternalForce(float *force);
void setGravity(bool enabled);
virtual void hitForce(float speed, float *speed2, Object *source);
friend class ObjectLink;
//friend void collide(Object *source, Object *target, float *normal, float *contactpoint);
friend bool checkCollisions(Object *object, float *contactnormal);
//Temporary state variables
float velocity[3];
float angularvelocity[3];
};
#endif
#ifndef __OBJECT_H_INCLUDED__
#define __OBJECT_H_INCLUDED__
class Object;
#define EPSILON 1.0e-20
#include <stdlib.h>
#include "shape.h"
#include "appearance.h"
struct objectlist{
Object *object;
objectlist *next;
};
class Object{
public:
float invmass;
/* Linear movement:
* position <-> paikka (x)
* velocity <-> nopeus (v)
* momentum <-> liikemäärä (p)
* force <-> voima (F)
* x' = v
* p' = F
* p = mv
* F = ma
* v' = a
*/
float position[3];
//derivative: velocity = momentum / mass
float momentum[3];//, oldmomentum[3];
//derivative: force
//float force[3]; //Temporary properties
//float externalforce[3];
/* Angular movement:
* rotation <-> orientaatio (R)
* angular velocity <-> kulmanopeus (w)
* angular momentum <-> pyörimisliikemäärä, vääntömomentti (L)
* torque <-> voiman momentti (M,T)
* moment of inertia <-> hitausmomentti (J,I)
* angular acceleration <-> kulmakiihtyvyys (a)
* L = J*w
* R' = Star(L) * R
* T = J*a
* w' = a
* L' = T
*/
float invmomentofinertia;
float rotation[9];
//derivative: StarOperation(angularvelocity) * rotation
float angularmomentum[3];
//angular momentum = angular velocity * moment of inertia
//derivative: torque = angular acceleration * moment of inertia
//float torque[3]; //Temporary property
void moveStep(float dt);
//void applyForces(float dt);
void calculateStateVariables(void);
int collisiongroup;
void addImpulse(float *impulse, float *contactpoint);
Appearance *appearance;
Shape *geometry;
bool gravity;
Object(void);
virtual void prepare(void);
virtual void move(void);
virtual void draw(void);
void setPosition(float x, float y, float z);
void getPosition(float *position);
//Gets velocity from object and return it in "velocity"
void getVelocity(float *velocity);
//Gets velocity from object for point "point" with
//tangential speed and return it in "velocity"
void getVelocity(float *velocity, float *point);
void getTangentialVelocity(float *target, float *point);
void getMomentum(float *momentum);
//void getForce(float *force);
void setMass(float mass);
float getMass(void);
void setCollisionGroup(int group);
int getCollisionGroup(void);
void transformPoint(float *newpoint, float *oldpoint);
void unTransformPoint(float *newpoint, float *oldpoint);
void transformVector(float *newvector, float *oldvector);
void unTransformVector(float *newvector, float *oldvector);
void addExternalForce(float *force);
void setGravity(bool enabled);
virtual void hitForce(float speed, float *speed2, Object *source);
friend class ObjectLink;
//friend void collide(Object *source, Object *target, float *normal, float *contactpoint);
friend bool checkCollisions(Object *object, float *contactnormal);
//Temporary state variables
float velocity[3];
float angularvelocity[3];
};
#endif

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@ -1,324 +1,324 @@
#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);
}
#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);
}

View file

@ -1,16 +1,16 @@
#ifndef __OBJECTFACTORY_H_INCLUDED__
#define __OBJECTFACTORY_H_INCLUDED__
#include "mesh.h"
MeshObject* createPyramid(float width, float height);
MeshObject* createSpherePool(float width, float height);
Mesh* createBox(float x1, float x2, float y1, float y2, float z1, float z2);
Mesh* loadAscModel(char* filename, float scale, float* offset);
Mesh* loadAscModel(char* filename, float scale);
void drawTrophy(void);
#endif
#ifndef __OBJECTFACTORY_H_INCLUDED__
#define __OBJECTFACTORY_H_INCLUDED__
#include "mesh.h"
MeshObject* createPyramid(float width, float height);
MeshObject* createSpherePool(float width, float height);
Mesh* createBox(float x1, float x2, float y1, float y2, float z1, float z2);
Mesh* loadAscModel(char* filename, float scale, float* offset);
Mesh* loadAscModel(char* filename, float scale);
void drawTrophy(void);
#endif

View file

@ -1,151 +1,151 @@
#include "main.h"
#include <math.h>
#include "particle.h"
#include "vector.h"
#include "utils.h"
#include "world.h"
#include "objectfactory.h"
#include "collision.h"
#include "glapi.h"
Particle::Particle(World *world, Mesh *mesh) : MeshObject(mesh){
this->world = world;
}
Contact *contact = new Contact();
int bloodcount;
void Particle::move(void){
/*if (position[1] + momentum[1] < 0.5){
currentparticle->velocity.x*=0.8;
currentparticle->velocity.y=fabs(currentparticle->velocity.y)*0.8;
currentparticle->velocity.z*=0.8;
currentparticle->bounces++;
}
currentparticle->position.x+=currentparticle->velocity.x;
currentparticle->position.y+=currentparticle->velocity.y;
currentparticle->position.z+=currentparticle->velocity.z;
currentparticle->angle.x+=currentparticle->velocity.x*50;
currentparticle->angle.y+=currentparticle->velocity.y*50;
currentparticle->angle.z+=currentparticle->velocity.z*50;
currentparticle->velocity.y-=0.003;
if (currentparticle->bounces==3) dieParticle(currentparticle);*/
momentum[1] -= 0.02;
int i;
vectorSet(contact->normal, 0, 1, 0);
contact->object2 = NULL;
bool die = false;
for (i = 0; i < mesh->vertexcount; i++){
float point[3];
transformPoint(point, mesh->vertices[i].position);
if (point[1] < 0){
contact->object1 = this;
vectorCopy(contact->position, point);
handleCollision(contact);
/*float impulse[3];
getMomentum(impulse);
impulse[0] = 0;
impulse[1] = fabs(impulse[1]);
impulse[2] = 0;
vectorScale(impulse, 1.1);
addImpulse(impulse, point);
position[1] -= point[1];
momentum[1] = impulse[1]*0.5;*/
}
}
/*if (vectorLength(momentum) < 0.5) die = true;
if (die) removeBlood(id);*/
lifetime++;
Object::move();
if (lifetime > 300) removeBlood(id);
}
void Particle::hitForce(float speed, Object *source){
/*bounces++;
if (bounces == 2){
removeBlood(id);
}*/
}
void Particle::create(float *position, float *velocity){
vectorCopy(this->position, position);
vectorCopy(this->momentum, velocity);
float rotate[3] = {randomf(2)-1, randomf(2)-1, randomf(2)-1};
vectorCopy(this->angularmomentum, rotate);
bounces = 0;
lifetime = 0;
world->addParticle(this);
}
void Particle::destroy(void){
world->removeParticle(this);
}
Particle **bloodparticles;
BloodAppearance::BloodAppearance(int *lifetime) : BasicBlockAppearance(1, 1, 1){
this->lifetime = lifetime;
usematerial = false;
}
void BloodAppearance::draw(void){
glPushMatrix();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
float alpha = 1-*lifetime*0.003;
if (alpha < 0) alpha = 0;
glColor4f(1, 0, 0, alpha);//1.0/(1+*lifetime*0.004));
glScalef(0.5, 0.5, 0.5);
BasicBlockAppearance::draw();
glDisable(GL_BLEND);
glPopMatrix();
}
World *bloodworld;
void initBloods(World *world){
bloodcount = 0;
bloodparticles = new Particle *[MAXBLOOD];
int i;
Mesh *bloodmesh = createBox(-0.5, 0.5, -0.5*BLOCKHEIGHT, 0.5*BLOCKHEIGHT, -0.5, 0.5);
for (i = 0; i < MAXBLOOD; i++){
bloodparticles[i] = new Particle(world, bloodmesh);
bloodparticles[i]->appearance = new BloodAppearance(&(bloodparticles[i]->lifetime));
bloodparticles[i]->setMass(1);
bloodparticles[i]->prepare();
//bloodparticles[i]->setGravity(true);
//bloodparticles[i]->setCollisionGroup(COLLISIONGROUP_PARTICLE);
//bloodparticles[i]->id = i;
}
bloodworld = world;
}
void createBlood(float *position, float *velocity){
if (bloodcount < MAXBLOOD){
Particle *currentparticle = bloodparticles[bloodcount];
currentparticle->create(position, velocity);
currentparticle->id = bloodcount;
bloodcount++;
}
}
void removeBlood(int id){
Particle *particle = bloodparticles[id];
particle->destroy();
bloodparticles[id] = bloodparticles[bloodcount-1];
bloodparticles[id]->id = id;
bloodparticles[bloodcount-1] = particle;
bloodcount--;
}
#include "main.h"
#include <math.h>
#include "particle.h"
#include "vector.h"
#include "utils.h"
#include "world.h"
#include "objectfactory.h"
#include "collision.h"
#include "glapi.h"
Particle::Particle(World *world, Mesh *mesh) : MeshObject(mesh){
this->world = world;
}
Contact *contact = new Contact();
int bloodcount;
void Particle::move(void){
/*if (position[1] + momentum[1] < 0.5){
currentparticle->velocity.x*=0.8;
currentparticle->velocity.y=fabs(currentparticle->velocity.y)*0.8;
currentparticle->velocity.z*=0.8;
currentparticle->bounces++;
}
currentparticle->position.x+=currentparticle->velocity.x;
currentparticle->position.y+=currentparticle->velocity.y;
currentparticle->position.z+=currentparticle->velocity.z;
currentparticle->angle.x+=currentparticle->velocity.x*50;
currentparticle->angle.y+=currentparticle->velocity.y*50;
currentparticle->angle.z+=currentparticle->velocity.z*50;
currentparticle->velocity.y-=0.003;
if (currentparticle->bounces==3) dieParticle(currentparticle);*/
momentum[1] -= 0.02;
int i;
vectorSet(contact->normal, 0, 1, 0);
contact->object2 = NULL;
bool die = false;
for (i = 0; i < mesh->vertexcount; i++){
float point[3];
transformPoint(point, mesh->vertices[i].position);
if (point[1] < 0){
contact->object1 = this;
vectorCopy(contact->position, point);
handleCollision(contact);
/*float impulse[3];
getMomentum(impulse);
impulse[0] = 0;
impulse[1] = fabs(impulse[1]);
impulse[2] = 0;
vectorScale(impulse, 1.1);
addImpulse(impulse, point);
position[1] -= point[1];
momentum[1] = impulse[1]*0.5;*/
}
}
/*if (vectorLength(momentum) < 0.5) die = true;
if (die) removeBlood(id);*/
lifetime++;
Object::move();
if (lifetime > 300) removeBlood(id);
}
void Particle::hitForce(float speed, Object *source){
/*bounces++;
if (bounces == 2){
removeBlood(id);
}*/
}
void Particle::create(float *position, float *velocity){
vectorCopy(this->position, position);
vectorCopy(this->momentum, velocity);
float rotate[3] = {randomf(2)-1, randomf(2)-1, randomf(2)-1};
vectorCopy(this->angularmomentum, rotate);
bounces = 0;
lifetime = 0;
world->addParticle(this);
}
void Particle::destroy(void){
world->removeParticle(this);
}
Particle **bloodparticles;
BloodAppearance::BloodAppearance(int *lifetime) : BasicBlockAppearance(1, 1, 1){
this->lifetime = lifetime;
usematerial = false;
}
void BloodAppearance::draw(void){
glPushMatrix();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
float alpha = 1-*lifetime*0.003;
if (alpha < 0) alpha = 0;
glColor4f(1, 0, 0, alpha);//1.0/(1+*lifetime*0.004));
glScalef(0.5, 0.5, 0.5);
BasicBlockAppearance::draw();
glDisable(GL_BLEND);
glPopMatrix();
}
World *bloodworld;
void initBloods(World *world){
bloodcount = 0;
bloodparticles = new Particle *[MAXBLOOD];
int i;
Mesh *bloodmesh = createBox(-0.5, 0.5, -0.5*BLOCKHEIGHT, 0.5*BLOCKHEIGHT, -0.5, 0.5);
for (i = 0; i < MAXBLOOD; i++){
bloodparticles[i] = new Particle(world, bloodmesh);
bloodparticles[i]->appearance = new BloodAppearance(&(bloodparticles[i]->lifetime));
bloodparticles[i]->setMass(1);
bloodparticles[i]->prepare();
//bloodparticles[i]->setGravity(true);
//bloodparticles[i]->setCollisionGroup(COLLISIONGROUP_PARTICLE);
//bloodparticles[i]->id = i;
}
bloodworld = world;
}
void createBlood(float *position, float *velocity){
if (bloodcount < MAXBLOOD){
Particle *currentparticle = bloodparticles[bloodcount];
currentparticle->create(position, velocity);
currentparticle->id = bloodcount;
bloodcount++;
}
}
void removeBlood(int id){
Particle *particle = bloodparticles[id];
particle->destroy();
bloodparticles[id] = bloodparticles[bloodcount-1];
bloodparticles[id]->id = id;
bloodparticles[bloodcount-1] = particle;
bloodcount--;
}

