Example #1
0
NxI32 OBJ::ParseLine(NxI32 lineno,NxI32 argc,const char **argv)  // return TRUE to continue parsing, return FALSE to abort parsing process
{
  NxI32 ret = 0;

  if ( argc >= 1 )
  {
    const char *foo = argv[0];
    if ( *foo != '#' )
    {
      if ( _stricmp(argv[0],"v") == 0 && argc == 4 )
      {
        NxF32 vx = (NxF32) atof( argv[1] );
        NxF32 vy = (NxF32) atof( argv[2] );
        NxF32 vz = (NxF32) atof( argv[3] );
        mVerts.push_back(vx);
        mVerts.push_back(vy);
        mVerts.push_back(vz);
      }
      else if ( _stricmp(argv[0],"vt") == 0 && (argc == 3 || argc == 4))
      {
        // ignore 4rd component if present
        NxF32 tx = (NxF32) atof( argv[1] );
        NxF32 ty = (NxF32) atof( argv[2] );
        mTexels.push_back(tx);
        mTexels.push_back(ty);
      }
      else if ( _stricmp(argv[0],"vn") == 0 && argc == 4 )
      {
        NxF32 normalx = (NxF32) atof(argv[1]);
        NxF32 normaly = (NxF32) atof(argv[2]);
        NxF32 normalz = (NxF32) atof(argv[3]);
        mNormals.push_back(normalx);
        mNormals.push_back(normaly);
        mNormals.push_back(normalz);
      }
      else if ( _stricmp(argv[0],"f") == 0 && argc >= 4 )
      {
        GeometryVertex v[32];

        NxI32 vcount = argc-1;

        for (NxI32 i=1; i<argc; i++)
        {
          GetVertex(v[i-1],argv[i] );
        }

		mCallback->NodeTriangle(&v[0],&v[1],&v[2], mTextured);

        if ( vcount >=3 ) // do the fan
        {
          for (NxI32 i=2; i<(vcount-1); i++)
          {
            mCallback->NodeTriangle(&v[0],&v[i],&v[i+1], mTextured);
          }
        }

      }
    }
  }

  return ret;
}
Example #2
0
CPlane CPolygon::GetPlane() const
{
	return CPlane(GetVertex(0), m_normal);
}
Example #3
0
WShape *WFace::getShape()
{
	return GetVertex(0)->shape();
}
Example #4
0
void CGraphics_Threaded::QuadsDrawFreeform(const CFreeformItem *pArray, int Num)
{
	dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawFreeform without begin");

	if(g_Config.m_GfxQuadAsTriangle && !m_UseOpenGL3_3)
	{
		for(int i = 0; i < Num; ++i)
		{
			GetVertex(m_NumVertices + 6*i)->m_Pos.x = pArray[i].m_X0;
			GetVertex(m_NumVertices + 6*i)->m_Pos.y = pArray[i].m_Y0;
			GetVertex(m_NumVertices + 6*i)->m_Tex = m_aTexture[0];
			SetColor(GetVertex(m_NumVertices + 6*i), 0);

			GetVertex(m_NumVertices + 6*i + 1)->m_Pos.x = pArray[i].m_X1;
			GetVertex(m_NumVertices + 6*i + 1)->m_Pos.y = pArray[i].m_Y1;
			GetVertex(m_NumVertices + 6*i + 1)->m_Tex = m_aTexture[1];
			SetColor(GetVertex(m_NumVertices + 6*i + 1), 1);

			GetVertex(m_NumVertices + 6*i + 2)->m_Pos.x = pArray[i].m_X3;
			GetVertex(m_NumVertices + 6*i + 2)->m_Pos.y = pArray[i].m_Y3;
			GetVertex(m_NumVertices + 6*i + 2)->m_Tex = m_aTexture[3];
			SetColor(GetVertex(m_NumVertices + 6*i + 2), 3);

			GetVertex(m_NumVertices + 6*i + 3)->m_Pos.x = pArray[i].m_X0;
			GetVertex(m_NumVertices + 6*i + 3)->m_Pos.y = pArray[i].m_Y0;
			GetVertex(m_NumVertices + 6*i + 3)->m_Tex = m_aTexture[0];
			SetColor(GetVertex(m_NumVertices + 6*i + 3), 0);

			GetVertex(m_NumVertices + 6*i + 4)->m_Pos.x = pArray[i].m_X3;
			GetVertex(m_NumVertices + 6*i + 4)->m_Pos.y = pArray[i].m_Y3;
			GetVertex(m_NumVertices + 6*i + 4)->m_Tex = m_aTexture[3];
			SetColor(GetVertex(m_NumVertices + 6*i + 4), 3);

