Ejemplo n.º 1
0
//----------------------------------------------------------------------
void game::exit(){
	sgDeleteObject(sgBunny);
	sgDeleteObject(sgTetrahedron);
	sgDeleteObject(sgDodecahedron);
	sgDeleteObject(sgIcosahedron);
	sgDeleteObject(sgOctahedron);
	//sgDeleteObject(sgTeapot);
}
Ejemplo n.º 2
0
//--------------------------------------------------------------
//////////////////////////// Intersection///////////////////////
void slicer::intersectCubes(sgCObject *obj){
	//it uses intersection of 27 cubes, on the object, to get all the pieces for each cubie in one oeration
	//all pieces are left in pieces[]
	for(int i =0; i<27; i ++){
		sgCObject *tempObj = obj->Clone();
		sgCObject *tempCutter = myCutter->cubes[i]->Clone();
		//do intersecton at origin
		pieces[i] = sgBoolean::Intersection(*(sgC3DObject*)tempObj,*(sgC3DObject*)tempCutter); 
		//now we have the whole piece that goes into a cubie for that slicning cube
		//clean up
		sgDeleteObject(tempObj);
		sgDeleteObject(tempCutter);
	}
}
Ejemplo n.º 3
0
//----------------------------------------------------------------------
bool game::extrudeObject(ofPolyline *drawing){
	//this functino extrudes the input ofPolylne

	vector< ofPoint > points = drawing->getVertices();

	sgCObject*  cont_objcts[2000];///////////////////////////////////////////////////////////////////////////////clean this memeory!!!
	for (int i =0; i < points.size() ; i ++)  {
		if(i!= points.size()-1){
			cont_objcts[i] = sgCreateLine(points[i].x, 0, points[i].y,points[i+1].x, 0, points[i+1].y);
		}else{
			//its the last point.. make the line with the first point
			cont_objcts[i] = sgCreateLine(points[i].x, 0, points[i].y,points[0].x, 0, points[0].y);
		}
	}  

	sgCContour* win_cont = sgCContour::CreateContour(cont_objcts, points.size()-1);

	//check if its self intersecting
	if(win_cont->IsSelfIntersecting()){
		//its self intersecting
		//abort!!!
		//for now
		extrudedB = false;
		//clear ofpolylines!!!
		//myCanvas->myPolyline->clear();
		//free(myCanvas->myPolyline);
		//myCanvas->myPolyline2->clear();
		free(drawing);
		sgDeleteObject(win_cont);
		return false;
	}else{
		////extrude along vector
		SG_VECTOR extVec = {0,-300,0};  
		if (objectID == -1){
			extrudedObject = (sgC3DObject*)sgKinematic::Extrude(*win_cont,NULL,0,extVec,true);
		}else{
			free(extrudedObject);
			extrudedObject = (sgC3DObject*)sgKinematic::Extrude(*win_cont,NULL,0,extVec,true);
		}

		extrudedB = true;
		//we  have the sg3DObjcect to load
		loadObject(200,slicingPos,posP);//using id=200

		free(drawing);
		sgDeleteObject(win_cont);
		return true;
	}
	////////free(cont_objcts);
}
Ejemplo n.º 4
0
void  AddFloorInScene(double size1, double size2, 
					  double x_shift, double y_shift, double z_shift)
{
	sgCObject*   objects_buffer[4];
	objects_buffer[0] = sgCreateLine(size1/2.0, size2/2.0, 0.0, 
		-size1/2.0, size2/2.0, 0.0);
	objects_buffer[1] = sgCreateLine(-size1/2.0, size2/2.0, 0.0, 
		-size1/2.0, -size2/2.0, 0.0);
	objects_buffer[2] = sgCreateLine(-size1/2.0, -size2/2.0, 0.0, 
		size1/2.0, -size2/2.0, 0.0);
	objects_buffer[3] = sgCreateLine(size1/2.0, -size2/2.0, 0.0, 
		size1/2.0, size2/2.0, 0.0);

	sgCContour*  cnt = sgCContour::CreateContour(objects_buffer,4);

	sgCObject*   floor = sgSurfaces::Face((const sgC2DObject&)(*cnt),NULL,0);
	sgDeleteObject(cnt);

	sgGetScene()->AttachObject(floor);
	floor->SetAttribute(SG_OA_COLOR,25);