View file

@ -1,56 +1,56 @@
#ifndef __PARTICLE_H_INCLUDED__
#define __PARTICLE_H_INCLUDED__
class Particle;
class BloodAppearance;
#include "object.h"
#include "legoblocks.h"
#include "world.h"
class Particle : public MeshObject{
private:
int bounces;
bool enabled;
World *world;
bool alive;
public:
int lifetime;
int id;
Particle(World *world, Mesh *mesh);
void move(void);
void hitForce(float speed, Object *source);
void create(float *position, float *velocity);
void destroy(void);
};
#define MAXBLOOD 500
class BloodAppearance : public BasicBlockAppearance{
private:
int *lifetime;
public:
BloodAppearance(int *lifetime);
void draw(void);
};
void initBloods(World *world);
void createBlood(float *position, float *velocity);
void removeBlood(int id);
#endif
#ifndef __PARTICLE_H_INCLUDED__
#define __PARTICLE_H_INCLUDED__
class Particle;
class BloodAppearance;
#include "object.h"
#include "legoblocks.h"
#include "world.h"
class Particle : public MeshObject{
private:
int bounces;
bool enabled;
World *world;
bool alive;
public:
int lifetime;
int id;
Particle(World *world, Mesh *mesh);
void move(void);
void hitForce(float speed, Object *source);
void create(float *position, float *velocity);
void destroy(void);
};
#define MAXBLOOD 500
class BloodAppearance : public BasicBlockAppearance{
private:
int *lifetime;
public:
BloodAppearance(int *lifetime);
void draw(void);
};
void initBloods(World *world);
void createBlood(float *position, float *velocity);
void removeBlood(int id);
#endif