			GetVertex(m_NumVertices + 6*i + 5)->m_Pos.x = pArray[i].m_X2;
			GetVertex(m_NumVertices + 6*i + 5)->m_Pos.y = pArray[i].m_Y2;
			GetVertex(m_NumVertices + 6*i + 5)->m_Tex = m_aTexture[2];
			SetColor(GetVertex(m_NumVertices + 6*i + 5), 2);
		}

		AddVertices(3*2*Num);
	}
	else
	{
		for(int i = 0; i < Num; ++i)
		{
			GetVertex(m_NumVertices + 4*i)->m_Pos.x = pArray[i].m_X0;
			GetVertex(m_NumVertices + 4*i)->m_Pos.y = pArray[i].m_Y0;
			GetVertex(m_NumVertices + 4*i)->m_Tex = m_aTexture[0];
			SetColor(GetVertex(m_NumVertices + 4*i), 0);

			GetVertex(m_NumVertices + 4*i + 1)->m_Pos.x = pArray[i].m_X1;
			GetVertex(m_NumVertices + 4*i + 1)->m_Pos.y = pArray[i].m_Y1;
			GetVertex(m_NumVertices + 4*i + 1)->m_Tex = m_aTexture[1];
			SetColor(GetVertex(m_NumVertices + 4*i + 1), 1);

			GetVertex(m_NumVertices + 4*i + 2)->m_Pos.x = pArray[i].m_X3;
			GetVertex(m_NumVertices + 4*i + 2)->m_Pos.y = pArray[i].m_Y3;
			GetVertex(m_NumVertices + 4*i + 2)->m_Tex = m_aTexture[3];
			SetColor(GetVertex(m_NumVertices + 4*i + 2), 3);

			GetVertex(m_NumVertices + 4*i + 3)->m_Pos.x = pArray[i].m_X2;
			GetVertex(m_NumVertices + 4*i + 3)->m_Pos.y = pArray[i].m_Y2;
			GetVertex(m_NumVertices + 4*i + 3)->m_Tex = m_aTexture[2];
			SetColor(GetVertex(m_NumVertices + 4*i + 3), 2);
		}

		AddVertices(4*Num);
	}
}
Example #5
0
//********************************************
// DeleteVertex at the end that are flagged with
// sequence_number >= sequence_number
//********************************************
int CPath3d::RemovePathEnd(int sequence_number, int ID, double x, double y, double z)
{
	if (TheFrame) TheFrame->GViewDlg.m_view.OpenGLMutex->Lock();

	int n = m_ArrayVertex.GetSize()-1;

	setup_pointer p=TheFrame->GCodeDlg.Interpreter->p_setup;

	float xtool = p->tool_table[p->selected_tool_slot].xoffset;
	float ytool = p->tool_table[p->selected_tool_slot].yoffset;
	float ztool = p->tool_table[p->selected_tool_slot].length;

	x -= xtool;
	y -= ytool;
	z -= ztool;


	// first verify that the line number is there
	while (n>=0)
	{
		int SeqNum = GetVertex(n)->Get_sequence_number();
		if (SeqNum == sequence_number) break;
		n--;
	}

	if (n<0)
	{
		if (TheFrame) TheFrame->GViewDlg.m_view.OpenGLMutex->Unlock();
		return 1;
	}


	// now delete until we find the sequence_number
	n = m_ArrayVertex.GetSize()-1;
	while (n>=0)
	{
		if (GetVertex(n)->Get_sequence_number() == sequence_number) break;
		DeleteVertex(n);
		n--;
	}

	if (n<0)
	{
		if (TheFrame) TheFrame->GViewDlg.m_view.OpenGLMutex->Unlock();
		return 1;
	}

	// find which segment we nearly pass through by
	// finding the minimum distance to all of them

	double mindist=1e99;
	int mini=0;
	n = m_ArrayVertex.GetSize()-2;
	CVertex3dFast Point(x,y,z);

	while (n>=0)
	{
		double dist = FindDistPointToSegment(GetVertex(n),&Point,GetVertex(n+1));
		
		if (dist < mindist)
		{
			mindist = dist;
			mini = n;
		}
			
		if (GetVertex(n)->Get_sequence_number() != sequence_number ||
			GetVertex(n)->GetID() == ID) break;
		
		n--;
	}



	// now delete all of the line number
	// or until we find the ID

	n = m_ArrayVertex.GetSize()-1;
	while (n>=0)
	{
		if (GetVertex(n)->Get_sequence_number() != sequence_number ||
			GetVertex(n)->GetID() == ID) break;

		if (n == mini+1)
		{
			// instead of deleting the last segment
			// that goes through the point
			// modify it to go to the new point
			GetVertex(n)->Set(x,y,z);
			break;
		}

