#include "main.h" #include #include #include #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 = (int)getValueFromString(vert); char *face = findStringEnd(data, "Faces:"); target->polygoncount = (int)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 = (int)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 = (int)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 = (int)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); }