View file

@ -1,213 +1,213 @@
#include "main.h"
#include <SDL.h>
#include "run.h"
#include "fight.h"
#include "menu.h"
#include "end.h"
#include "graphics.h"
#include "3dutils.h"
#include "audio.h"
#include "font.h"
#include "legoblocks.h"
#include "glapi.h"
int gamemode;
bool changed;
bool gameinitialized = false;
void initFontTexture(void);
void initScenes(void){
knobgllist = glGenLists(1);
setDetail(detail);
//Simple loading-screen
enable2D();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapBuffers();
initFontTexture();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
print(0.08, 0.4, "Loading...", 0.2);
SDL_GL_SwapBuffers();
disable2D();
SKYBOX = -1;
initTextures();
initFight();
initMenu();
initEnd();
changeGameMode(MENUMODE);
//changeGameMode(ENDMODE);
gameinitialized = true;
}
void changeGameMode(int newmode){
gamemode = newmode;
changed = true;
}
void calculateFrame(int framecount){
switch(gamemode){
case MENUMODE:
calculateMenu(framecount);
break;
case FIGHTMODE:
calculateFight(framecount);
break;
case ENDMODE:
calculateEnd(framecount);
break;
}
updateAudio();
changed = false;
}
void drawFrame(int framecount){
if (changed) calculateFrame(framecount);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
switch(gamemode){
case MENUMODE:
drawMenu(framecount);
break;
case FIGHTMODE:
drawFight(framecount);
break;
case ENDMODE:
drawEnd(framecount);
break;
}
SDL_GL_SwapBuffers();
}
/*int SKY_FRONT_ID;
int SKY_BACK_ID;
int SKY_LEFT_ID;
int SKY_RIGHT_ID;
int SKY_TOP_ID;
int SKY_BOTTOM_ID;*/
bool texturesloaded = false;
Texture *flaretexture;
Texture *skyfronttexture;
Texture *skybacktexture;
Texture *skylefttexture;
Texture *skyrighttexture;
Texture *skytoptexture;
Texture *skybottomtexture;
Texture *damageHead;
Texture *damageTorso;
Texture *damageHand;
Texture *damageLeg;
Texture *tuxtexture;
Texture *faceTexture;
void initFontTexture(void){
if (!texturesloaded){
float trans[3] = {1, 0, 0};
fonttexture = new Texture();
fonttexture->loadImage(DATAPATH"font.png", trans);
} else{
fonttexture->reload();
}
}
void initTextures(void){
/*SKY_FRONT_ID = DRUID.loadTexture(SKYFRONT);
SKY_BACK_ID = DRUID.loadTexture(SKYBACK);
SKY_LEFT_ID = DRUID.loadTexture(SKYLEFT);
SKY_RIGHT_ID = DRUID.loadTexture(SKYRIGHT);
SKY_TOP_ID = DRUID.loadTexture(SKYTOP);
SKY_BOTTOM_ID = DRUID.loadTexture(SKYBOTTOM);*/
if (!texturesloaded){
skyfronttexture = new Texture();
skyfronttexture->loadImage(SKYFRONT);
skybacktexture = new Texture();
skybacktexture->loadImage(SKYBACK);
skylefttexture = new Texture();
skylefttexture->loadImage(SKYLEFT);
skyrighttexture = new Texture();
skyrighttexture->loadImage(SKYRIGHT);
skytoptexture = new Texture();
skytoptexture->loadImage(SKYTOP);
skybottomtexture = new Texture();
skybottomtexture->loadImage(SKYBOTTOM);
float something[3] = {1, 0, 0.5};
damageHead = new Texture();
damageHead->loadImage(DAMAGEHEAD, something);
damageTorso = new Texture();
damageTorso->loadImage(DAMAGETORSO, something);
damageHand = new Texture();
damageHand->loadImage(DAMAGEHAND, something);
damageLeg = new Texture();
damageLeg->loadImage(DAMAGELEG, something);
faceTexture = new Texture();
something[2] = 1;
faceTexture->loadImage(FACE, something);
float zeros[3] = {0, 0, 0};
flaretexture = new Texture();
flaretexture->loadImage(DATAPATH"flare.png", zeros);
float pink[3] = {1, 0, 1};
tuxtexture = new Texture();
tuxtexture->loadImage(DATAPATH"tux.png", pink);
} else{
skyfronttexture->reload();
skybacktexture->reload();
skylefttexture->reload();
skyrighttexture->reload();
skytoptexture->reload();
skybottomtexture->reload();
damageHead->reload();
damageTorso->reload();
damageHand->reload();
damageLeg->reload();
flaretexture->reload();
tuxtexture->reload();
}
texturesloaded = true;
}
void setDetail(int detail){
switch(detail){
case 0:
knobdetail = 0;
break;
case 1:
knobdetail = 5;
break;
case 2:
knobdetail = 8;
break;
case 3:
knobdetail = 16;
break;
}
initKnob();
}
#include "main.h"
#include <SDL.h>
#include "run.h"
#include "fight.h"
#include "menu.h"
#include "end.h"
#include "graphics.h"
#include "3dutils.h"
#include "audio.h"
#include "font.h"
#include "legoblocks.h"
#include "glapi.h"
int gamemode;
bool changed;
bool gameinitialized = false;
void initFontTexture(void);
void initScenes(void){
knobgllist = glGenLists(1);
setDetail(detail);
//Simple loading-screen
enable2D();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapBuffers();
initFontTexture();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
print(0.08, 0.4, "Loading...", 0.2);
SDL_GL_SwapBuffers();
disable2D();
SKYBOX = -1;
initTextures();
initFight();
initMenu();
initEnd();
changeGameMode(MENUMODE);
//changeGameMode(ENDMODE);
gameinitialized = true;
}
void changeGameMode(int newmode){
gamemode = newmode;
changed = true;
}
void calculateFrame(int framecount){
switch(gamemode){
case MENUMODE:
calculateMenu(framecount);
break;
case FIGHTMODE:
calculateFight(framecount);
break;
case ENDMODE:
calculateEnd(framecount);
break;
}
updateAudio();
changed = false;
}
void drawFrame(int framecount){
if (changed) calculateFrame(framecount);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
switch(gamemode){
case MENUMODE:
drawMenu(framecount);
break;
case FIGHTMODE:
drawFight(framecount);
break;
case ENDMODE:
drawEnd(framecount);
break;
}
SDL_GL_SwapBuffers();
}
/*int SKY_FRONT_ID;
int SKY_BACK_ID;
int SKY_LEFT_ID;
int SKY_RIGHT_ID;
int SKY_TOP_ID;
int SKY_BOTTOM_ID;*/
bool texturesloaded = false;
Texture *flaretexture;
Texture *skyfronttexture;
Texture *skybacktexture;
Texture *skylefttexture;
Texture *skyrighttexture;
Texture *skytoptexture;
Texture *skybottomtexture;
Texture *damageHead;
Texture *damageTorso;
Texture *damageHand;
Texture *damageLeg;
Texture *tuxtexture;
Texture *faceTexture;
void initFontTexture(void){
if (!texturesloaded){
float trans[3] = {1, 0, 0};
fonttexture = new Texture();
fonttexture->loadImage(DATAPATH"font.png", trans);
} else{
fonttexture->reload();
}
}
void initTextures(void){
/*SKY_FRONT_ID = DRUID.loadTexture(SKYFRONT);
SKY_BACK_ID = DRUID.loadTexture(SKYBACK);
SKY_LEFT_ID = DRUID.loadTexture(SKYLEFT);
SKY_RIGHT_ID = DRUID.loadTexture(SKYRIGHT);
SKY_TOP_ID = DRUID.loadTexture(SKYTOP);
SKY_BOTTOM_ID = DRUID.loadTexture(SKYBOTTOM);*/
if (!texturesloaded){
skyfronttexture = new Texture();
skyfronttexture->loadImage(SKYFRONT);
skybacktexture = new Texture();
skybacktexture->loadImage(SKYBACK);
skylefttexture = new Texture();
skylefttexture->loadImage(SKYLEFT);
skyrighttexture = new Texture();
skyrighttexture->loadImage(SKYRIGHT);
skytoptexture = new Texture();
skytoptexture->loadImage(SKYTOP);
skybottomtexture = new Texture();
skybottomtexture->loadImage(SKYBOTTOM);
float something[3] = {1, 0, 0.5};
damageHead = new Texture();
damageHead->loadImage(DAMAGEHEAD, something);
damageTorso = new Texture();
damageTorso->loadImage(DAMAGETORSO, something);
damageHand = new Texture();
damageHand->loadImage(DAMAGEHAND, something);
damageLeg = new Texture();
damageLeg->loadImage(DAMAGELEG, something);
faceTexture = new Texture();
something[2] = 1;
faceTexture->loadImage(FACE, something);
float zeros[3] = {0, 0, 0};
flaretexture = new Texture();
flaretexture->loadImage(DATAPATH"flare.png", zeros);
float pink[3] = {1, 0, 1};
tuxtexture = new Texture();
tuxtexture->loadImage(DATAPATH"tux.png", pink);
} else{
skyfronttexture->reload();
skybacktexture->reload();
skylefttexture->reload();
skyrighttexture->reload();
skytoptexture->reload();
skybottomtexture->reload();
damageHead->reload();
damageTorso->reload();
damageHand->reload();
damageLeg->reload();
flaretexture->reload();
tuxtexture->reload();
}
texturesloaded = true;
}
void setDetail(int detail){
switch(detail){
case 0:
knobdetail = 0;
break;
case 1:
knobdetail = 5;
break;
case 2:
knobdetail = 8;
break;
case 3:
knobdetail = 16;
break;
}
initKnob();
}

View file

@ -1,16 +1,16 @@
#ifndef __RUN_H_INCLUDED__
#define __RUN_H_INCLUDED__
#define MENUMODE 1
#define FIGHTMODE 2
#define ENDMODE 3
void initScenes(void);
void changeGameMode(int newmode);
void calculateFrame(int framecount);
void drawFrame(int framecount);
void initTextures(void);
void setDetail(int detail);
#endif
#ifndef __RUN_H_INCLUDED__
#define __RUN_H_INCLUDED__
#define MENUMODE 1
#define FIGHTMODE 2
#define ENDMODE 3
void initScenes(void);
void changeGameMode(int newmode);
void calculateFrame(int framecount);
void drawFrame(int framecount);
void initTextures(void);
void setDetail(int detail);
#endif

View file

@ -1,18 +1,18 @@
#include "shape.h"
Shape::Shape(Object *object){
this->object = object;
}
bool Shape::checkCollision(Object *target){
return false;
}
bool Shape::checkCollisionPeer(Shape *target){
return false;
}
bool Shape::checkCollisionPeer(SphereShape *target){
return false;
}
bool Shape::checkCollisionPeer(MeshShape *target){
return false;
}
#include "shape.h"
Shape::Shape(Object *object){
this->object = object;
}
bool Shape::checkCollision(Object *target){
return false;
}
bool Shape::checkCollisionPeer(Shape *target){
return false;
}
bool Shape::checkCollisionPeer(SphereShape *target){
return false;
}
bool Shape::checkCollisionPeer(MeshShape *target){
return false;
}

View file

@ -1,31 +1,31 @@
#ifndef __SHAPE_H_INCLUDED__
#define __SHAPE_H_INCLUDED__
class Shape;
class SphereShape;
class MeshShape;
#include "object.h"
/*
* Abstract class for object geometry
*/
class Shape{
protected:
Object *object;
public:
Shape(Object *object);
virtual float calculateMomentOfInertia(float *rotationvector) = 0;
virtual bool checkCollision(Object *target);
virtual bool checkCollisionPeer(Shape *target);
virtual bool checkCollisionPeer(SphereShape *target);
virtual bool checkCollisionPeer(MeshShape *target);
};
#endif
#ifndef __SHAPE_H_INCLUDED__
#define __SHAPE_H_INCLUDED__
class Shape;
class SphereShape;
class MeshShape;
#include "object.h"
/*
* Abstract class for object geometry
*/
class Shape{
protected:
Object *object;
public:
Shape(Object *object);
virtual float calculateMomentOfInertia(float *rotationvector) = 0;
virtual bool checkCollision(Object *target);
virtual bool checkCollisionPeer(Shape *target);
virtual bool checkCollisionPeer(SphereShape *target);
virtual bool checkCollisionPeer(MeshShape *target);
};
#endif

