1 | #if 0
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2 |
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3 |
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4 | #include "Geometry.h"
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5 | #include "glInterface.h"
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6 | #include "stdio.h"
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7 | #include "teapot.h"
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8 |
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9 | #include <math.h>
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10 |
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11 |
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12 | namespace CHCDemo
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13 | {
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14 |
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15 | #define NO_LIST -1
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16 | #define STRIP_END -1
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17 |
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18 | int Geometry::num_torus_indices;
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19 | int Geometry::num_torus_vertices;
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20 | int Geometry::num_torus_normals;
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21 |
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22 | const int Geometry::torus_precision = 24;
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23 | const int Geometry::sphere_precision = 24;
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24 |
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25 | float *Geometry::torus_vertices;
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26 | float *Geometry::torus_normals;
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27 | int *Geometry::torus_indices;
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28 |
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29 | // choose size so the glut-rendered sphere is approximately
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30 | // as big as the other objects
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31 | const float Geometry::sphere_radius = 1.0 / 9.0f;
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32 | const float Geometry::torus_inner_radius = 0.05;
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33 | const float Geometry::torus_outer_radius = 0.07;
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34 |
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35 | int Geometry::sDisplayList[NUM_OBJECTS];
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36 |
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37 | bool Geometry::sIsInitialised = Init();
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38 |
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39 | Geometry::Geometry():
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40 | mXRotation(0), mYRotation(0), mZRotation(0), mScale(1.0), mObjectType(TEAPOT)
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41 | {
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42 | copyVector3Values(mTranslation, 0, 0, 0);
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43 |
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44 | SetAmbientColor(0.1745, 0.01175, 0.01175);
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45 | SetDiffuseColor(0.61424, 0.04136, 0.04136);
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46 | SetSpecularColor(0.727811, 0.626959, 0.626959);
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47 |
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48 | CalcBoundingVolume();
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49 | CalcTransform();
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50 | GenerateList();
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51 | }
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52 |
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53 | Geometry::Geometry(Vector3 translation, float xRot, float yRot, float zRot, float scale, int objectType):
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54 | mXRotation(xRot), mYRotation(yRot), mZRotation(zRot), mScale(scale), mObjectType(objectType)
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55 | {
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56 | copyVector3(mTranslation, translation);
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57 |
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58 | SetAmbientColor(0.1745, 0.01175, 0.01175);
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59 | SetDiffuseColor(0.61424, 0.04136, 0.04136);
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60 | SetSpecularColor(0.727811, 0.626959, 0.626959);
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61 |
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62 | CalcBoundingVolume();
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63 | CalcTransform();
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64 | GenerateList();
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65 | }
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66 |
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67 | void Geometry::ResetLists()
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68 | {
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69 | for(int i = 0; i < NUM_OBJECTS; i++)
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70 | {
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71 | if(sDisplayList[i] == NO_LIST)
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72 | glDeleteLists(sDisplayList[i], 1);
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73 |
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74 | sDisplayList[i] = NO_LIST;
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75 | }
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76 | }
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77 |
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78 | void Geometry::CleanUp()
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79 | {
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80 | ResetLists();
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81 |
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82 | delete [] torus_vertices;
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83 | delete [] torus_normals;
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84 | delete [] torus_indices;
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85 | }
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86 |
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87 |
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88 | bool Geometry::Init()
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89 | {
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90 | for(int i=0; i < NUM_OBJECTS; i++)
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91 | sDisplayList[i] = NO_LIST;
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92 |
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93 | // parameters chosen so torus is approximately as big as teapot
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94 | CreateTorus(torus_inner_radius, torus_outer_radius, torus_precision);
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95 |
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96 | return true;
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97 | }
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98 |
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99 |
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100 | void Geometry::GenerateList()
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101 | {
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102 | if(sDisplayList[mObjectType] == NO_LIST)
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103 | {
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104 | sDisplayList[mObjectType] = glGenLists(1);
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105 | glNewList(sDisplayList[mObjectType], GL_COMPILE);
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106 |
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107 | switch(mObjectType)
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108 | {
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109 | case TEAPOT:
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110 | RenderTeapot();
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111 | break;
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112 | case TORUS:
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113 | RenderTorus();
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114 | break;
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115 | case SPHERE:
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116 | RenderSphere();
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117 | break;
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118 |
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119 | default:
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120 | break;
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121 | }
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122 |
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123 | glEndList();
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124 | }
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125 | }
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126 |
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127 |
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128 | void Geometry::Render()
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129 | {
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130 | glMaterialfv(GL_FRONT, GL_AMBIENT, mAmbientColor);
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131 | glMaterialfv(GL_FRONT, GL_DIFFUSE, mDiffuseColor);
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132 | glMaterialfv(GL_FRONT, GL_SPECULAR, mSpecularColor);
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133 |
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134 | glPushMatrix();
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135 |
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136 | Transform();
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137 |
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138 | glCallList(sDisplayList[mObjectType]);
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139 |
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140 | glPopMatrix();
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141 | }
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142 |
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143 |
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144 | //! sets rotations around the three axis: executed in the order specified here
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145 | void Geometry::SetRotations(float xRot, float yRot, float zRot)
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146 | {
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147 | mXRotation = xRot;
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148 | mYRotation = yRot;
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149 | mZRotation = zRot;
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150 |
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151 | CalcBoundingVolume();
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152 | CalcTransform();
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153 | }
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154 |
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155 |
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156 | void Geometry::SetTranslation(Vector3 translation)
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157 | {
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158 | copyVector3(mTranslation, translation);
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159 |
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160 | CalcBoundingVolume();
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161 | CalcTransform();
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162 | }
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163 |
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164 |
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165 | void Geometry::SetScale(float scale)
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166 | {
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167 | mScale = scale;
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168 | CalcTransform();
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169 |
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170 | CalcBoundingVolume();
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171 | }
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172 |
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173 |
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174 | void Geometry::SetAmbientColor(float ambientR, float ambientG, float ambientB)
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175 | {
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176 | mAmbientColor[0] = ambientR;
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177 | mAmbientColor[1] = ambientG;
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178 | mAmbientColor[2] = ambientB;
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179 | }
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180 |
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181 |
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182 | void Geometry::SetDiffuseColor(float diffuseR, float diffuseG, float diffuseB)
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183 | {
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184 | mDiffuseColor[0] = diffuseR;
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185 | mDiffuseColor[1] = diffuseG;
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186 | mDiffuseColor[2] = diffuseB;
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187 | }
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188 |
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189 |
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190 | void Geometry::SetSpecularColor(float specularR, float specularG, float specularB)
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191 | {
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192 | mSpecularColor[0] = specularR;
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193 | mSpecularColor[1] = specularG;
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194 | mSpecularColor[2] = specularB;
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195 | }
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196 |
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197 |
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198 | float Geometry::GetScale()
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199 | {
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200 | return mScale;
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201 | }
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202 |
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203 |
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204 | void Geometry::GetTranslation(Vector3 translation)
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205 | {
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206 | copyVector3(translation, mTranslation);
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207 | }
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208 |
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209 |
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210 | void Geometry::GetRotations(float &xRot, float &yRot, float &zRot)
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211 | {
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212 | xRot = mXRotation;
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213 | yRot = mYRotation;
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214 | zRot = mZRotation;
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215 | }
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216 |
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217 |
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218 | const AABox &Geometry::GetBoundingVolume()
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219 | {
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220 | return mBoundingBox;
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221 | }
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222 |
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223 |
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224 | void Geometry::SetLastVisited(int lastVisited)
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225 | {
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226 | mLastVisited = lastVisited;
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227 | }
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228 |
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229 |
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230 | int Geometry::GetLastVisited()