	SG_VECTOR transV = {x_shift, y_shift, z_shift};
	floor->InitTempMatrix()->Translate(transV);
	floor->ApplyTempMatrix();
	floor->DestroyTempMatrix();

}
Ejemplo n.º 5
0
//----------------------------------------------------------------------
void game::extrudeObject(){
	//create and use circle
	SG_POINT   crCen = {0,0,0.0};  
	SG_VECTOR  crNor;  
	crNor.x = 0.0;  
	crNor.y = 3.0;  
	crNor.z = 0.0;
	sgSpaceMath::NormalVector(crNor); 
	SG_CIRCLE  crGeo;  
	crGeo.FromCenterRadiusNormal( crCen, 150, crNor);  
	sgCCircle* cr = sgCreateCircle(crGeo);   


	////extrude along vector
	SG_VECTOR extVec = {0,-300,0};  

	if (objectID == -1){
		extrudedObject = (sgC3DObject*)sgKinematic::Extrude((const sgC2DObject&)(*cr),NULL,0,extVec,true);
	}else{
		free(extrudedObject);
		extrudedObject = (sgC3DObject*)sgKinematic::Extrude((const sgC2DObject&)(*cr),NULL,0,extVec,true);
	}

	extrudedObject->SetAttribute(SG_OA_COLOR,30);
	extrudedB = true;
	sgDeleteObject(cr);

	//we  have the sg3DObjcect to load
	loadObject(200,slicingPos,posP);//using id=200

}
Ejemplo n.º 6
0
//----------------------------------------------------------------------
void game::loadPuzzle(puzzle *inputPuzzle){
	
	/////////////////////////////////////////////////////////
	///////////do game reset..because loading a puzzle can happen at anytime
	if(step == 6){
		if(canvasB){
			myCanvas->exit();
			delete myCanvas;
			canvasB = false;
		}
		step = 0;
		objectID = -1;
	}else if(step==4 || step==5){
		myPuzzle->exit();
		myCutter->exit();
		mySlicer->exit();
		objectDisplayed->exit();
		objectID = -1;
		step = 0;
		armID = -1;
	}else if (step==3){
		objectDisplayed->exit();             //clean displayed object after puzzle is created, so we dont keep it until the exit or restart
		step = 0;
		objectID = -1;
		armID = -1;
	}else if (step==1 || step==2){
		objectDisplayed->exit();
		step = 0;
		objectID = -1;
		if(canvasB){
			myCanvas->exit();
			delete myCanvas;
			canvasB = false;
		}
	}

	offsetSlicer.x = 0;
	offsetSlicer.y = 0;
	offsetSlicer.z = 0;

	rotateSlicer.x = 0;
	rotateSlicer.y = 0;
	rotateSlicer.z = 0;

	curRot.set (ofVec4f(0,0,0,0));

	if(extrudedB){
		sgDeleteObject(extrudedObject);
		extrudedB = false;
	}
	//////////////////////////////////////////////////////////
	//load a puzzle from the puzzle menu on the center
	myPuzzle = inputPuzzle;
	myPuzzle->pos.x = posP.x;
	myPuzzle->pos.y = posP.y;
	myPuzzle->pos.z = posP.z;
	step = 7;
	objectID = -1;
} 
Ejemplo n.º 7
0
//----------------------------------------------------------------
void puzzle::loadPieces(sgCGroup **pcs,int selObjId, ofVec3f v){
	//it loads the pieces that the slicer made, the pieces are in a sgCGroup** pieces[], 
	//this function receives a copy of that sgCGroup** made by mySlicer->getPieces()
	//it loads them into its own cubies
	//create cubies
	//so each time there is a new boolean operation, whole new cubies get created with variables in zero or blank
	for(int i=0;i<numPieces;i++){
		cubie *auxCubie = new cubie(pos.x,pos.y,pos.z,i+1,selObjId,cubiesOffset);
		//auxCubie->setup();
		//add this cubie to mycubies[]
		myCubies[i] = auxCubie;
	}