View file

@ -1,263 +1,263 @@
#include "main.h"
#include <math.h>
#include "sphere.h"
#include "utils.h"
#include "3dutils.h"
#include "audio.h"
#include "vector.h"
#include "collision.h"
#include "glapi.h"
Sphere::Sphere(void){
appearance = new SphereAppearance();
Object::appearance = appearance;
geometry = new SphereShape(this);
Object::geometry = geometry;
}
void Sphere::setRadius(float r){
if (r < 0) r = -r;
this->r = r;
appearance->setRadius(r);
geometry->setRadius(r);
}
SphereAppearance::SphereAppearance(void){
setRadius(1);
}
void SphereAppearance::setRadius(float r){
if (r < 0) r = -r;
this->r = r;
}
void Sphere::setColor(float red, float green, float blue){
appearance->getMaterial()->setColor(red, green, blue, 1);
}
void SphereAppearance::draw(void){
material.enable();
createSphere(r);
}
SphereShape::SphereShape(Object *sphere) : Shape(sphere){
setRadius(1);
}
void SphereShape::setRadius(float r){
this->r = r;
}
float SphereShape::getRadius(void){
return r;
}
bool SphereShape::checkCollision(Object *target){
return target->geometry->checkCollisionPeer(this);
}
float SphereShape::calculateMomentOfInertia(float *rotationvector){
return 2.0/3.0*r*r;
}
/*bool SphereShape::checkCollisionPeer(PlaneShape *target){
float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float height = target->height + targetposition[1];
if (sourceposition[1] - r < height){
//shotsound->play();
float normal[3] = {0, 1, 0};
float contactpoint[3] = {0, target->height, 0};
collide(object, target->object, normal, contactpoint);
return true;
}
return false;
}*/
bool SphereShape::checkCollisionPeer(SphereShape *target){
/*float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float impact[3];
vectorSub(impact, sourceposition, targetposition);*/
float impact[3] = {0, 0, 0};
object->transformPoint(impact, impact);
target->object->unTransformPoint(impact, impact);
float distance2 = vectorDot(impact, impact);
if (distance2 < (r + target->r)*(r + target->r)){
/*float temp[3], temp2[3], temp3[3];
object->getMomentum(temp2);
target->object->getMomentum(temp3);
vectorSub(temp, temp2, temp3);
shotsound->setVolume(1.0-1/(1+vectorLength(temp)*0.5));
shotsound->play();*/
float normal[3];
vectorNormalize(normal, impact);
float contactpoint[3];
vectorScale(contactpoint, normal, target->r);
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}
bool between(float x, float x1, float x2){
if ((x >= x1 && x <=x2) || (x >= x2 && x <=x1)) return true;
return false;
}
/*bool SphereShape::checkCollisionPeer(BoxShape *target){
float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float x1 = target->x1 + targetposition[0];
float x2 = target->x2 + targetposition[0];
float y1 = target->y1 + targetposition[1];
float y2 = target->y2 + targetposition[1];
float z1 = target->z1 + targetposition[2];
float z2 = target->z2 + targetposition[2];
float points[3][2] = {{x1, x2}, {y1, y2}, {z1, z2}};
float p[2], op1[2], op2[2];
float c, oc1, oc2;
int i;
float normal[3];
float *normal2[3];
//Faces
for (i = 0; i < 3; i++){
p[0] = points[i][0];
p[1] = points[i][1];
op1[0] = points[(i+1)%3][0];
op1[1] = points[(i+1)%3][1];
op2[0] = points[(i+2)%3][0];
op2[1] = points[(i+2)%3][1];
c = sourceposition[i];
oc1 = sourceposition[(i+1)%3];
oc2 = sourceposition[(i+2)%3];
normal2[0] = &normal[i];
normal2[1] = &normal[(i+1)%3];
normal2[2] = &normal[(i+2)%3];
if (between(oc1, op1[0], op1[1]) &&
between(oc2, op2[0], op2[1])){
if (c < p[0] && c+r > p[0]){
*normal2[0] = -1;
*normal2[1] = 0;
*normal2[2] = 0;
collide(object, target->object, normal);
return true;
}
if (c > p[1] && c-r < p[1]){
*normal2[0] = 1;
*normal2[1] = 0;
*normal2[2] = 0;
collide(object, target->object, normal);
return true;
}
}
}
//Edges
for (i = 0; i < 3; i++){
p[0] = points[i][0];
p[1] = points[i][1];
op1[0] = points[(i+1)%3][0];
op1[1] = points[(i+1)%3][1];
op2[0] = points[(i+2)%3][0];
op2[1] = points[(i+2)%3][1];
c = sourceposition[i];
oc1 = sourceposition[(i+1)%3];
oc2 = sourceposition[(i+2)%3];
normal2[0] = &normal[i];
normal2[1] = &normal[(i+1)%3];
normal2[2] = &normal[(i+2)%3];
float edges[4][2] = {
{p[0], op1[0]},
{p[1], op1[0]},
{p[0], op1[1]},
{p[1], op1[1]}};
if (between(oc2, op2[0], op2[1])){
int j;
for (j = 0; j < 4; j++){
float diff[2] = {c - edges[j][0], oc1 - edges[j][1]};
if (diff[0]*diff[0] + diff[1]*diff[1] < r*r){
*normal2[0] = diff[0];
*normal2[1] = diff[1];
*normal2[2] = 0;
vectorNormalize(normal);
collide(object, target->object, normal);
return true;
}
}
}
}
//Corners
float corners[8][3] = {
{x1, y1, z1},
{x1, y1, z2},
{x1, y2, z1},
{x1, y2, z2},
{x2, y1, z1},
{x2, y1, z2},
{x2, y2, z1},
{x2, y2, z2}};
for (i = 0; i < 8; i++){
float *corner = corners[i];
float difference[3];
vectorSub(difference, sourceposition, corner);
float length2 = vectorDot(difference, difference);
if (length2 < r*r){
float normal[3];
vectorNormalize(normal, difference);
collide(object, target->object, normal);
return true;
}
}
return false;
}*/
bool SphereShape::checkCollisionPeer(MeshShape *target){
float position[3] = {0, 0, 0};
object->transformPoint(position, position);
target->object->unTransformPoint(position, position);
Mesh *mesh = target->mesh;
float normal[3];
float contactpoint[3];
if (checkSphereMeshCollision(position, r, mesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}
#include "main.h"
#include <math.h>
#include "sphere.h"
#include "utils.h"
#include "3dutils.h"
#include "audio.h"
#include "vector.h"
#include "collision.h"
#include "glapi.h"
Sphere::Sphere(void){
appearance = new SphereAppearance();
Object::appearance = appearance;
geometry = new SphereShape(this);
Object::geometry = geometry;
}
void Sphere::setRadius(float r){
if (r < 0) r = -r;
this->r = r;
appearance->setRadius(r);
geometry->setRadius(r);
}
SphereAppearance::SphereAppearance(void){
setRadius(1);
}
void SphereAppearance::setRadius(float r){
if (r < 0) r = -r;
this->r = r;
}
void Sphere::setColor(float red, float green, float blue){
appearance->getMaterial()->setColor(red, green, blue, 1);
}
void SphereAppearance::draw(void){
material.enable();
createSphere(r);
}
SphereShape::SphereShape(Object *sphere) : Shape(sphere){
setRadius(1);
}
void SphereShape::setRadius(float r){
this->r = r;
}
float SphereShape::getRadius(void){
return r;
}
bool SphereShape::checkCollision(Object *target){
return target->geometry->checkCollisionPeer(this);
}
float SphereShape::calculateMomentOfInertia(float *rotationvector){
return 2.0/3.0*r*r;
}
/*bool SphereShape::checkCollisionPeer(PlaneShape *target){
float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float height = target->height + targetposition[1];
if (sourceposition[1] - r < height){
//shotsound->play();
float normal[3] = {0, 1, 0};
float contactpoint[3] = {0, target->height, 0};
collide(object, target->object, normal, contactpoint);
return true;
}
return false;
}*/
bool SphereShape::checkCollisionPeer(SphereShape *target){
/*float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float impact[3];
vectorSub(impact, sourceposition, targetposition);*/
float impact[3] = {0, 0, 0};
object->transformPoint(impact, impact);
target->object->unTransformPoint(impact, impact);
float distance2 = vectorDot(impact, impact);
if (distance2 < (r + target->r)*(r + target->r)){
/*float temp[3], temp2[3], temp3[3];
object->getMomentum(temp2);
target->object->getMomentum(temp3);
vectorSub(temp, temp2, temp3);
shotsound->setVolume(1.0-1/(1+vectorLength(temp)*0.5));
shotsound->play();*/
float normal[3];
vectorNormalize(normal, impact);
float contactpoint[3];
vectorScale(contactpoint, normal, target->r);
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}
bool between(float x, float x1, float x2){
if ((x >= x1 && x <=x2) || (x >= x2 && x <=x1)) return true;
return false;
}
/*bool SphereShape::checkCollisionPeer(BoxShape *target){
float sourceposition[3], targetposition[3];
object->getPosition(sourceposition);
target->object->getPosition(targetposition);
float x1 = target->x1 + targetposition[0];
float x2 = target->x2 + targetposition[0];
float y1 = target->y1 + targetposition[1];
float y2 = target->y2 + targetposition[1];
float z1 = target->z1 + targetposition[2];
float z2 = target->z2 + targetposition[2];
float points[3][2] = {{x1, x2}, {y1, y2}, {z1, z2}};
float p[2], op1[2], op2[2];
float c, oc1, oc2;
int i;
float normal[3];
float *normal2[3];
//Faces
for (i = 0; i < 3; i++){
p[0] = points[i][0];
p[1] = points[i][1];
op1[0] = points[(i+1)%3][0];
op1[1] = points[(i+1)%3][1];
op2[0] = points[(i+2)%3][0];
op2[1] = points[(i+2)%3][1];
c = sourceposition[i];
oc1 = sourceposition[(i+1)%3];
oc2 = sourceposition[(i+2)%3];
normal2[0] = &normal[i];
normal2[1] = &normal[(i+1)%3];
normal2[2] = &normal[(i+2)%3];
if (between(oc1, op1[0], op1[1]) &&
between(oc2, op2[0], op2[1])){
if (c < p[0] && c+r > p[0]){
*normal2[0] = -1;
*normal2[1] = 0;
*normal2[2] = 0;
collide(object, target->object, normal);
return true;
}
if (c > p[1] && c-r < p[1]){
*normal2[0] = 1;
*normal2[1] = 0;
*normal2[2] = 0;
collide(object, target->object, normal);
return true;
}
}
}
//Edges
for (i = 0; i < 3; i++){
p[0] = points[i][0];
p[1] = points[i][1];
op1[0] = points[(i+1)%3][0];
op1[1] = points[(i+1)%3][1];
op2[0] = points[(i+2)%3][0];
op2[1] = points[(i+2)%3][1];
c = sourceposition[i];
oc1 = sourceposition[(i+1)%3];
oc2 = sourceposition[(i+2)%3];
normal2[0] = &normal[i];
normal2[1] = &normal[(i+1)%3];
normal2[2] = &normal[(i+2)%3];
float edges[4][2] = {
{p[0], op1[0]},
{p[1], op1[0]},
{p[0], op1[1]},
{p[1], op1[1]}};
if (between(oc2, op2[0], op2[1])){
int j;
for (j = 0; j < 4; j++){
float diff[2] = {c - edges[j][0], oc1 - edges[j][1]};
if (diff[0]*diff[0] + diff[1]*diff[1] < r*r){
*normal2[0] = diff[0];
*normal2[1] = diff[1];
*normal2[2] = 0;
vectorNormalize(normal);
collide(object, target->object, normal);
return true;
}
}
}
}
//Corners
float corners[8][3] = {
{x1, y1, z1},
{x1, y1, z2},
{x1, y2, z1},
{x1, y2, z2},
{x2, y1, z1},
{x2, y1, z2},
{x2, y2, z1},
{x2, y2, z2}};
for (i = 0; i < 8; i++){
float *corner = corners[i];
float difference[3];
vectorSub(difference, sourceposition, corner);
float length2 = vectorDot(difference, difference);
if (length2 < r*r){
float normal[3];
vectorNormalize(normal, difference);
collide(object, target->object, normal);
return true;
}
}
return false;
}*/
bool SphereShape::checkCollisionPeer(MeshShape *target){
float position[3] = {0, 0, 0};
object->transformPoint(position, position);
target->object->unTransformPoint(position, position);
Mesh *mesh = target->mesh;
float normal[3];
float contactpoint[3];
if (checkSphereMeshCollision(position, r, mesh, normal, contactpoint)){
target->object->transformVector(normal, normal);
target->object->transformPoint(contactpoint, contactpoint);
addCollision(object, target->object, normal, contactpoint);
//vectorAdd(contactnormal, normal);
return true;
}
return false;
}