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231 | {
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232 | return mLastVisited;
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233 | }
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234 |
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235 |
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236 | void Geometry::SetObjectType(int type)
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237 | {
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238 | mObjectType = type;
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239 | GenerateList();
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240 | }
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241 |
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242 |
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243 | void Geometry::RenderTeapot()
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244 | {
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245 | int i = 0;
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246 |
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247 | while(i < num_teapot_indices)
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248 | {
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249 | glBegin(GL_TRIANGLE_STRIP);
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250 |
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251 | while (teapot_indices[i] != STRIP_END)
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252 | {
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253 | int index = teapot_indices[i] * 3;
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254 |
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255 | glNormal3fv(teapot_normals + index);
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256 | glVertex3fv(teapot_vertices + index);
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257 |
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258 | ++ i;
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259 | }
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260 |
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261 | glEnd();
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262 |
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263 | ++ i; // skip strip end flag
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264 | }
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265 | }
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266 |
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267 |
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268 | void Geometry::CalcBoundingVolume()
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269 | {
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270 | switch(mObjectType)
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271 | {
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272 | case TORUS:
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273 | CalcBoundingVolume(torus_vertices, num_torus_vertices);
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274 | break;
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275 | case SPHERE:
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276 | CalcSphereBoundingVolume();
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277 | break;
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278 | case TEAPOT:
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279 | CalcBoundingVolume(teapot_vertices, num_teapot_vertices);
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280 | break;
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281 | default:
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282 | break;
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283 | }
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284 | }
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285 |
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286 |
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287 | void Geometry::CalcBoundingVolume(float *vertices, const int num_vertices)
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288 | {
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289 | Vector3 *rotatedPoints = new Vector3[num_vertices];
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290 |
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291 | for (int i = 0; i < num_vertices; ++ i)
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292 | {
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293 | copyVector3Values(rotatedPoints[i], vertices[i * 3],
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294 | vertices[i * 3 + 1], vertices[i * 3 + 2]);
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295 |
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296 | rotateVectorZ(rotatedPoints[i], mZRotation * PI_180);
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297 | rotateVectorY(rotatedPoints[i], mYRotation * PI_180);
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298 | rotateVectorX(rotatedPoints[i], mXRotation * PI_180);
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299 | }
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300 |
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301 | calcCubicHull(mBoundingBox.min, mBoundingBox.max, rotatedPoints, num_vertices);
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302 |
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303 | for (int i = 0; i < 3; ++ i)
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304 | {
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305 | mBoundingBox.min[i] *= mScale;
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306 | mBoundingBox.max[i] *= mScale;
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307 | }
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308 |
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309 | addVector3(mBoundingBox.min, mTranslation, mBoundingBox.min);
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310 | addVector3(mBoundingBox.max, mTranslation, mBoundingBox.max);
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311 |
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312 | delete [] rotatedPoints;
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313 | }
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314 |
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315 |
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316 | void Geometry::CalcSphereBoundingVolume()
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317 | {
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318 | float len = mScale * sphere_radius;
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319 | Vector3 size = {len, len, len};
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320 |
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321 | diffVector3(mBoundingBox.min, mTranslation, size);
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322 | addVector3(mBoundingBox.max, mTranslation, size);
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323 | }
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324 |
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325 |
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326 | void Geometry::RenderTorus()
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327 | {
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328 | glVertexPointer(3, GL_FLOAT, sizeof(float), torus_vertices);
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329 | glEnableClientState(GL_VERTEX_ARRAY);
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330 |
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331 | glNormalPointer(GL_FLOAT, sizeof(float), torus_normals);
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332 | glEnableClientState(GL_NORMAL_ARRAY);
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333 |
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334 | glDrawElements(GL_TRIANGLES, num_torus_indices, GL_UNSIGNED_INT, torus_indices);
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335 |
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336 | glDisableClientState(GL_VERTEX_ARRAY);
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337 | glDisableClientState(GL_NORMAL_ARRAY);
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338 | }
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339 |
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340 | /* Creates a torus with specified radii, with number of rings and ring
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341 | subdivision = precision.