	for(int i=0;i<numPieces;i++){
		//get group from pieces[] copy: pcs[]
		sgCGroup *part = pcs[i];

		if(part != NULL){
			const int ChCnt = part->GetChildrenList()->GetCount();
			sgCObject** allParts = (sgCObject**)malloc(ChCnt*sizeof(sgCObject*));
			part->BreakGroup(allParts);

			sgCObject **obj = (sgCObject**)malloc(50*sizeof(sgCObject*));
			int realNumPieces=0;

			for (int j=0; j < ChCnt; j++){
				//clone each part
				obj[j] =allParts[j];
				realNumPieces ++;
			}
			//make them a group
			cubieGroup = sgCGroup::CreateGroup(obj,realNumPieces);
			myCubies[i]->setObjects(cubieGroup,i,v);//here goes the group of clones from the iriginal slicing pieces[]
			//i is the cubie ID
			//put that cubie on the cubies[]

			//cleanup
			free(obj);
			if(allParts != NULL){
				for (int j=0; j < ChCnt; j++){
					if(allParts[j] != NULL){
						sgCObject::DeleteObject(allParts[j]);
					}
				}
				free(allParts);
			}
			sgDeleteObject(part);
		}else{
			myCubies[i]->setObjects(NULL,i,v);
		}
	}

	//create the meshes from the sgCore objects
	//so the objects can be renderes by openFrameworks
	for(int i=0;i<numPieces;i++){
		myCubies[i]->crateOfMeshs();
	}
}
Ejemplo n.º 8
0
//----------------------------------------------------------------
void myobject3D::loadObject(sgC3DObject *obj, int ID) {
    //it will load a sgCore lib object: torus, box

    if(object==NULL) {
        object = obj;
    } else {
        sgDeleteObject(object);
        object = obj;
    }
    objectId = ID;
    if(objectId == 1) {
        //torus
        SG_VECTOR offset = {0,0,0}; //for torus to be in place, the
        object->InitTempMatrix()->Translate(offset);//this translates the object to be cut!!
        //SG_POINT rotP = {0,0,0};
        //SG_VECTOR rotV = {1,0,0};
        //object->GetTempMatrix()->Rotate(rotP,rotV,ofDegToRad(45));
        object->ApplyTempMatrix();
        object->DestroyTempMatrix();
    } else if(objectId == 2) {
        //cube
        SG_VECTOR offset = {-150,-150,-150}; //for the cube to be in center  place, it has sides of 300
        object->InitTempMatrix()->Translate(offset);//this translates the object to be cut!!
        object->ApplyTempMatrix();
        object->DestroyTempMatrix();
    } else if(objectId == 3) {
        //cone..pyramid
        /*SG_POINT rotP = {0,0,0};
        SG_VECTOR rotV = {1,0,0};
        object->InitTempMatrix()->Rotate(rotP,rotV,ofDegToRad(90));
        SG_VECTOR offset = {0,100,0};
        object->GetTempMatrix()->Translate(offset);
        object->ApplyTempMatrix();
        object->DestroyTempMatrix();*/
    } else if(objectId == 4) {
        //rabbit
        SG_POINT rotP = {0,0,0};
        SG_VECTOR rotV = {1,0,0};
        object->InitTempMatrix()->Rotate(rotP,rotV,ofDegToRad(180));
        /*SG_VECTOR offset = {0,800,200};
        object->GetTempMatrix()->Translate(offset);*/
        object->ApplyTempMatrix();
        object->DestroyTempMatrix();
    } else if(objectId == 200) {
        //extruded object
        SG_VECTOR offset = {0,150,0};
        object->InitTempMatrix()->Translate(offset);
        object->ApplyTempMatrix();
        object->DestroyTempMatrix();
    }