		DeleteVertex(n);
		n--;
	}

	if (TheFrame) TheFrame->GViewDlg.m_view.OpenGLMutex->Unlock();

	if (n<0) return 1;
	return 0;
}
Example #6
0
		/**
		 * Class operator to get vertex.
		 * @param	index is vertex index in collection.
		 * @param	return vertex.
		 */
		Vertex& VertexSet::operator[](int index)
		{
			Vertex* pVertex = GetVertex(index);
			return *pVertex;
		}
Example #7
0
/// erzeugt Vertex
void TerrainRenderer::UpdateVertexPos(const MapPoint pt, const GameWorldViewer* gwv)
{
    GetVertex(pt).pos.pos.x = float(pt.x * TR_W + ( (pt.y & 1) ? TR_W / 2 : 0) );
    GetVertex(pt).pos.pos.y = float(pt.y * TR_H - HEIGHT_FACTOR * gwv->GetNode(pt).altitude + HEIGHT_FACTOR * 0x0A );
}
Example #8
0
void Mesh::GetVertexes(int *indexes, Vector *V, int n)
{
	for (int i = 0; i < n; ++i) V[i] = GetVertex(indexes[i]);
}
/*
================
idAASBuild::GetEdge
================
*/
bool idAASBuild::GetEdge( const idVec3& v1, const idVec3& v2, int* edgeNum, int v1num )
{
	int v2num, hashKey, e;
	int* vertexNum;
	aasEdge_t edge;
	bool found;
	
	if( v1num != -1 )
	{
		found = true;
	}
	else
	{
		found = GetVertex( v1, &v1num );
	}
	found &= GetVertex( v2, &v2num );
	// if both vertexes are the same or snapped onto each other
	if( v1num == v2num )
	{
		*edgeNum = 0;
		return true;
	}
	hashKey = aas_edgeHash->GenerateKey( v1num, v2num );
	// if both vertexes where already stored
	if( found )
	{
		for( e = aas_edgeHash->First( hashKey ); e >= 0; e = aas_edgeHash->Next( e ) )
		{
		
			vertexNum = file->edges[e].vertexNum;
			if( vertexNum[0] == v2num )
			{
				if( vertexNum[1] == v1num )
				{
					// negative for a reversed edge
					*edgeNum = -e;
					break;
				}
			}
			else if( vertexNum[0] == v1num )
			{
				if( vertexNum[1] == v2num )
				{
					*edgeNum = e;
					break;
				}
			}
		}
		// if edge found in hash
		if( e >= 0 )
		{
			return true;
		}
	}
	
	*edgeNum = file->edges.Num();
	aas_edgeHash->Add( hashKey, file->edges.Num() );
	
	edge.vertexNum[0] = v1num;
	edge.vertexNum[1] = v2num;
	
	file->edges.Append( edge );
	
	return false;
}
Example #10
0
void NeiVertex::Add(double *Pos,int t){
  int v = GetVertex(Pos);
  Vertex[v].v.push_back(t);
  for(int d=0;d<3;d++)
    vPos[v].Pos[d] = Pos[d];  
}
Example #11
0
/*
==================
GetEdge

Don't allow four way edges
==================
*/
static int
GetEdge(mapentity_t *entity, const vec3_t p1, const vec3_t p2,
        const face_t *face)
{
    struct lumpdata *edges = &entity->lumps[LUMP_EDGES];
    int v1, v2;
    int i;
    unsigned edge_hash_key;
    hashedge_t *he;

    if (!face->contents[0])
        Error("Face with 0 contents (%s)", __func__);

    v1 = GetVertex(entity, p1);
    v2 = GetVertex(entity, p2);

    edge_hash_key = HashEdge(v1, v2);

    if (options.BSPVersion == BSPVERSION) {
        bsp29_dedge_t *edge;

        for (he = hashedges[edge_hash_key]; he; he = he->next) {
            i = he->i;
            edge = (bsp29_dedge_t *)edges->data + i;
            if (v1 == edge->v[1] && v2 == edge->v[0]
                && pEdgeFaces1[i] == NULL
                && pEdgeFaces0[i]->contents[0] == face->contents[0]) {
                pEdgeFaces1[i] = face;
                return -(i + cStartEdge);
            }
        }