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342 | */
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343 | void Geometry::CreateTorus(float innerRadius, float outerRadius, int precision)
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344 | {
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345 | num_torus_vertices = num_torus_normals = (precision + 1) * (precision + 1);
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346 | num_torus_indices = 2 * precision * precision * 3;
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347 |
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348 | torus_vertices = new float[num_torus_vertices * 3];
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349 | torus_normals = new float[num_torus_normals * 3];
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350 | torus_indices = new int[num_torus_indices];
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351 |
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352 | for (int i = 0; i < precision + 1; ++ i)
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353 | {
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354 | int index = i * 3;
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355 |
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356 | Vector3 currentVertex = {innerRadius, 0.0f, 0.0f};
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357 | rotateVectorZ(currentVertex, ((float)i * 2.0 * PI) / (float)precision);
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358 |
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359 | currentVertex[0] += outerRadius;
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360 |
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361 | Vector3 sTangent = {0.0f, 0.0f, -1.0f};
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362 | Vector3 tTangent = {0, -1, 0};
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363 | rotateVectorZ(tTangent, ((float)i * 2.0 * PI) / (float)precision);
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364 |
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365 | Vector3 currentNormal;
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366 |
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367 | cross(currentNormal, tTangent, sTangent);
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368 |
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369 | torus_normals[index + 0] = currentNormal[0];
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370 | torus_normals[index + 1] = currentNormal[1];
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371 | torus_normals[index + 2] = currentNormal[2];
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372 |
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373 | torus_vertices[index + 0] = currentVertex[0];
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374 | torus_vertices[index + 1] = currentVertex[1];
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375 | torus_vertices[index + 2] = currentVertex[2];
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376 | }
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377 |
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378 | for (int i_rng = 1; i_rng < precision + 1; ++ i_rng)
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379 | {
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380 | for(int i = 0; i<precision + 1; ++ i)
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381 | {
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382 | int index = 3 * (i_rng * (precision + 1) + i);
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383 |
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384 | Vector3 currentVertex = {torus_vertices[i*3], torus_vertices[i*3+1], torus_vertices[i*3+2]};
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385 |
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386 | rotateVectorY(currentVertex, ((float)i_rng * 2.0 * PI) / (float)precision);
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387 |
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388 | Vector3 currentNormal = {torus_normals[i*3], torus_normals[i*3+1], torus_normals[i*3+2]};
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389 |
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390 | rotateVectorY(currentNormal, ((float)i_rng * 2.0 * PI) / (float)precision);
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391 |
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392 | torus_normals[index + 0] = currentNormal[0];
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393 | torus_normals[index + 1] = currentNormal[1];
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394 | torus_normals[index + 2] = currentNormal[2];
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395 |
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396 | torus_vertices[index + 0] = currentVertex[0];
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397 | torus_vertices[index + 1] = currentVertex[1];
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398 | torus_vertices[index + 2] = currentVertex[2];
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399 | }
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400 | }
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401 |
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402 | for (int i_rng = 0; i_rng < precision; ++ i_rng)
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403 | {
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404 | for (int i = 0; i < precision; ++ i)
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405 | {
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406 | int index = ((i_rng * precision + i) * 2) * 3;
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407 |
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408 | torus_indices[index+0] = (i_rng * (precision+1) + i)*3;
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409 | torus_indices[index+1] = ((i_rng+1) * (precision+1) + i)*3;
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410 | torus_indices[index+2] = (i_rng * (precision+1) + i + 1)*3;
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411 |
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412 | index = ((i_rng * precision + i) * 2 + 1) * 3;
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413 |
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414 | torus_indices[index+0] = (i_rng * (precision+1) + i + 1)*3;
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415 | torus_indices[index+1] = ((i_rng+1) * (precision+1) + i)*3;
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416 | torus_indices[index+2] = ((i_rng+1) * (precision+1) + i + 1)*3;
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417 | }
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418 | }
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419 | }
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420 |
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421 |
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422 | /** Counts the triangles of the teapot.
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423 | traverses through all the triangle strips.
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424 | */
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425 | int Geometry::CountTeapotTriangles()
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426 | {
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427 | int result = 0;
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428 | int i = 0;
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429 |
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430 | // n - 2 triangles are drawn for a strip
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431 | while (i < num_teapot_indices)
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432 | {
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433 | while (teapot_indices[i] != STRIP_END)
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434 | {
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435 | result ++;;
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436 | ++ i;
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437 | }
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438 | result -= 2;
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439 | ++ i; // skip STRIP_END
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440 | }
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441 |
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442 | return result;
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443 | }
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444 |
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445 |
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446 | /** Counts the triangles of the torus
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447 | */
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448 | int Geometry::CountTorusTriangles()
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449 | {
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450 | // every 3 indices specify one triangle
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451 | return num_torus_indices / 3;
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452 | }
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453 |
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454 | /**
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455 | counts the triangles of the sphere.
