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