}
Ejemplo n.º 9
0
//----------------------------------------------------------------------
void game::restart(){
	if(step == 7){
		myPuzzle->exit();
		step = 0;
		objectID = -1;
	}else if(step == 6){
		if(canvasB){
			myCanvas->exit();
			delete myCanvas;
			canvasB = false;
		}
		step = 0;
		objectID = -1;
	}else if(step==4 || step==5){
		myPuzzle->exit();
		myCutter->exit();
		mySlicer->exit();
		objectDisplayed->exit();
		objectID = -1;
		step = 0;
		armID = -1;
	}else if (step==3){
		objectDisplayed->exit();             //clean displayed object after puzzle is created, so we dont keep it until the exit or restart
		step = 0;
		objectID = -1;
		armID = -1;
	}else if (step==1 || step==2){
		objectDisplayed->exit();
		step = 0;
		objectID = -1;
		if(canvasB){
			myCanvas->exit();
			delete myCanvas;
			canvasB = false;
		}
	}

	offsetSlicer.x = 0;
	offsetSlicer.y = 0;
	offsetSlicer.z = 0;

	rotateSlicer.x = 0;
	rotateSlicer.y = 0;
	rotateSlicer.z = 0;
	curRot.set (ofVec4f(0,0,0,0));
	curRotA.set (ofVec4f(0,0,0,0));

	if(extrudedB){
		sgDeleteObject(extrudedObject);
		extrudedB = false;
	}
}
Ejemplo n.º 10
0
sgCObject* CDrillsScene::CreateDrill(double rad, double dH)
{
	sgC2DObject* drill_1_sections[10];
	double       params[10];
	memset(params,0,sizeof(double)*10);
	drill_1_sections[0] = CreateDrillSection(rad);

	SG_POINT     rotAxeP = {0.0, 0.0, 0.0};
	SG_VECTOR    rotAxeDir = {0.0, 0.0, 1.0};
	SG_VECTOR    transVec = {0.0, 0.0, 1.0};
	for (int i=1;i<7;i++)
	{
		drill_1_sections[i] = (sgCContour*)(drill_1_sections[0]->Clone());
		drill_1_sections[i]->InitTempMatrix()->Rotate(rotAxeP,rotAxeDir,i*5.0*3.14159265/6.0);
		transVec.z = dH*i;
		drill_1_sections[i]->GetTempMatrix()->Translate(transVec);
		drill_1_sections[i]->ApplyTempMatrix();
		drill_1_sections[i]->DestroyTempMatrix();
	}

	SG_CIRCLE cirGeo;
	cirGeo.center.x = cirGeo.center.y = 0.0;  cirGeo.center.z =  7*dH+5;
	cirGeo.normal.x = cirGeo.normal.y = 0.0;  cirGeo.normal.z = 1.0;
	cirGeo.radius = rad-0.1;

	drill_1_sections[7] = sgCreateCircle(cirGeo);
	drill_1_sections[7]->ChangeOrient();
	cirGeo.center.z = 7*dH+10;
	drill_1_sections[8] = sgCreateCircle(cirGeo);
	drill_1_sections[8]->ChangeOrient();
	cirGeo.center.z =7*dH+15;
	drill_1_sections[9] = sgCreateCircle(cirGeo);
	drill_1_sections[9]->ChangeOrient();


	sgCObject* resul = sgSurfaces::SplineSurfaceFromSections((const sgC2DObject**)drill_1_sections,
		params,10,true);

	for (int i=0;i<10;i++)
		sgDeleteObject(drill_1_sections[i]);