        /* emit an edge */
        i = edges->index;
        edge = (bsp29_dedge_t *)edges->data + i;
        if (edges->index >= edges->count)
            Error("Internal error: didn't allocate enough edges?");
        edge->v[0] = v1;
        edge->v[1] = v2;
    } else {
        bsp2_dedge_t *edge = (bsp2_dedge_t *)edges->data;

        for (he = hashedges[edge_hash_key]; he; he = he->next) {
            i = he->i;
            edge = (bsp2_dedge_t *)edges->data + i;
            if (v1 == edge->v[1] && v2 == edge->v[0]
                && pEdgeFaces1[i] == NULL
                && pEdgeFaces0[i]->contents[0] == face->contents[0]) {
                pEdgeFaces1[i] = face;
                return -(i + cStartEdge);
            }
        }

        /* emit an edge */
        i = edges->index;
        edge = (bsp2_dedge_t *)edges->data + i;
        if (edges->index >= edges->count)
            Error("Internal error: didn't allocate enough edges?");
        edge->v[0] = v1;
        edge->v[1] = v2;
    }

    AddHashEdge(v1, v2, edges->index);

    edges->index++;
    map.cTotal[LUMP_EDGES]++;
    pEdgeFaces0[i] = face;
    return i + cStartEdge;
}
Example #12
0
nuiPoint& nuiPath::operator[] (int32 index)
{
  return GetVertex(index);
}
Example #13
0
        void MeshGraph2D::ReadEdges(TiXmlDocument &doc)
        {
            /// We know we have it since we made it this far.
            TiXmlHandle docHandle(&doc);
            TiXmlElement* mesh = docHandle.FirstChildElement("NEKTAR").FirstChildElement("GEOMETRY").Element();
            TiXmlElement* field = NULL;

            /// Look for elements in ELEMENT block.
            field = mesh->FirstChildElement("EDGE");

            ASSERTL0(field, "Unable to find EDGE tag in file.");

            /// All elements are of the form: "<E ID="#"> ... </E>", with
            /// ? being the element type.
            /// Read the ID field first.
            TiXmlElement *edge = field->FirstChildElement("E");

            /// Since all edge data is one big text block, we need to
            /// accumulate all TEXT data and then parse it.  This
            /// approach effectively skips all comments or other node
            /// types since we only care about the edge list.  We
            /// cannot handle missing edge numbers as we could with
            /// missing element numbers due to the text block format.
            std::string edgeStr;
            int i,indx;
            int nextEdgeNumber = -1;

            // Curved Edges
            map<int, int> edge_curved;
            for(i = 0; i < m_curvedEdges.size(); ++i)
            {
                edge_curved[m_curvedEdges[i]->m_curveID] = i;
            }

            while(edge)
            {
                nextEdgeNumber++;

                int err = edge->QueryIntAttribute("ID",&indx);
                ASSERTL0(err == TIXML_SUCCESS, "Unable to read edge attribute ID.");
//                ASSERTL0(indx == nextEdgeNumber, "Edge IDs must begin with zero and be sequential.");

                TiXmlNode *child = edge->FirstChild();
                edgeStr.clear();
                if (child->Type() == TiXmlNode::TEXT)
                {
                    edgeStr += child->ToText()->ValueStr();
                }

                /// Now parse out the edges, three fields at a time.
                int vertex1, vertex2;
                std::istringstream edgeDataStrm(edgeStr.c_str());

                try
                {
                    while (!edgeDataStrm.fail())
                    {
                        edgeDataStrm >> vertex1 >> vertex2;

                        // Must check after the read because we may be
                        // at the end and not know it.  If we are at
                        // the end we will add a duplicate of the last
                        // entry if we don't check here.
                        if (!edgeDataStrm.fail())
                        {
                            PointGeomSharedPtr vertices[2] = {GetVertex(vertex1), GetVertex(vertex2)};

                            SegGeomSharedPtr edge;

                            if(edge_curved.count(indx) == 0)
                            {
                                edge = MemoryManager<SegGeom>::AllocateSharedPtr(indx, m_spaceDimension, vertices);
                                edge->SetGlobalID(indx); // Set global mesh id
                            }
                            else
                            {
                                edge = MemoryManager<SegGeom>::AllocateSharedPtr(indx, m_spaceDimension, vertices, m_curvedEdges[edge_curved.find(indx)->second]);
                                edge->SetGlobalID(indx); //Set global mesh id
                            }

