Convert crlf to nl for portability
This commit is contained in:
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src/3dutils.cpp
720
src/3dutils.cpp
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#include "main.h"
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#include "3dutils.h"
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#include <math.h>
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#include "utils.h"
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#include "mesh.h"
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#include "vector.h"
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#include "texture.h"
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#include "glapi.h"
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int SKYBOX = -1;
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/*
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* Luo pyörähdyskappaleen y-akselin ympäri annetuista pisteistä
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* Parametrina taulukollinen pisteitä,
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* pisteidein määrä,
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* jakojen määrä pyörähdyssuunnassa,
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* jakojen määrä "pysty"suunnassa
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* Jos viimeinen parametri on sama kuin pisteiden määrä,
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* niin pyörähdyskappale vastaa suoraan annettujen pisteiden
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* pyörähdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
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* interpoloinnilla annettujen pisteiden välillä.
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*/
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void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks){
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int i, j;
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point2d *h1, *h2;
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point2d *derivates;
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if (pointderivates == NULL) derivates = new point2d[count];
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else derivates = pointderivates;
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//Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua lukuunottamatta
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for (i = 0; i < count; i++){
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if (pointderivates == NULL || (derivates[i].x == 0 && derivates[i].y == 0)){
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if (i == 0) h1 = &points[0];
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else h1 = &points[i-1];
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if (i == count-1) h2 = &points[count-1];
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else h2 = &points[i+1];
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float dx,dy;
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dx = (h2->x - h1->x);
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dy = (h2->y - h1->y);
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if (i > 0 && i < count){
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dx /= 2;
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dy /= 2;
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}
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derivates[i].x = dx;
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derivates[i].y = dy;
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}
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}
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float sif;
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int si;
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point2d newpoint, oldpoint;
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point2d derivate;
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point2d newnormal, oldnormal;
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point2d A, B, C, D;
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oldpoint.x = points[0].x;
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oldpoint.y = points[0].y;
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oldnormal.x = derivates[0].y;
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oldnormal.y = -derivates[0].x;
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point2d *p1, *p2, *d1, *d2;
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int i1, i2;
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float t;
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float x1, y1, z1, x2, y2, z2, nx1, ny1, nz1, nx2, ny2, nz2;
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for (i = 1; i <= stacks-(stacks/count); i++){
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sif = (float)i*count/stacks;
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si = (int)sif;
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t = sif-si;
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i1 = si;
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i2 = si+1;
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if (i2 >= count) i2 = count-1;
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p1 = &points[i1];
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p2 = &points[i2];
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d1 = &derivates[i1];
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d2 = &derivates[i2];
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//Hermite-käyrä A*t^3 + B*t^2 + C*t + D
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//Hermite-käyrän derivaatta 3*A*t^2 + 2*B*t + C
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//Vakiot A,B,C ja D ovat laskettu siten, että:
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//1. H(0)=p1;
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//2. H(1)=p2;
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//3. H'(0)=d1;
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//4. H'(1)=d2;
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//
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//A = d2 - 2*p2 + d1 + 2*p1
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//B = -d2 + 3*p2 - 2*d1 - 3*p1
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//C = d1
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//D = p1
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A.x = d2->x - 2*p2->x + d1->x + 2*p1->x;
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A.y = d2->y - 2*p2->y + d1->y + 2*p1->y;
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B.x = - d2->x + 3*p2->x - 2*d1->x - 3*p1->x;
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B.y = - d2->y + 3*p2->y - 2*d1->y - 3*p1->y;
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C.x = d1->x;
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C.y = d1->y;
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D.x = p1->x;
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D.y = p1->y;
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newpoint.x = A.x*t*t*t + B.x*t*t + C.x*t + D.x;
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newpoint.y = A.y*t*t*t + B.y*t*t + C.y*t + D.y;
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derivate.x = 3*A.x*t*t + 2*B.x*t + C.x;
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derivate.y = 3*A.y*t*t + 2*B.y*t + C.y;
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newnormal.x = derivate.y;
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newnormal.y = -derivate.x;
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glBegin(GL_QUAD_STRIP);
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for (j = 0; j <= slices; j++){
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float angle = j*2*PI/slices;
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nx2 = sin(angle)*newnormal.x;
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ny2 = newnormal.y;
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nz2 = cos(angle)*newnormal.x;
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glNormal3f(nx2, ny2, nz2);
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x2 = sin(angle)*newpoint.x;
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y2 = newpoint.y;
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z2 = cos(angle)*newpoint.x;
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glTexCoord2f(j*1.0/slices,1.0-(i*1.0/(stacks-1)));
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glVertex3f(x2, y2, z2);
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nx1 = sin(angle)*oldnormal.x;
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ny1 = oldnormal.y;
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nz1 = cos(angle)*oldnormal.x;
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glNormal3f(nx1, ny1, nz1);
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x1 = sin(angle)*oldpoint.x;
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y1 = oldpoint.y;
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z1 = cos(angle)*oldpoint.x;
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glTexCoord2f(j*1.0/slices,1.0-((i-1)*1.0/(stacks-1)));
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glVertex3f(x1, y1, z1);
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}