View file

@ -1,67 +1,67 @@
#ifndef __SPHERE_H_INCLUDED__
#define __SPHERE_H_INCLUDED__
#include "object.h"
#include "material.h"
#include "mesh.h"
class SphereAppearance;
//Object for sphere
class Sphere : public Object{
private:
float r;
SphereAppearance *appearance;
SphereShape *geometry;
public:
Sphere(void);
void setRadius(float r);
void setColor(float red, float green, float blue);
};
//Appearance of sphere
class SphereAppearance : public Appearance{
private:
float r;
public:
SphereAppearance(void);
void setRadius(float r);
void draw(void);
};
//Geometry of sphere
class SphereShape : public Shape{
private:
float r;
public:
SphereShape(Object *sphere);
void setRadius(float r);
float getRadius(void);
float calculateMomentOfInertia(float *rotationvector);
bool checkCollision(Object *target);
bool checkCollisionPeer(SphereShape *target);
bool checkCollisionPeer(MeshShape *target);
friend class Sphere;
friend class MeshShape;
};
#endif
#ifndef __SPHERE_H_INCLUDED__
#define __SPHERE_H_INCLUDED__
#include "object.h"
#include "material.h"
#include "mesh.h"
class SphereAppearance;
//Object for sphere
class Sphere : public Object{
private:
float r;
SphereAppearance *appearance;
SphereShape *geometry;
public:
Sphere(void);
void setRadius(float r);
void setColor(float red, float green, float blue);
};
//Appearance of sphere
class SphereAppearance : public Appearance{
private:
float r;
public:
SphereAppearance(void);
void setRadius(float r);
void draw(void);
};
//Geometry of sphere
class SphereShape : public Shape{
private:
float r;
public:
SphereShape(Object *sphere);
void setRadius(float r);
float getRadius(void);
float calculateMomentOfInertia(float *rotationvector);
bool checkCollision(Object *target);
bool checkCollisionPeer(SphereShape *target);
bool checkCollisionPeer(MeshShape *target);
friend class Sphere;
friend class MeshShape;
};
#endif

View file

@ -1,97 +1,97 @@
#include "texture.h"
#include "graphics.h"
Texture::Texture(void){
this->textureId = -1;
this->enabled = false;
}
Texture::~Texture(void){
if (textureId != -1){
DRUID.freeTexture(textureId);
textureId = -1;
enabled = false;
}
}
Texture::Texture(int id){
if (id > -1){
this->textureId = id;
this->enabled = false;
}
else{
this->textureId = -1;
this->enabled = false;
}
}
bool Texture::loadImage(char* path){
format = GL_RGB;
texture = IMG_Load(path);
//texture = SDL_DisplayFormatAlpha(texture);
this->textureId = DRUID.loadTexture(texture, -1);
//this->textureId = DRUID.loadTexture(path, -1);
this->enable();
return this->isValidId();
}
bool Texture::loadImage(char* path, float *trans){
format = GL_RGBA;
texture = IMG_Load(path);
Uint32 colorKey = SDL_MapRGB(texture->format,
(Uint8)(trans[0] * 255),
(Uint8)(trans[1] * 255),
(Uint8)(trans[2] * 255));
//SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
//SDL_Surface* alphaSurface = SDL_DisplayFormatAlpha(texture);
texture = SDL_DisplayFormatAlpha(texture);
this->textureId = DRUID.loadTexture(texture, -1, format);
this->enable();
return this->isValidId();
}
void Texture::reload(void){
this->textureId = DRUID.loadTexture(texture, -1, format);
this->enable();
}
void Texture::disable(void){
this->enabled = false;
glDisable(GL_TEXTURE_2D);
}
void Texture::enable(void){
if (textureId > -1){
this->enabled = true;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureId);
}
}
bool Texture::isEnabled(void){
return this->enabled;
}
int Texture::getId(void){
return this->textureId;
}
void Texture::setId(int id){
if (id > -1){
this->textureId = id;
this->enable();
}
}
bool Texture::isValidId(void){
return (this->textureId > -1);
}
#include "texture.h"
#include "graphics.h"
Texture::Texture(void){
this->textureId = -1;
this->enabled = false;
}
Texture::~Texture(void){
if (textureId != -1){
DRUID.freeTexture(textureId);
textureId = -1;
enabled = false;
}
}
Texture::Texture(int id){
if (id > -1){
this->textureId = id;
this->enabled = false;
}
else{
this->textureId = -1;
this->enabled = false;
}
}
bool Texture::loadImage(char* path){
format = GL_RGB;
texture = IMG_Load(path);
//texture = SDL_DisplayFormatAlpha(texture);
this->textureId = DRUID.loadTexture(texture, -1);
//this->textureId = DRUID.loadTexture(path, -1);
this->enable();
return this->isValidId();
}
bool Texture::loadImage(char* path, float *trans){
format = GL_RGBA;
texture = IMG_Load(path);
Uint32 colorKey = SDL_MapRGB(texture->format,
(Uint8)(trans[0] * 255),
(Uint8)(trans[1] * 255),
(Uint8)(trans[2] * 255));
//SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
//SDL_Surface* alphaSurface = SDL_DisplayFormatAlpha(texture);
texture = SDL_DisplayFormatAlpha(texture);
this->textureId = DRUID.loadTexture(texture, -1, format);
this->enable();
return this->isValidId();
}
void Texture::reload(void){
this->textureId = DRUID.loadTexture(texture, -1, format);
this->enable();
}
void Texture::disable(void){
this->enabled = false;
glDisable(GL_TEXTURE_2D);
}
void Texture::enable(void){
if (textureId > -1){
this->enabled = true;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureId);
}
}
bool Texture::isEnabled(void){
return this->enabled;
}
int Texture::getId(void){
return this->textureId;
}
void Texture::setId(int id){
if (id > -1){
this->textureId = id;
this->enable();
}
}
bool Texture::isValidId(void){
return (this->textureId > -1);
}