                            m_segGeoms[indx] = edge;
                        }
                    }
                }
                catch(...)
                {
                    NEKERROR(ErrorUtil::efatal, (std::string("Unable to read edge data: ") + edgeStr).c_str());
                }

                edge = edge->NextSiblingElement("E");
            }

        }
Example #14
0
bool FullEdge::ContainsVertex(const Vertex &VCompare) const
{
    return (GetVertex(0) == VCompare || GetVertex(1) == VCompare);
}
Example #15
0
void TerrainRenderer::UpdateVertexTerrain(const MapPoint pt, const GameWorldViewer& gwv)
{
    const MapNode& node = gwv.GetNode(pt);
    GetVertex(pt).terrain[0] = node.t1;
    GetVertex(pt).terrain[1] = node.t2;
}
Example #16
0
//==============================================================================
//
// Build And Explore
//
// This is a standard "Breadth First Search" algorithm for an undirected graph,
// but where the neighbor vertices and adjacent edges are actually calculated
// on the fly using a couple of utility functions to determine what valid
// neighbor states exist.
//
//==============================================================================
int Graph::BuildAndExplore(std::vector<int>& startState, std::vector<int>& endState)
{
    // make this the first vertex:
    Cleanup();

    // for each disk d in the state
    //    if the disk is not the smallest on its peg, continue
    //    for each peg p not equal to the peg the d is on
    //        if (p not occupied by smaller disk)
    //            move disk d to peg p (creating new state and vertex)
    //            make an edge to the new state
    Vertex *startVtx = GetVertex(startState);
    startVtx->color = kVertexColor_Grey;

    // populate the list with the first node
    std::list<Vertex *> bfsList;
    bfsList.push_back(startVtx);

    while (!bfsList.empty())
    {
        Vertex *curVtx = bfsList.front();
        bfsList.pop_front();

        // calculate all neighbors for this vertex
        std::vector<int> curState = curVtx->state;
        for (int diskRad = 0; diskRad < curState.size(); diskRad++)
        {
            // in order for this disk to be moveable, it must be the smallest
            // on its peg
            if (DiskNotSmallestOnPeg(curState, diskRad))
            {
                continue;
            }
            for (int peg = 0; peg < numPegs; peg++)
            {
                if (peg == curState[diskRad] ||
                        PegHasSmallerDisk(curState, diskRad, peg))
                {
                    continue;
                }
            
                std::vector<int> newState = curState;
                newState[diskRad] = peg;

                Vertex *newVtx = GetVertex(newState);
                if (newVtx)
                {
                    // add edges pointing between them
                    Edge *edge1 = new Edge;
                    edge1->vertexIndex = newVtx->index;
                    edge1->next = curVtx->edgeList;
                    curVtx->edgeList = edge1;

                    Edge *edge2 = new Edge;
                    edge2->vertexIndex = curVtx->index;
                    edge2->next = newVtx->edgeList;
                    newVtx->edgeList = edge2;

                    if (newVtx->color == kVertexColor_White)
                    {
                        newVtx->predecessor = curVtx;
                        newVtx->distance = curVtx->distance+1;
                        newVtx->color = kVertexColor_Grey;
                        newVtx->lastMove[0] = curState[diskRad]+1;
                        newVtx->lastMove[1] = peg+1;
                        bfsList.push_back(newVtx);
                    }
                }
            }
        }

        curVtx->color = kVertexColor_Black;
        if (std::equal(curVtx->state.begin(), curVtx->state.end(), endState.begin()))
        {
            return curVtx->distance;
        }
    }
}
Example #17
0
	int OBJ::ParseLine(int lineno,int argc,const char **argv)  // return TRUE to continue parsing, return FALSE to abort parsing process
	{
		int ret = 0;

		if ( argc >= 1 )
		{
			const char *foo = argv[0];
			if ( *foo != '#' )
			{
				if (strcmp(argv[0], "v") == 0 && argc == 4 )
				{
					float vx = (float) atof( argv[1] );
					float vy = (float) atof( argv[2] );
					float vz = (float) atof( argv[3] );
					Resize(mVerts, mMaxVerts, mNumVerts, mNumVerts + 3);
					mVerts[mNumVerts++] = vx;
					mVerts[mNumVerts++] = vy;
					mVerts[mNumVerts++] = vz;
				}
				else if (strcmp(argv[0],"vt") == 0 && (argc == 3 || argc == 4))
				{
					// ignore 4rd component if present
					float tx = (float) atof( argv[1] );
					float ty = (float) atof( argv[2] );
					Resize(mTexels, mMaxTexels, mNumTexels, mNumTexels + 2);
					mTexels[mNumTexels++] = tx;
					mTexels[mNumTexels++] = ty;
				}
				else if (strcmp(argv[0],"vn") == 0 && argc == 4 )
				{
					float normalx = (float) atof(argv[1]);
					float normaly = (float) atof(argv[2]);
					float normalz = (float) atof(argv[3]);
					Resize(mNormals, mMaxNormals, mNumNormals, mNumNormals + 3);
					mNormals[mNumNormals++] = normalx;
					mNormals[mNumNormals++] = normaly;
					mNormals[mNumNormals++] = normalz;