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456 | sphere_precision / 2 + 1 strips with sphere_precision * 2 - 2 triangles each
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457 | */
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458 | int Geometry::CountSphereTriangles()
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459 | {
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460 | return sphere_precision * sphere_precision;
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461 | }
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462 |
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463 |
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464 | int Geometry::CountTriangles(int objectType)
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465 | {
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466 | int result = 0;
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467 |
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468 | switch (objectType)
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469 | {
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470 | case TEAPOT:
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471 | result = CountTeapotTriangles();
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472 | break;
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473 | case TORUS:
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474 | result = CountTorusTriangles();
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475 | break;
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476 | case SPHERE:
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477 | result = CountSphereTriangles();
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478 | break;
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479 | default:
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480 | break;
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481 | }
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482 |
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483 | return result;
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484 | }
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485 |
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486 |
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487 | void Geometry::Transform()
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488 | {
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489 | glMultMatrixd(mTransform);
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490 | }
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491 |
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492 | void Geometry::CalcTransform()
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493 | {
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494 | Matrix4x4 scale;
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495 | Matrix4x4 xrot;
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496 | Matrix4x4 yrot;
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497 | Matrix4x4 zrot;
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498 | Matrix4x4 transl;
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499 |
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500 | makeScaleMtx(scale, mScale, mScale, mScale);
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501 | makeTranslationMtx(transl, mTranslation);
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502 | makeRotationXMtx(xrot, mXRotation * PI_180);
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503 | makeRotationYMtx(yrot, mYRotation * PI_180);
|
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504 | makeRotationZMtx(zrot, mZRotation * PI_180);
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505 |
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506 | copyMatrix(mTransform, IDENTITY);
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507 | mult(mTransform, mTransform, transl);
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508 | mult(mTransform, mTransform, xrot);
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509 | mult(mTransform, mTransform, yrot);
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510 | mult(mTransform, mTransform, zrot);
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511 | mult(mTransform, mTransform, scale);
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512 | }
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513 |
|
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514 |
|
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515 | /** Renders a sphere with sphere_precision subdivisions.
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516 | Note: works only for even sphere_precision
|
---|
517 | */
|
---|
518 | void Geometry::RenderSphere()
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519 | {
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520 | Vector3 vertex;
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521 |
|
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522 | // this algorithm renders the triangles clockwise
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523 | glFrontFace(GL_CW);
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524 |
|
---|
525 | for (int j = 0; j < sphere_precision / 2; ++ j)
|
---|
526 | {
|
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527 | double alpha = j * PI * 2.0 / (double)sphere_precision - PI_2;
|
---|
528 | double beta = (j + 1) * PI * 2.0 / (double)sphere_precision - PI_2;
|
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529 |
|
---|
530 | glBegin(GL_TRIANGLE_STRIP);
|
---|
531 |
|
---|
532 | for (int i = 0; i <= sphere_precision; ++ i)
|
---|
533 | {
|
---|
534 | double gamma = i * PI * 2.0 / (double)sphere_precision;
|
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535 |
|
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536 | vertex[0] = sphere_radius * cos(beta) * cos(gamma);
|
---|
537 | vertex[1] = sphere_radius * sin(beta);
|
---|
538 | vertex[2] = sphere_radius * cos(beta) * sin(gamma);
|
---|
539 |
|
---|
540 | glNormal3dv(vertex);
|
---|
541 | glVertex3dv(vertex);
|
---|
542 |
|
---|
543 | vertex[0] = sphere_radius * cos(alpha) * cos(gamma);
|
---|
544 | vertex[1] = sphere_radius * sin(alpha);
|
---|
545 | vertex[2] = sphere_radius * cos(alpha) * sin(gamma);
|
---|
546 |
|
---|
547 | glNormal3dv(vertex);
|
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548 | glVertex3dv(vertex);
|
---|
549 |
|
---|
550 | }
|
---|
551 | glEnd();
|
---|
552 | }
|
---|
553 |
|
---|
554 | glFrontFace(GL_CCW);
|
---|
555 | }
|
---|
556 |
|
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557 | }
|
---|
558 |
|
---|
559 | #endif |
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