	return resul;
}
Ejemplo n.º 11
0
//----------------------------------------------------------------------
void game::loadObject(int objID, SG_VECTOR p, SG_VECTOR t){
	if (objectID == -1){
		objectDisplayed = new myobject3D(p,t);
	}else{
		objectDisplayed->exit();
		delete objectDisplayed;
		objectDisplayed = new myobject3D(p,t);
	}
	objectID = objID;
	if(step == 0 || step==1 || step == 6){
		if(objID == 1){
			//torus
			objectDisplayed->loadObject(sgCreateTorus(100,70,50,50),1);//(radius,thickness,meridiansDonut,meridiansDonutCut)
			if(extrudedB){
				sgDeleteObject(extrudedObject);
				extrudedB = false;
			}
		}
		if(objID == 2){
			//cube
			objectDisplayed->loadObject(sgCreateBox(300,300,300),2);//(tamX,tamY,tamZ)
			if(extrudedB){
				sgDeleteObject(extrudedObject);
				extrudedB = false;
			}
		}if(objID == 3){
			//cone
			//objectDisplayed->loadObject(sgCreateCone(250,1,250,3),3);
			objectDisplayed->loadObject((sgC3DObject *)sgTetrahedron->Clone(),3);
			if(extrudedB){
				sgDeleteObject(extrudedObject);
				extrudedB = false;
			}
		}
		if(objID == 4){
			//try to load the bunny
			objectDisplayed->loadObject((sgC3DObject *)sgBunny->Clone(),4);
			if(extrudedB){
				sgDeleteObject(extrudedObject);
				extrudedB = false;
			}
		}
		if(objID == 5){
			//try to load the dodecahedron
			objectDisplayed->loadObject((sgC3DObject *)sgDodecahedron->Clone(),5);
			if(extrudedB){
				sgDeleteObject(extrudedObject);
				extrudedB = false;
			}
		}
		if(objID == 6){
			//try to load the Icosahedron
			objectDisplayed->loadObject((sgC3DObject *)sgIcosahedron->Clone(),6);
			if(extrudedB){
				sgDeleteObject(extrudedObject);
				extrudedB = false;
			}
		}
		if(objID == 7){
			//try to load the Octahedron
			objectDisplayed->loadObject((sgC3DObject *)sgOctahedron->Clone(),7);
			if(extrudedB){
				sgDeleteObject(extrudedObject);
				extrudedB = false;
			}

		}
		//if(objID == 8){
		//	//try to load the Teapot
		//	objectDisplayed->loadObject((sgC3DObject *)sgTeapot->Clone(),8);
		//}
		if(objID == 200){
			//load extruded object
			objectDisplayed->loadObject((sgC3DObject *)extrudedObject->Clone(),200);
		}
		objectDisplayed->setup();
		step = 1;
	}
	////////////////////// from STL file
	/*const char* nel =  ofToDataPath("cube.stl",false).c_str();
	objectDisplayed.loadObjectFromFile(nel);*/
}
Ejemplo n.º 12
0
CDrillsScene::CDrillsScene()
{
	sgGetScene()->Clear();
	m_drills[0] = CreateDrill(1.0,5.0);
	//SetMaterialToObject(m_drills[0],MATERIAL_METALL_GOLD_4);


	m_drills[1] = m_drills[0]->Clone();
	//SetMaterialToObject(m_drills[1],MATERIAL_METALL_GOLD_4);


	m_drills[2] = m_drills[0]->Clone();
	//SetMaterialToObject(m_drills[2],MATERIAL_METALL_GOLD_4);


	m_drills[3] = m_drills[0]->Clone();
	//SetMaterialToObject(m_drills[3],MATERIAL_METALL_GOLD_4);



	sgCCylinder*  holes[5];
	for (int i=0;i<4;i++)
		holes[i] = sgCCylinder::Create(1.0, 20.0, 24);
	holes[4] = sgCCylinder::Create(2.5, 20.0, 24);