				}
				else if (strcmp(argv[0],"f") == 0 && argc >= 4 )
				{
					GeometryVertex v[32];

					int vcount = argc-1;

					for (int i=1; i<argc; i++)
					{
						GetVertex(v[i-1],argv[i] );
					}

					// need to generate a normal!
#if 0 // not currently implemented
					if ( mNormals.empty() )
					{
						Vector3d<float> p1( v[0].mPos );
						Vector3d<float> p2( v[1].mPos );
						Vector3d<float> p3( v[2].mPos );

						Vector3d<float> n;
						n.ComputeNormal(p3,p2,p1);

						for (int i=0; i<vcount; i++)
						{
							v[i].mNormal[0] = n.x;
							v[i].mNormal[1] = n.y;
							v[i].mNormal[2] = n.z;
						}

					}
#endif

					mCallback->NodeTriangle(&v[0],&v[1],&v[2], mTextured);

					if ( vcount >=3 ) // do the fan
					{
						for (int i=2; i<(vcount-1); i++)
						{
							mCallback->NodeTriangle(&v[0],&v[i],&v[i+1], mTextured);
						}
					}

				}
			}
		}

		return ret;
	}
/// erzeugt Vertex
void TerrainRenderer::UpdateVertexPos(const MapCoord x, const MapCoord y,const GameWorldViewer * gwv)
{
	GetVertex(x,y).pos.pos.x = float(x * TR_W + ( (y&1) ? TR_W/2 : 0) );
	GetVertex(x,y).pos.pos.y = float(y * TR_H - HEIGHT_FACTOR * gwv->GetNode(x,y).altitude + HEIGHT_FACTOR * 0x0A );
}
Example #19
0
int OBJ::ParseLine(int lineno,int argc,const char **argv)  // return TRUE to continue parsing, return FALSE to abort parsing process
{
  int ret = 0;

  if ( argc >= 1 )
  {
    const char *foo = argv[0];
    if ( *foo != '#' )
    {
      if ( stricmp(argv[0],"v") == 0 && argc == 4 )
      {
        float vx = (float) atof( argv[1] );
        float vy = (float) atof( argv[2] );
        float vz = (float) atof( argv[3] );
        mVerts.push_back(vx);
        mVerts.push_back(vy);
        mVerts.push_back(vz);
      }
      else if ( stricmp(argv[0],"vt") == 0 && argc == 3 )
      {
        float tx = (float) atof( argv[1] );
        float ty = (float) atof( argv[2] );
        mTexels.push_back(tx);
        mTexels.push_back(ty);
      }
      else if ( stricmp(argv[0],"vn") == 0 && argc == 4 )
      {
        float normalx = (float) atof(argv[1]);
        float normaly = (float) atof(argv[2]);
        float normalz = (float) atof(argv[3]);
        mNormals.push_back(normalx);
        mNormals.push_back(normaly);
        mNormals.push_back(normalz);
      }
      else if ( stricmp(argv[0],"f") == 0 && argc >= 4 )
      {
        GeometryVertex v[32];

        int vcount = argc-1;

        for (int i=1; i<argc; i++)
        {
          GetVertex(v[i-1],argv[i] );
        }

        // need to generate a normal!
#if 0 // not currently implemented
        if ( mNormals.empty() )
        {
          Vector3d<float> p1( v[0].mPos );
          Vector3d<float> p2( v[1].mPos );
          Vector3d<float> p3( v[2].mPos );

          Vector3d<float> n;
          n.ComputeNormal(p3,p2,p1);

          for (int i=0; i<vcount; i++)
          {
            v[i].mNormal[0] = n.x;
            v[i].mNormal[1] = n.y;
            v[i].mNormal[2] = n.z;
          }

        }
#endif

        mCallback->NodeTriangle(&v[0],&v[1],&v[2]);

        if ( vcount >=3 ) // do the fan
        {
          for (int i=2; i<(vcount-1); i++)
          {
            mCallback->NodeTriangle(&v[0],&v[i],&v[i+1]);
          }
        }