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glEnd();
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oldpoint.x = newpoint.x;
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oldpoint.y = newpoint.y;
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oldnormal.x = newnormal.x;
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oldnormal.y = newnormal.y;
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}
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}
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GLUquadricObj *spherequadric = gluNewQuadric();
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void createSphere(float r, int slices, int stacks){
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/*float phi, theta;
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int x, y;
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for (y = 0; y < stacks; y++){
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for (x = 0; x < slices; x++){
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}
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}*/
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gluSphere(spherequadric, r, slices, stacks);
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}
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#define DEFAULTSLICES 20
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#define DEFAULTSTACKS 10
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void createSphere(float r){
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createSphere(r, DEFAULTSLICES, DEFAULTSTACKS);
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}
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bool solvePointInTriangle(float *position, float *normal,
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Vertex *v1, Vertex *v2, Vertex *v3,
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float *t, float *u, float *v){
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float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
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float det,inv_det;
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// find vectors for two edges sharing vert0
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vectorSub(edge1, v2->position, v1->position);
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vectorSub(edge2, v3->position, v1->position);
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// begin calculating determinant - also used to calculate U parameter
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vectorCross(pvec, normal, edge2);
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//if determinant is near zero, ray lies in plane of triangle
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det = vectorDot(edge1, pvec);
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if (det > -EPSILON && det < EPSILON) return false;
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inv_det = 1.0 / det;
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// calculate distance from vert0 to ray origin
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vectorSub(tvec, position, v1->position);
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// calculate U parameter and test bounds
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*u = vectorDot(tvec, pvec) * inv_det;
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if (*u < 0.0 || *u > 1.0) return false;
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// prepare to test V parameter
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vectorCross(qvec, tvec, edge1);
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// calculate V parameter and test bounds
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*v = vectorDot(normal, qvec) * inv_det;
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if (*v < 0.0 || *u + *v > 1.0) return false;
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// calculate t, ray intersects triangle
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*t = vectorDot(edge2, qvec) * inv_det;
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return true;
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}
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float distanceFromPlane(float point[3], float normal[3], float distance){
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return vectorDot(point, normal) + distance;
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}
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void createSkyBox(float x, float y, float z, float w, float h, float l)
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{
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glEnable(GL_TEXTURE_2D);
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glClear(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_LIGHTING);
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glShadeModel(GL_FLAT);
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float modelview[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
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modelview[12] = modelview[13] = modelview[14] = 0.0f;
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glPushMatrix();
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glLoadMatrixf(modelview);
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if (SKYBOX > 0){
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glCallList(SKYBOX);
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}
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else{
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SKYBOX = glGenLists(1);
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float d = 1.0/512;
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//glPushAttrib(GL_COLOR);
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glNewList(SKYBOX, GL_COMPILE_AND_EXECUTE);
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//glBindTexture(GL_TEXTURE_2D, SKY_BACK_ID);
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skybacktexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_FRONT_ID);
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skyfronttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_TOP_ID);
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skytoptexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y + h, z + l);
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/*glTexCoord2f(1.0f, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 1.0f); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);*/
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_BOTTOM_ID);
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skybottomtexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y, z + l);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_LEFT_ID);
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skylefttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z + l);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_RIGHT_ID);
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skyrighttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z);
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glEnd();
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glEndList();
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}
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHTING);
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glShadeModel(GL_SMOOTH);
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}
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void enable2D(void){
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, 1, 1, 0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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}
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void disable2D(void){
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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}
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#include "main.h"
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#include "3dutils.h"
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#include <math.h>
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#include "utils.h"
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#include "mesh.h"
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#include "vector.h"
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#include "texture.h"
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#include "glapi.h"
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int SKYBOX = -1;
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/*
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* Luo pyörähdyskappaleen y-akselin ympäri annetuista pisteistä
|
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* Parametrina taulukollinen pisteitä,
|
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* pisteidein määrä,
|
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* jakojen määrä pyörähdyssuunnassa,
|
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* jakojen määrä "pysty"suunnassa
|
||||
* Jos viimeinen parametri on sama kuin pisteiden määrä,
|
||||
* niin pyörähdyskappale vastaa suoraan annettujen pisteiden
|
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* pyörähdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
|
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* interpoloinnilla annettujen pisteiden välillä.