View file

@ -1,38 +1,38 @@
#ifndef __TEXTURE_H_INCLUDED__
#define __TEXTURE_H_INCLUDED__
#include <SDL_image.h>
#include "main.h"
class Texture{
public:
Texture(void);
Texture(int id);
~Texture(void);
bool loadImage(char* path);
bool loadImage(char* path, float *trans);
void enable(void);
void disable(void);
bool isEnabled(void);
int getId(void);
void setId(int id);
bool isValidId(void);
void reload(void);
//int* getOGLTexture(void);
//int* getModifiableOGLTexture(void);
private:
int textureId;
//int* modTexture;
bool enabled;
SDL_Surface *texture;
int format;
};
#endif
#ifndef __TEXTURE_H_INCLUDED__
#define __TEXTURE_H_INCLUDED__
#include <SDL_image.h>
#include "main.h"
class Texture{
public:
Texture(void);
Texture(int id);
~Texture(void);
bool loadImage(char* path);
bool loadImage(char* path, float *trans);
void enable(void);
void disable(void);
bool isEnabled(void);
int getId(void);
void setId(int id);
bool isValidId(void);
void reload(void);
//int* getOGLTexture(void);
//int* getModifiableOGLTexture(void);
private:
int textureId;
//int* modTexture;
bool enabled;
SDL_Surface *texture;
int format;
};
#endif

View file

@ -1,39 +1,39 @@
#include <stdlib.h>
void swapInt(int *a, int *b){
int temp = *a;
*a = *b;
*b = temp;
}
void swapFloat(float *a, float *b){
float temp = *a;
*a = *b;
*b = temp;
}
int random(int x){
return rand() * x / RAND_MAX;
}
float randomf(float x){
return rand() * x / RAND_MAX;
}
int smod(int val, int mod){
if (val>=0) return val%mod;
int temp=-val/mod+1;
return (val+temp*mod)%mod;
}
double sdes(double val){
if (val>=0) return val-(int)(val);
return val-(int)(val)+1;
}
double sfmod(double val, double mod){
val-=(int)(val/mod)*mod;
if (val<0) val+=mod;
return val;
}
#include <stdlib.h>
void swapInt(int *a, int *b){
int temp = *a;
*a = *b;
*b = temp;
}
void swapFloat(float *a, float *b){
float temp = *a;
*a = *b;
*b = temp;
}
int random(int x){
return rand() * x / RAND_MAX;
}
float randomf(float x){
return rand() * x / RAND_MAX;
}
int smod(int val, int mod){
if (val>=0) return val%mod;
int temp=-val/mod+1;
return (val+temp*mod)%mod;
}
double sdes(double val){
if (val>=0) return val-(int)(val);
return val-(int)(val)+1;
}
double sfmod(double val, double mod){
val-=(int)(val/mod)*mod;
if (val<0) val+=mod;
return val;
}

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@ -1,16 +1,16 @@
#ifndef __UTILS_H_INCLUDED__
#define __UTILS_H_INCLUDED__
#define PI 3.14159265358979323846
void swapInt(int *a, int *b);
void swapFloat(float *a, float *b);
int random(int x);
float randomf(float x);
int smod(int val, int mod);
double sdes(double val);
double sfmod(double val, double mod);
#endif
#ifndef __UTILS_H_INCLUDED__
#define __UTILS_H_INCLUDED__
#define PI 3.14159265358979323846
void swapInt(int *a, int *b);
void swapFloat(float *a, float *b);
int random(int x);
float randomf(float x);
int smod(int val, int mod);
double sdes(double val);
double sfmod(double val, double mod);
#endif