	SG_VECTOR    transVec = {15.0, 15.0, 0.0};
	m_drills[0]->InitTempMatrix()->Translate(transVec);
	m_drills[0]->ApplyTempMatrix();
	m_drills[0]->DestroyTempMatrix();
	transVec.z = -10.0;
	holes[0]->InitTempMatrix()->Translate(transVec);
	holes[0]->ApplyTempMatrix();
	holes[0]->DestroyTempMatrix();

	sgGetScene()->AttachObject(m_drills[0]);
	m_drills[0]->SetAttribute(SG_OA_COLOR,2);
	m_drills[0]->SetAttribute(SG_OA_LINE_THICKNESS, 1);

	
	transVec.x = -15.0;
	transVec.y = 15.0;
	transVec.z = 0.0;
	m_drills[1]->InitTempMatrix()->Translate(transVec);
	m_drills[1]->ApplyTempMatrix();
	m_drills[1]->DestroyTempMatrix();
	transVec.z = -10.0;
	holes[1]->InitTempMatrix()->Translate(transVec);
	holes[1]->ApplyTempMatrix();
	holes[1]->DestroyTempMatrix();

	sgGetScene()->AttachObject(m_drills[1]);
	m_drills[1]->SetAttribute(SG_OA_COLOR,3);
	m_drills[1]->SetAttribute(SG_OA_LINE_THICKNESS, 1);


	transVec.x = -15.0;
	transVec.y = -15.0;
	transVec.z = 0.0;
	m_drills[2]->InitTempMatrix()->Translate(transVec);
	m_drills[2]->ApplyTempMatrix();
	m_drills[2]->DestroyTempMatrix();
	transVec.z = -10.0;
	holes[2]->InitTempMatrix()->Translate(transVec);
	holes[2]->ApplyTempMatrix();
	holes[2]->DestroyTempMatrix();
	sgGetScene()->AttachObject(m_drills[2]);
	m_drills[2]->SetAttribute(SG_OA_COLOR,4);
	m_drills[2]->SetAttribute(SG_OA_LINE_THICKNESS, 1);

	transVec.x = 15.0;
	transVec.y = -15.0;
	transVec.z = 0.0;
	m_drills[3]->InitTempMatrix()->Translate(transVec);
	m_drills[3]->ApplyTempMatrix();
	m_drills[3]->DestroyTempMatrix();
	transVec.z = -10.0;
	holes[3]->InitTempMatrix()->Translate(transVec);
	holes[3]->ApplyTempMatrix();
	holes[3]->DestroyTempMatrix();
	sgGetScene()->AttachObject(m_drills[3]);
	m_drills[3]->SetAttribute(SG_OA_COLOR,5);
	m_drills[3]->SetAttribute(SG_OA_LINE_THICKNESS, 1);

	m_drills[4] = CreateDrill(2.5,8.0);
	sgGetScene()->AttachObject(m_drills[4]);
	m_drills[4]->SetAttribute(SG_OA_COLOR,10);
	m_drills[4]->SetAttribute(SG_OA_LINE_THICKNESS, 1);
	//SetMaterialToObject(m_drills[4],MATERIAL_METALL_GOLD_4);

	transVec.x = 0.0;
	transVec.y = 0.0;
	transVec.z = -10.0;
	holes[4]->InitTempMatrix()->Translate(transVec);
	holes[4]->ApplyTempMatrix();
	holes[4]->DestroyTempMatrix();

	sgCObject*  tmpOb1;
	sgCGroup*   tmpGroup;
	tmpOb1 = sgCreateBox(40.0,40.0, 1.0);
	transVec.x = -20.0;
	transVec.y = -20.0;
	transVec.z = -4.0;
	tmpOb1->InitTempMatrix()->Translate(transVec);
	tmpOb1->ApplyTempMatrix();
	tmpOb1->DestroyTempMatrix();
	
	for (int i=0;i<5;i++)
	{
		tmpGroup = sgBoolean::Sub((const sgC3DObject&)(*tmpOb1),
									(const sgC3DObject&)(*holes[i]));
		sgDeleteObject(tmpOb1);
		tmpGroup->BreakGroup(&tmpOb1);
		sgDeleteObject(tmpGroup);
		sgDeleteObject(holes[i]);
	}
	
	m_box = tmpOb1;
	//SetMaterialToObject(m_box,MATERIAL_WOOD_7);

	
	sgGetScene()->AttachObject(m_box);
	m_box->SetAttribute(SG_OA_COLOR,10);
	m_box->SetAttribute(SG_OA_LINE_THICKNESS, 1);
}