      }
    }
  }

  return ret;
}
Example #20
0
void NeiVertex::Add(double *Pos,int t){
  int v = GetVertex(Pos);
  Add(v,t,Pos);
}
Example #21
0
int CGraph::GetElement(int nRow, int nCol)
{
	return GetVertex(nRow*CGameControl_G::s_nCols + nCol);
}
Example #22
0
//********************************************
// DeleteVertex at the end that are flagged with
// sequence_number >= sequence_number
//********************************************
int CPath3d::RemovePathEnd(int sequence_number, int ID, double x, double y, double z)
{
	int n = m_ArrayVertex.GetSize()-1;

	// first verify that the line number is there
	while (n>=0)
	{
		int SeqNum = GetVertex(n)->Get_sequence_number();
		if (SeqNum == sequence_number) break;
		n--;
	}

	if (n<0) return 1;


	// now delete until we find the sequence_number
	n = m_ArrayVertex.GetSize()-1;
	while (n>=0)
	{
		if (GetVertex(n)->Get_sequence_number() == sequence_number) break;
		DeleteVertex(n);
		n--;
	}

	if (n<0) return 1;


	// find which segment we nearly pass through by
	// finding the minimum distance to all of them

	double mindist=1e99;
	int mini=0;
	n = m_ArrayVertex.GetSize()-2;
	CVertex3d Point(x,y,z);

	while (n>=0)
	{
		double dist = FindDistPointToSegment(GetVertex(n),&Point,GetVertex(n+1));
		
		if (dist < mindist)
		{
			mindist = dist;
			mini = n;
		}
			
		if (GetVertex(n)->Get_sequence_number() != sequence_number ||
			GetVertex(n)->GetID() == ID) break;
		
		n--;
	}



	// now delete all of the line number
	// or until we find the ID

	n = m_ArrayVertex.GetSize()-1;
	while (n>=0)
	{
		if (GetVertex(n)->Get_sequence_number() != sequence_number ||
			GetVertex(n)->GetID() == ID) break;

		if (n == mini+1)
		{
			// instead of deleting the last segment
			// that goes through the point
			// modify it to go to the new point
			GetVertex(n)->Set(x,y,z);
			break;
		}

		DeleteVertex(n);
		n--;
	}

	if (n<0) return 1;
	return 0;
}
int OBJ::ParseLine(int /*lineno*/,int argc,const char **argv)  // return TRUE to continue parsing, return FALSE to abort parsing process
{
    int ret = 0;

    if ( argc >= 1 )
    {
        const char *foo = argv[0];
        if ( *foo != '#' )
        {
            if ( strcasecmp(argv[0],"v") == 0 && argc == 4 )
            {
                float vx = (float) atof( argv[1] );
                float vy = (float) atof( argv[2] );
                float vz = (float) atof( argv[3] );
                mVerts.push_back(vx);
                mVerts.push_back(vy);
                mVerts.push_back(vz);
            }
            else if ( strcasecmp(argv[0],"vt") == 0 && (argc == 3 || argc == 4))
            {
                // ignore 4rd component if present
                float tx = (float) atof( argv[1] );
                float ty = (float) atof( argv[2] );
                mTexels.push_back(tx);
                mTexels.push_back(ty);
            }
            else if ( strcasecmp(argv[0],"vn") == 0 && argc == 4 )
            {
                float normalx = (float) atof(argv[1]);
                float normaly = (float) atof(argv[2]);
                float normalz = (float) atof(argv[3]);
                mNormals.push_back(normalx);
                mNormals.push_back(normaly);
                mNormals.push_back(normalz);
            }
            else if ( strcasecmp(argv[0],"f") == 0 && argc >= 4 )
            {
                GeometryVertex v[32];

                int vcount = argc-1;

                for (int i=1; i<argc; i++)
                {
                    GetVertex(v[i-1],argv[i] );
                }


                mCallback->NodeTriangle(&v[0],&v[1],&v[2], mTextured);

                if ( vcount >=3 ) // do the fan
                {
                    for (int i=2; i<(vcount-1); i++)
                    {
                        mCallback->NodeTriangle(&v[0],&v[i],&v[i+1], mTextured);
                    }
                }