View file

@ -1,274 +1,274 @@
#include <math.h>
#include "main.h"
#include "vector.h"
#include "utils.h"
void vectorSet(float *target, float x, float y, float z){
target[0] = x;
target[1] = y;
target[2] = z;
}
void vectorCopy(float *target, float *source){
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
}
void vectorAdd(float *target, float *source1, float *source2){
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
}
void vectorAdd(float *target, float *source){
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
}
void vectorSub(float *target, float *source1, float *source2){
target[0] = source1[0] - source2[0];
target[1] = source1[1] - source2[1];
target[2] = source1[2] - source2[2];
}
void vectorSub(float *target, float *source){
target[0] -= source[0];
target[1] -= source[1];
target[2] -= source[2];
}
void vectorNegative(float *target, float *source){
target[0] = -source[0];
target[1] = -source[1];
target[2] = -source[2];
}
void vectorNegative(float *target){
target[0] = -target[0];
target[1] = -target[1];
target[2] = -target[2];
}
void vectorScale(float *target, float *source, float scale){
target[0] = source[0] * scale;
target[1] = source[1] * scale;
target[2] = source[2] * scale;
}
void vectorScale(float *target, float scale){
target[0] *= scale;
target[1] *= scale;
target[2] *= scale;
}
float vectorDot(float *source1, float *source2){
return source1[0]*source2[0] + source1[1]*source2[1] + source1[2]*source2[2];
}
float vectorNormalizedDot(float *source1, float *source2){
return vectorDot(source1, source2) / (vectorLength(source1) * vectorLength(source2));
}
float vectorLength(float *source){
return sqrtf(vectorDot(source, source));
}
void vectorCross(float *target, float *source1, float *source2){
target[0] = source1[1]*source2[2] - source1[2]*source2[1];
target[1] = source1[2]*source2[0] - source1[0]*source2[2];
target[2] = source1[0]*source2[1] - source1[1]*source2[0];
}
void vectorNormalize(float *target, float *source){
vectorScale(target, source, 1.0/vectorLength(source));
}
void vectorNormalize(float *target){
vectorScale(target, 1.0/vectorLength(target));
}
void vectorReflect(float *target, float *source, float *normal){
vectorCopy(target, normal);
vectorScale(target, -vectorDot(source, normal)*2);
vectorAdd(target, source);
}
void vectorProject(float *target, float *source1, float *source2){
vectorScale(target, source2, vectorDot(source1, source2) / vectorDot(source2, source2));
}
bool vectorIsZero(float *vector){
if (vector[0] == 0 && vector[1] == 0 && vector[2] == 0) return true;
//if (vectorDot(vector, vector) < 0.00001) return true;
else return false;
}
void vectorSaturate(float *target, float *source, float min, float max){
float len = vectorLength(source);
if (len < min){
len = min;
} else if (len > max){
len = max;
} else{
if (target != source) vectorCopy(target, source);
return;
}
vectorNormalize(target, source);
vectorScale(target, len);
}
void vectorSaturate(float *vector, float min, float max){
vectorSaturate(vector, vector, min, max);
}
void vectorMatrixMultiply(float *target, float *source, float *matrix){
float source2[3];
if (source == target){
vectorCopy(source2, source);
source = source2;
}
int x;
for (x = 0; x < 3; x++){
target[x] = source[0]*matrix[0+x] +
source[1]*matrix[3+x] +
source[2]*matrix[6+x];
}
}
void matrixSet(float *matrix,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3){
matrix[0] = x1;
matrix[1] = y1;
matrix[2] = z1;
matrix[3] = x2;
matrix[4] = y2;
matrix[5] = z2;
matrix[6] = x3;
matrix[7] = y3;
matrix[8] = z3;
}
void matrixSet(float *matrix, float *r1, float *r2, float *r3){
vectorCopy(&matrix[0], r1);
vectorCopy(&matrix[3], r2);
vectorCopy(&matrix[6], r3);
}
void matrixCopy(float *target, float *source){
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
target[3] = source[3];
target[4] = source[4];
target[5] = source[5];
target[6] = source[6];
target[7] = source[7];
target[8] = source[8];
}
void matrixIdentity(float *matrix){
matrixSet(matrix, 1, 0, 0, 0, 1, 0, 0, 0, 1);
}
void matrixAdd(float *target, float *source1, float *source2){
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
target[3] = source1[3] + source2[3];
target[4] = source1[4] + source2[4];
target[5] = source1[5] + source2[5];
target[6] = source1[6] + source2[6];
target[7] = source1[7] + source2[7];
target[8] = source1[8] + source2[8];
}
void matrixAdd(float *target, float *source){
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
target[3] += source[3];
target[4] += source[4];
target[5] += source[5];
target[6] += source[6];
target[7] += source[7];
target[8] += source[8];
}
void matrixMultiply(float *target, float *source1, float *source2){
float target2[9];
float *oldtarget = target;
bool copy = false;
if (source1 == target || source2 == target){
copy = true;
target = target2;
}
int x, y;
for (y = 0; y < 3; y++){
for (x = 0; x < 3; x++){
*target = source1[y*3+0]*source2[x] +
source1[y*3+1]*source2[3+x] +
source1[y*3+2]*source2[6+x];
target++;
}
}
if (copy){
matrixCopy(oldtarget, target2);
}
}
/*void matrixMultiply(float *target, float *source){
matrixMultiply(target, source, source);
}*/
/*void matrixRotate(float *matrix, float *vector){
float rotmat[9];
createRotationMatrix(rotmat, vector);
matrixMultiply(matrix, matrix, rotmat);
}*/
void matrixCreateRotation(float *matrix, float *vector){
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
float x = n[0];
float y = n[1];
float z = n[2];
matrixSet(matrix,
t*x*x + c, t*y*x + s*z, t*z*x - s*y,
t*x*y - s*z, t*y*y + c, t*z*y + s*x,
t*x*z + s*y, t*y*z - s*x, t*z*z + c);
}
void matrixTranspose(float *target, float *source){
target[0] = source[0]; target[1] = source[3]; target[2] = source[6];
target[3] = source[1]; target[4] = source[4]; target[5] = source[7];
target[6] = source[2]; target[7] = source[5]; target[8] = source[8];
}
/*void rotatePointAroundVector(float *target, float *point, float *vector){
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
//r' = r*c + n*(n . r)*t + (r x n)*s
}*/
#include <math.h>
#include "main.h"
#include "vector.h"
#include "utils.h"
void vectorSet(float *target, float x, float y, float z){
target[0] = x;
target[1] = y;
target[2] = z;
}
void vectorCopy(float *target, float *source){
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
}
void vectorAdd(float *target, float *source1, float *source2){
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
}
void vectorAdd(float *target, float *source){
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
}
void vectorSub(float *target, float *source1, float *source2){
target[0] = source1[0] - source2[0];
target[1] = source1[1] - source2[1];
target[2] = source1[2] - source2[2];
}
void vectorSub(float *target, float *source){
target[0] -= source[0];
target[1] -= source[1];
target[2] -= source[2];
}
void vectorNegative(float *target, float *source){
target[0] = -source[0];
target[1] = -source[1];
target[2] = -source[2];
}
void vectorNegative(float *target){
target[0] = -target[0];
target[1] = -target[1];
target[2] = -target[2];
}
void vectorScale(float *target, float *source, float scale){
target[0] = source[0] * scale;
target[1] = source[1] * scale;
target[2] = source[2] * scale;
}
void vectorScale(float *target, float scale){
target[0] *= scale;
target[1] *= scale;
target[2] *= scale;
}
float vectorDot(float *source1, float *source2){
return source1[0]*source2[0] + source1[1]*source2[1] + source1[2]*source2[2];
}
float vectorNormalizedDot(float *source1, float *source2){
return vectorDot(source1, source2) / (vectorLength(source1) * vectorLength(source2));
}
float vectorLength(float *source){
return sqrtf(vectorDot(source, source));
}
void vectorCross(float *target, float *source1, float *source2){
target[0] = source1[1]*source2[2] - source1[2]*source2[1];
target[1] = source1[2]*source2[0] - source1[0]*source2[2];
target[2] = source1[0]*source2[1] - source1[1]*source2[0];
}
void vectorNormalize(float *target, float *source){
vectorScale(target, source, 1.0/vectorLength(source));
}
void vectorNormalize(float *target){
vectorScale(target, 1.0/vectorLength(target));
}
void vectorReflect(float *target, float *source, float *normal){
vectorCopy(target, normal);
vectorScale(target, -vectorDot(source, normal)*2);
vectorAdd(target, source);
}
void vectorProject(float *target, float *source1, float *source2){
vectorScale(target, source2, vectorDot(source1, source2) / vectorDot(source2, source2));
}
bool vectorIsZero(float *vector){
if (vector[0] == 0 && vector[1] == 0 && vector[2] == 0) return true;
//if (vectorDot(vector, vector) < 0.00001) return true;
else return false;
}
void vectorSaturate(float *target, float *source, float min, float max){
float len = vectorLength(source);
if (len < min){
len = min;
} else if (len > max){
len = max;
} else{
if (target != source) vectorCopy(target, source);
return;
}
vectorNormalize(target, source);
vectorScale(target, len);
}
void vectorSaturate(float *vector, float min, float max){
vectorSaturate(vector, vector, min, max);
}
void vectorMatrixMultiply(float *target, float *source, float *matrix){
float source2[3];
if (source == target){
vectorCopy(source2, source);
source = source2;
}
int x;
for (x = 0; x < 3; x++){
target[x] = source[0]*matrix[0+x] +
source[1]*matrix[3+x] +
source[2]*matrix[6+x];
}
}
void matrixSet(float *matrix,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3){
matrix[0] = x1;
matrix[1] = y1;
matrix[2] = z1;
matrix[3] = x2;
matrix[4] = y2;
matrix[5] = z2;
matrix[6] = x3;
matrix[7] = y3;
matrix[8] = z3;
}
void matrixSet(float *matrix, float *r1, float *r2, float *r3){
vectorCopy(&matrix[0], r1);
vectorCopy(&matrix[3], r2);
vectorCopy(&matrix[6], r3);
}
void matrixCopy(float *target, float *source){
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
target[3] = source[3];
target[4] = source[4];
target[5] = source[5];
target[6] = source[6];
target[7] = source[7];
target[8] = source[8];
}
void matrixIdentity(float *matrix){
matrixSet(matrix, 1, 0, 0, 0, 1, 0, 0, 0, 1);
}
void matrixAdd(float *target, float *source1, float *source2){
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
target[3] = source1[3] + source2[3];
target[4] = source1[4] + source2[4];
target[5] = source1[5] + source2[5];
target[6] = source1[6] + source2[6];
target[7] = source1[7] + source2[7];
target[8] = source1[8] + source2[8];
}
void matrixAdd(float *target, float *source){
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
target[3] += source[3];
target[4] += source[4];
target[5] += source[5];
target[6] += source[6];
target[7] += source[7];
target[8] += source[8];
}
void matrixMultiply(float *target, float *source1, float *source2){
float target2[9];
float *oldtarget = target;
bool copy = false;
if (source1 == target || source2 == target){
copy = true;
target = target2;
}
int x, y;
for (y = 0; y < 3; y++){
for (x = 0; x < 3; x++){
*target = source1[y*3+0]*source2[x] +
source1[y*3+1]*source2[3+x] +
source1[y*3+2]*source2[6+x];
target++;
}
}
if (copy){
matrixCopy(oldtarget, target2);
}
}
/*void matrixMultiply(float *target, float *source){
matrixMultiply(target, source, source);
}*/
/*void matrixRotate(float *matrix, float *vector){
float rotmat[9];
createRotationMatrix(rotmat, vector);
matrixMultiply(matrix, matrix, rotmat);
}*/
void matrixCreateRotation(float *matrix, float *vector){
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
float x = n[0];
float y = n[1];
float z = n[2];
matrixSet(matrix,
t*x*x + c, t*y*x + s*z, t*z*x - s*y,
t*x*y - s*z, t*y*y + c, t*z*y + s*x,
t*x*z + s*y, t*y*z - s*x, t*z*z + c);
}
void matrixTranspose(float *target, float *source){
target[0] = source[0]; target[1] = source[3]; target[2] = source[6];
target[3] = source[1]; target[4] = source[4]; target[5] = source[7];
target[6] = source[2]; target[7] = source[5]; target[8] = source[8];
}
/*void rotatePointAroundVector(float *target, float *point, float *vector){
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
//r' = r*c + n*(n . r)*t + (r x n)*s
}*/

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@ -1,50 +1,50 @@
#ifndef __VECTOR_H_INCLUDED__
#define __VECTOR_H_INCLUDED__
#include "main.h"
void vectorSet(float *target, float x, float y, float z);
void vectorCopy(float *target, float *source);
void vectorAdd(float *target, float *source1, float *source2);
void vectorAdd(float *target, float *source);
void vectorSub(float *target, float *source);
void vectorSub(float *target, float *source1, float *source2);
void vectorNegative(float *target, float *source);
void vectorNegative(float *target);
void vectorScale(float *target, float *source, float scale);
void vectorScale(float *target, float scale);
float vectorDot(float *source1, float *source2);
float vectorNormalizedDot(float *source1, float *source2);
float vectorLength(float *source);
void vectorCross(float *target, float *source1, float *source2);
void vectorNormalize(float *target, float *source);
void vectorNormalize(float *target);
void vectorReflect(float *target, float *source, float *normal);
bool vectorIsZero(float *vector);
void vectorSaturate(float *target, float *source, float min, float max);
void vectorSaturate(float *vector, float min, float max);
//Projects vector source1 onto vector source2
void vectorProject(float *target, float *source1, float *source2);
void vectorMatrixMultiply(float *target, float *source, float *matrix);
void matrixSet(float *matrix,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3);
void matrixSet(float *matrix, float *r1, float *r2, float *r3);
void matrixCopy(float *target, float *source);
void matrixIdentity(float *matrix);
void matrixAdd(float *target, float *source1, float *source2);
void matrixAdd(float *target, float *source);
void matrixMultiply(float *target, float *source1, float *source2);
//void matrixMultiply(float *target, float *source);
void matrixRotate(float *matrix, float *vector);
void matrixCreateRotation(float *matrix, float *vector);
void matrixTranspose(float *target, float *source);
#endif
#ifndef __VECTOR_H_INCLUDED__
#define __VECTOR_H_INCLUDED__
#include "main.h"
void vectorSet(float *target, float x, float y, float z);
void vectorCopy(float *target, float *source);
void vectorAdd(float *target, float *source1, float *source2);
void vectorAdd(float *target, float *source);
void vectorSub(float *target, float *source);
void vectorSub(float *target, float *source1, float *source2);
void vectorNegative(float *target, float *source);
void vectorNegative(float *target);
void vectorScale(float *target, float *source, float scale);
void vectorScale(float *target, float scale);
float vectorDot(float *source1, float *source2);
float vectorNormalizedDot(float *source1, float *source2);
float vectorLength(float *source);
void vectorCross(float *target, float *source1, float *source2);
void vectorNormalize(float *target, float *source);
void vectorNormalize(float *target);
void vectorReflect(float *target, float *source, float *normal);
bool vectorIsZero(float *vector);
void vectorSaturate(float *target, float *source, float min, float max);
void vectorSaturate(float *vector, float min, float max);
//Projects vector source1 onto vector source2
void vectorProject(float *target, float *source1, float *source2);
void vectorMatrixMultiply(float *target, float *source, float *matrix);
void matrixSet(float *matrix,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3);
void matrixSet(float *matrix, float *r1, float *r2, float *r3);
void matrixCopy(float *target, float *source);
void matrixIdentity(float *matrix);
void matrixAdd(float *target, float *source1, float *source2);
void matrixAdd(float *target, float *source);
void matrixMultiply(float *target, float *source1, float *source2);
//void matrixMultiply(float *target, float *source);
void matrixRotate(float *matrix, float *vector);
void matrixCreateRotation(float *matrix, float *vector);
void matrixTranspose(float *target, float *source);
#endif