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*/
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void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks){
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int i, j;
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point2d *h1, *h2;
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point2d *derivates;
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if (pointderivates == NULL) derivates = new point2d[count];
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else derivates = pointderivates;
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//Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua lukuunottamatta
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for (i = 0; i < count; i++){
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if (pointderivates == NULL || (derivates[i].x == 0 && derivates[i].y == 0)){
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if (i == 0) h1 = &points[0];
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else h1 = &points[i-1];
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if (i == count-1) h2 = &points[count-1];
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else h2 = &points[i+1];
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float dx,dy;
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dx = (h2->x - h1->x);
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dy = (h2->y - h1->y);
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if (i > 0 && i < count){
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dx /= 2;
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dy /= 2;
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}
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derivates[i].x = dx;
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derivates[i].y = dy;
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}
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}
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float sif;
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int si;
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point2d newpoint, oldpoint;
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point2d derivate;
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point2d newnormal, oldnormal;
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point2d A, B, C, D;
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oldpoint.x = points[0].x;
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oldpoint.y = points[0].y;
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oldnormal.x = derivates[0].y;
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oldnormal.y = -derivates[0].x;
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point2d *p1, *p2, *d1, *d2;
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int i1, i2;
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float t;
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float x1, y1, z1, x2, y2, z2, nx1, ny1, nz1, nx2, ny2, nz2;
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for (i = 1; i <= stacks-(stacks/count); i++){
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sif = (float)i*count/stacks;
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si = (int)sif;
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t = sif-si;
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i1 = si;
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i2 = si+1;
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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);
|
||||
}
|
||||
|
|
114
src/3dutils.h
114
src/3dutils.h
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
540
src/audio.cpp
540
src/audio.cpp
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
144
src/audio.h
144
src/audio.h
|
@ -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
|
||||
|
||||
|
|
174
src/camera.cpp
174
src/camera.cpp
|
@ -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);
|
||||
}
|
||||
|
|
64
src/camera.h
64
src/camera.h
|
@ -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
|
||||
|
||||
|
|
1514
src/collision.cpp
1514
src/collision.cpp
File diff suppressed because it is too large
Load diff
|
@ -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
|
||||
|
||||
|
|
288
src/end.cpp
288
src/end.cpp
|
@ -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();
|
||||
}
|
||||
|
|
32
src/end.h
32
src/end.h
|
@ -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
|
||||
|
||||
|
|
1194
src/fight.cpp
1194
src/fight.cpp
File diff suppressed because it is too large
Load diff
56
src/fight.h
56
src/fight.h
|
@ -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
|
||||
|
||||
|
|
146
src/font.cpp
146
src/font.cpp
|
@ -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];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
26
src/font.h
26
src/font.h
|
@ -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
|
||||
|
||||
|
|
128
src/glapi.cpp
128
src/glapi.cpp
|
@ -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);
|
||||
}
|
||||
|
|
20
src/glapi.h
20
src/glapi.h
|
@ -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
|
||||
|
||||
|
||||
|
|
472
src/graphics.cpp
472
src/graphics.cpp
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
108
src/graphics.h
108
src/graphics.h
|
@ -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
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
182
src/legoblocks.h
182
src/legoblocks.h
|
@ -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
|
||||
|
|
2042
src/legoman.cpp
2042
src/legoman.cpp
File diff suppressed because it is too large
Load diff
394
src/legoman.h
394
src/legoman.h
|
@ -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
|
||||
|
||||
|
|
384
src/light.cpp
384
src/light.cpp
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
60
src/light.h
60
src/light.h
|
@ -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
|
||||
|
||||
|
|
290
src/main.cpp
290
src/main.cpp
|
@ -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;
|
||||
}
|
||||
|
|
54
src/main.h
54
src/main.h
|
@ -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
|
||||
|
||||
|
|
120
src/material.cpp
120
src/material.cpp
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
1694
src/menu.cpp
1694
src/menu.cpp
File diff suppressed because it is too large
Load diff
38
src/menu.h
38
src/menu.h
|
@ -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
|
||||
|
||||
|
|
758
src/mesh.cpp
758
src/mesh.cpp
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
242
src/mesh.h
242
src/mesh.h
|
@ -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
|
||||
|
||||
|
|
426
src/object.cpp
426
src/object.cpp
|
@ -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();
|
||||
}
|
||||
|
|
292
src/object.h
292
src/object.h
|
@ -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
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
302
src/particle.cpp
302
src/particle.cpp
|
@ -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--;
|
||||
}
|
||||
|
|
112
src/particle.h
112
src/particle.h
|
@ -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
|
||||
|
||||
|
|
426
src/run.cpp
426
src/run.cpp
|
@ -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();
|
||||
}
|
||||
|
||||
|
||||
|
|
32
src/run.h
32
src/run.h
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
62
src/shape.h
62
src/shape.h
|
@ -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
|
||||
|
||||
|
|
526
src/sphere.cpp
526
src/sphere.cpp
|
@ -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;
|
||||
}
|
||||
|
|
134
src/sphere.h
134
src/sphere.h
|
@ -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
|
||||
|
||||
|
|
194
src/texture.cpp
194
src/texture.cpp
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
32
src/utils.h
32
src/utils.h
|
@ -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
|
||||
|
||||
|
|
548
src/vector.cpp
548
src/vector.cpp
|
@ -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
|
||||
}*/
|
||||
|
||||
|
|
100
src/vector.h
100
src/vector.h
|
@ -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
|
||||
|
||||
|
|
422
src/world.cpp
422
src/world.cpp
|
@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
|
112
src/world.h
112
src/world.h
|
@ -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
|
||||
|
||||
|
|
Loading…
Reference in a new issue