            }
        }
    }

    return ret;
}
Example #24
0
	inline const PGMath::Point3D<T>& Polygon<T, Dim>::operator[](const int& iIndex) const
	{
		return GetVertex(iIndex);
	}
Example #25
0
void CGraphics_Threaded::QuadsDrawTL(const CQuadItem *pArray, int Num)
{
	CCommandBuffer::SPoint Center;

	dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawTL without begin");

	if(g_Config.m_GfxQuadAsTriangle && !m_UseOpenGL3_3)
	{
		for(int i = 0; i < Num; ++i)
		{
			// first triangle
			GetVertex(m_NumVertices + 6*i)->m_Pos.x = pArray[i].m_X;
			GetVertex(m_NumVertices + 6*i)->m_Pos.y = pArray[i].m_Y;
			GetVertex(m_NumVertices + 6*i)->m_Tex = m_aTexture[0];
			SetColor(GetVertex(m_NumVertices + 6*i), 0);

			GetVertex(m_NumVertices + 6*i + 1)->m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
			GetVertex(m_NumVertices + 6*i + 1)->m_Pos.y = pArray[i].m_Y;
			GetVertex(m_NumVertices + 6*i + 1)->m_Tex = m_aTexture[1];
			SetColor(GetVertex(m_NumVertices + 6*i + 1), 1);

			GetVertex(m_NumVertices + 6*i + 2)->m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
			GetVertex(m_NumVertices + 6*i + 2)->m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
			GetVertex(m_NumVertices + 6*i + 2)->m_Tex = m_aTexture[2];
			SetColor(GetVertex(m_NumVertices + 6*i + 2), 2);

			// second triangle
			GetVertex(m_NumVertices + 6*i + 3)->m_Pos.x = pArray[i].m_X;
			GetVertex(m_NumVertices + 6*i + 3)->m_Pos.y = pArray[i].m_Y;
			GetVertex(m_NumVertices + 6*i + 3)->m_Tex = m_aTexture[0];
			SetColor(GetVertex(m_NumVertices + 6*i + 3), 0);

			GetVertex(m_NumVertices + 6*i + 4)->m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
			GetVertex(m_NumVertices + 6*i + 4)->m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
			GetVertex(m_NumVertices + 6*i + 4)->m_Tex = m_aTexture[2];
			SetColor(GetVertex(m_NumVertices + 6*i + 4), 2);

			GetVertex(m_NumVertices + 6*i + 5)->m_Pos.x = pArray[i].m_X;
			GetVertex(m_NumVertices + 6*i + 5)->m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
			GetVertex(m_NumVertices + 6*i + 5)->m_Tex = m_aTexture[3];
			SetColor(GetVertex(m_NumVertices + 6*i + 5), 3);

			if(m_Rotation != 0)
			{
				Center.x = pArray[i].m_X + pArray[i].m_Width/2;
				Center.y = pArray[i].m_Y + pArray[i].m_Height/2;

				Rotate(Center, GetVertex(m_NumVertices + 6*i), 6);
			}
		}

		AddVertices(3*2*Num);
	}
	else
	{
		for(int i = 0; i < Num; ++i)
		{
			GetVertex(m_NumVertices + 4*i)->m_Pos.x = pArray[i].m_X;
			GetVertex(m_NumVertices + 4*i)->m_Pos.y = pArray[i].m_Y;
			GetVertex(m_NumVertices + 4*i)->m_Tex = m_aTexture[0];
			SetColor(GetVertex(m_NumVertices + 4*i), 0);

			GetVertex(m_NumVertices + 4*i + 1)->m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
			GetVertex(m_NumVertices + 4*i + 1)->m_Pos.y = pArray[i].m_Y;
			GetVertex(m_NumVertices + 4*i + 1)->m_Tex = m_aTexture[1];
			SetColor(GetVertex(m_NumVertices + 4*i + 1), 1);

			GetVertex(m_NumVertices + 4*i + 2)->m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
			GetVertex(m_NumVertices + 4*i + 2)->m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
			GetVertex(m_NumVertices + 4*i + 2)->m_Tex = m_aTexture[2];
			SetColor(GetVertex(m_NumVertices + 4*i + 2), 2);

			GetVertex(m_NumVertices + 4*i + 3)->m_Pos.x = pArray[i].m_X;
			GetVertex(m_NumVertices + 4*i + 3)->m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
			GetVertex(m_NumVertices + 4*i + 3)->m_Tex = m_aTexture[3];
			SetColor(GetVertex(m_NumVertices + 4*i + 3), 3);

			if(m_Rotation != 0)
			{
				Center.x = pArray[i].m_X + pArray[i].m_Width/2;
				Center.y = pArray[i].m_Y + pArray[i].m_Height/2;

				Rotate(Center, GetVertex(m_NumVertices + 4*i), 4);
			}
		}

		AddVertices(4*Num);
	}
}