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@ -1,211 +1,211 @@
#include "world.h"
#include "object.h"
#include "collision.h"
#include "vector.h"
World::World(void){
childlist = NULL;
linklist = NULL;
maxparticles = 500;
particles = new Particle *[maxparticles];
particlecount = 0;
}
void World::prepare(void){
objectlist *node = childlist;
childcount = 0;
while (node != NULL){
Object *child = node->object;
child->prepare();
node = node->next;
childcount++;
}
childs = new Object *[childcount];
node = childlist;
int i = 0;
while (node != NULL){
Object *child = node->object;
childs[i] = child;
node = node->next;
i++;
}
contacts = new Contact[MAXCONTACTS];//childcount*childcount];
}
#define GRAVITY 9.81
//#define GRAVITY 15
void World::move(void){
int i, j;
//Gravity
float gravity[3];
vectorSet(gravity, 0, 0, 0);
for (i = 0; i < childcount; i++){
Object *object = childs[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object = particles[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}*/
//Collisions
contactcount = 0;
for (i = 0; i < childcount; i++){
Object *object1 = childs[i];
int group1 = object1->getCollisionGroup();
for (j = i+1; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object1 = particles[i];
int group1 = object1->getCollisionGroup();
for (j = 0; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}*/
//printf("Contacts: %i\n", contactcount);
bool contactresponse;
j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);
/*j = 0;
do{
contactresponse = false;
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);*/
/*j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
j++;
} while (contactresponse && j < 3);*/
for (i = 0; i < childcount; i++){
childs[i]->move();
}
for (i = 0; i < particlecount; i++){
particles[i]->move();
}
}
void World::draw(void){
int i;
for (i = 0; i < childcount; i++) childs[i]->draw();
for (i = 0; i < particlecount; i++) particles[i]->draw();
}
void World::addChild(Object *child){
objectlist *node = new objectlist;
node->object = child;
node->next = childlist;
childlist = node;
}
void World::addParticle(Particle *particle){
if (particlecount < maxparticles){
particles[particlecount++] = particle;
}
}
void World::removeParticle(Particle *particle){
int i;
for (i = 0; i < particlecount; i++){
if (particles[i] == particle){
particles[i] = particles[particlecount-1];
particlecount--;
break;
}
}
}
ObjectLink *World::addLink(Object *object1, Object *object2, float *point){
ObjectLink *link = new ObjectLink();
link->object1 = object1;
link->object2 = object2;
if (point != NULL){
object1->unTransformPoint(link->point1, point);
object2->unTransformPoint(link->point2, point);
link->enabled = true;
} else{
link->enabled = false;
}
objectlinklist *node = new objectlinklist;
node->link = link;
node->next = linklist;
linklist = node;
return link;
}
void World::renewLink(ObjectLink *link, float *point){
link->object1->unTransformPoint(link->point1, point);
link->object2->unTransformPoint(link->point2, point);
link->enabled = true;
}
#include "world.h"
#include "object.h"
#include "collision.h"
#include "vector.h"
World::World(void){
childlist = NULL;
linklist = NULL;
maxparticles = 500;
particles = new Particle *[maxparticles];
particlecount = 0;
}
void World::prepare(void){
objectlist *node = childlist;
childcount = 0;
while (node != NULL){
Object *child = node->object;
child->prepare();
node = node->next;
childcount++;
}
childs = new Object *[childcount];
node = childlist;
int i = 0;
while (node != NULL){
Object *child = node->object;
childs[i] = child;
node = node->next;
i++;
}
contacts = new Contact[MAXCONTACTS];//childcount*childcount];
}
#define GRAVITY 9.81
//#define GRAVITY 15
void World::move(void){
int i, j;
//Gravity
float gravity[3];
vectorSet(gravity, 0, 0, 0);
for (i = 0; i < childcount; i++){
Object *object = childs[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object = particles[i];
if (object->gravity){
gravity[1] = -object->getMass()*GRAVITY;
object->addExternalForce(gravity);
}
}*/
//Collisions
contactcount = 0;
for (i = 0; i < childcount; i++){
Object *object1 = childs[i];
int group1 = object1->getCollisionGroup();
for (j = i+1; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}
/*for (i = 0; i < particlecount; i++){
Particle *object1 = particles[i];
int group1 = object1->getCollisionGroup();
for (j = 0; j < childcount; j++){
Object *object2 = childs[j];
int group2 = object2->getCollisionGroup();
if (isCollisionLink(group1, group2)){
object2->geometry->checkCollision(object1);
}
}
}*/
//printf("Contacts: %i\n", contactcount);
bool contactresponse;
j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);
/*j = 0;
do{
contactresponse = false;
//Collision contact
for (i = 0; i < contactcount; i++){
Contact *contact = &contacts[i];
if (handleCollision(contact)) contactresponse = true;
}
j++;
} while (contactresponse && j < 10);*/
/*j = 0;
do{
contactresponse = false;
//Links between objects
objectlinklist *node = linklist;
while (node != NULL){
ObjectLink *link = node->link;
if (handleLink(link)) contactresponse = true;
node = node->next;
}
j++;
} while (contactresponse && j < 3);*/
for (i = 0; i < childcount; i++){
childs[i]->move();
}
for (i = 0; i < particlecount; i++){
particles[i]->move();
}
}
void World::draw(void){
int i;
for (i = 0; i < childcount; i++) childs[i]->draw();
for (i = 0; i < particlecount; i++) particles[i]->draw();
}
void World::addChild(Object *child){
objectlist *node = new objectlist;
node->object = child;
node->next = childlist;
childlist = node;
}
void World::addParticle(Particle *particle){
if (particlecount < maxparticles){
particles[particlecount++] = particle;
}
}
void World::removeParticle(Particle *particle){
int i;
for (i = 0; i < particlecount; i++){
if (particles[i] == particle){
particles[i] = particles[particlecount-1];
particlecount--;
break;
}
}
}
ObjectLink *World::addLink(Object *object1, Object *object2, float *point){
ObjectLink *link = new ObjectLink();
link->object1 = object1;
link->object2 = object2;
if (point != NULL){
object1->unTransformPoint(link->point1, point);
object2->unTransformPoint(link->point2, point);
link->enabled = true;
} else{
link->enabled = false;
}
objectlinklist *node = new objectlinklist;
node->link = link;
node->next = linklist;
linklist = node;
return link;
}
void World::renewLink(ObjectLink *link, float *point){
link->object1->unTransformPoint(link->point1, point);
link->object2->unTransformPoint(link->point2, point);
link->enabled = true;
}

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@ -1,56 +1,56 @@
#ifndef __WORLD_H_INCLUDED__
#define __WORLD_H_INCLUDED__
class World;
class ObjectLink;
#include "object.h"
#include "particle.h"
class ObjectLink{
public:
Object *object1, *object2;
float point1[3], point2[3];
bool enabled;
};
struct objectlinklist{
ObjectLink *link;
objectlinklist *next;
};
#define MAXCONTACTS 100
class World{
private:
objectlist *childlist;
int childcount;
Object **childs;
int particlecount;
int maxparticles;
Particle **particles;
objectlinklist *linklist;
public:
World(void);
void prepare(void);
void move(void);
void draw(void);
void addChild(Object *child);
void addParticle(Particle *particle);
void removeParticle(Particle *particle);
//Point is world-relative
ObjectLink *addLink(Object *object1, Object *object2, float *point);
void renewLink(ObjectLink *link, float *point);
};
#endif
#ifndef __WORLD_H_INCLUDED__
#define __WORLD_H_INCLUDED__
class World;
class ObjectLink;
#include "object.h"
#include "particle.h"
class ObjectLink{
public:
Object *object1, *object2;
float point1[3], point2[3];
bool enabled;
};
struct objectlinklist{
ObjectLink *link;
objectlinklist *next;
};
#define MAXCONTACTS 100
class World{
private:
objectlist *childlist;
int childcount;
Object **childs;
int particlecount;
int maxparticles;
Particle **particles;
objectlinklist *linklist;
public:
World(void);
void prepare(void);
void move(void);
void draw(void);
void addChild(Object *child);
void addParticle(Particle *particle);
void removeParticle(Particle *particle);
//Point is world-relative
ObjectLink *addLink(Object *object1, Object *object2, float *point);
void renewLink(ObjectLink *link, float *point);
};
#endif