void OBJECT::CalculateNormals() { int x; for (x=0; x<VertexNum; x++) VertexList[x].Normal=V3_Make(0,0,0); for (x=0; x<PolygonNum; x++) { PolygonList[x].Normal=//V3_Normalize( V3_Cross(V3_Sub(VertexList[PolygonList[x].v[2]].MapTransformedPosition,VertexList[PolygonList[x].v[0]].MapTransformedPosition), V3_Sub(VertexList[PolygonList[x].v[1]].MapTransformedPosition,VertexList[PolygonList[x].v[0]].MapTransformedPosition)) ; // ); if (NormalsInverted) PolygonList[x].Normal=V3_Mults(PolygonList[x].Normal,-1); VertexList[PolygonList[x].v[0]].Normal=V3_Add(VertexList[PolygonList[x].v[0]].Normal,PolygonList[x].Normal); VertexList[PolygonList[x].v[1]].Normal=V3_Add(VertexList[PolygonList[x].v[1]].Normal,PolygonList[x].Normal); VertexList[PolygonList[x].v[2]].Normal=V3_Add(VertexList[PolygonList[x].v[2]].Normal,PolygonList[x].Normal); //M_Xform3(IT,PolygonList[x].Normal,PolygonList[x].CurrentNormal); PolygonList[x].CurrentNormal=V3_Normalize(PolygonList[x].Normal); } for (x=0; x<VertexNum; x++) { VertexList[x].CurrentNormal=V3_Normalize(VertexList[x].Normal); //M_Xform3(IT,VertexList[x].CurrentNormal,VertexList[x].CurrentNormal); } }
void OBJECT::AddPolygon(int x, int y, int z, bool e1, bool e2, bool e3) { if (PolygonCapacity==PolygonNum) { POLYGON *Buffer=new POLYGON[(PolygonCapacity+10)*2]; memset(Buffer,0,sizeof(POLYGON)*(PolygonCapacity+10)*2); memcpy(Buffer,PolygonList,sizeof(POLYGON)*PolygonCapacity); delete PolygonList; PolygonList=Buffer; PolygonCapacity=(PolygonCapacity+10)*2; } PolygonList[PolygonNum].v[0]=x; PolygonList[PolygonNum].v[1]=y; PolygonList[PolygonNum].v[2]=z; PolygonList[PolygonNum].t[0]=VertexList[x].TextureCoordinate; PolygonList[PolygonNum].t[1]=VertexList[y].TextureCoordinate; PolygonList[PolygonNum].t[2]=VertexList[z].TextureCoordinate; PolygonList[PolygonNum].ct[0]=PolygonList[PolygonNum].t[0]; PolygonList[PolygonNum].ct[1]=PolygonList[PolygonNum].t[1]; PolygonList[PolygonNum].ct[2]=PolygonList[PolygonNum].t[2]; VECTOR3 xy=V3_Sub(VertexList[y].Position,VertexList[x].Position), xz=V3_Sub(VertexList[z].Position,VertexList[x].Position); PolygonList[PolygonNum].Normal=PolygonList[PolygonNum].CurrentNormal=V3_Cross(xz,xy); PolygonList[PolygonNum].e[0]=AddEdge(x,y,PolygonNum,e1); PolygonList[PolygonNum].e[1]=AddEdge(x,z,PolygonNum,e2); PolygonList[PolygonNum].e[2]=AddEdge(y,z,PolygonNum,e3); PolygonNum++; }
void SetCameraView(CAMERA *Cam, float AspectRatio) { //kamerabeallitas :) MATRIX m; VECTOR3 u,dir; dir=V3_Normalize(V3_Sub(Cam->Target,Cam->Eye)); M_Rotate(dir.x,dir.y,dir.z,(float)Cam->Roll*360.0f/255.0f*(float)radtheta,m); M_Xformd(m,Cam->Up,u); //itt keszul a rotated up vector (a rollhoz) Cam->i=V3_Normalize(V3_Cross(dir,u)); Cam->j=V3_Normalize(V3_Cross(dir,Cam->i)); //kamera sikjaban egysegvektorok (billboardinghoz) glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(Cam->Fov,AspectRatio,0.1,2000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(Cam->Eye.x,Cam->Eye.y,Cam->Eye.z, Cam->Target.x,Cam->Target.y,Cam->Target.z, u.x,u.y,u.z); }
/*===========================================*/ int VF_BackFaceCullViewPoint(ViewPort *view, Poly *poly_j) { int n; Vector *normal_i, *normal_j, r; normal_i = &(view->view_normal); normal_j = &(poly_j->normal); for (n=0; n<poly_j->np; n++) { V3_Sub(&(poly_j->p[n]), &(view->view_point), &r); if ((V3_Dot(&r, normal_i)>0.0) && (-V3_Dot(&r, normal_j)>0.0)) return 0; } return 1; }
/*====================================*/ int VF_RayIntersect(Ray *ray, double tmax, Poly *poly) { double t, n_dot_d; Vector q; n_dot_d = V3_Dot(&(poly->normal), &ray->D); if (fabs(n_dot_d)<VF_RAY_TEST) return 0; V3_Sub(&(poly->p[0]), &ray->O, &q); t = V3_Dot(&(poly->normal), &q)/n_dot_d; if (t<=0.0 || t>=tmax) return 0; if (poly->np!=2) { return (VF_InsidePoly(ray, t, poly)); } else { return (VF_InsideLine(ray, t, poly)); } }
/*===========================================*/ int VF_BackFaceCullPolys(Poly *poly_i, Poly *poly_j) { int n, m; double tmp; Vector *normal_i, *normal_j, r; normal_i = &(poly_i->normal); normal_j = &(poly_j->normal); for (m=0; m<poly_i->np; m++) { for (n=0; n<poly_j->np; n++) { V3_Sub(&(poly_j->p[n]), &(poly_i->p[m]), &r); V3_Normalize(&r,tmp); if ((V3_Dot(&r, normal_i)>0.0) && (-V3_Dot(&r, normal_j)>0.0)) return 0; } } return 1; }
static HVect ConstrainToAxis (HVect loose, HVect axis) { HVect onPlane; register double norm; onPlane = V3_Sub(loose, V3_Scale(axis, V3_Dot(axis, loose))); norm = V3_Norm(onPlane); if (norm > 0.0) { if (onPlane.z < 0.0) onPlane = V3_Negate(onPlane); return ( V3_Scale(onPlane, 1/sqrt(norm)) ); } /* else drop through */ /* ================= */ if (axis.z == 1) onPlane = V3_(1.0, 0.0, 0.0); else onPlane = V3_Unit(V3_(-axis.y, axis.x, 0.0)); return (onPlane); }
/*=========================================*/ int VF_BehindAndBackFaceCullViewPoint(ViewPort *view, Poly *poly) { int n; double value, spatial_tol; Vector *normal_i, *normal_j, r; VFtopology *topology=VF_CurrentTopology(); spatial_tol = topology->spatial_tol; for (n=0; n<poly->np; n++) { value = V3_Dot(&(poly->p[n]), &(view->view_normal)) + view->d; if (value > spatial_tol) { /*===========================================*/ /* THIS VERTEX IS IN FRONT OF THE VIEWPOINT, */ /* NOW CHECK IF IT IS ALSO FACING IT */ /*===========================================*/ normal_i = &(view->view_normal); normal_j = &(poly->normal); V3_Sub(&(poly->p[n]), &(view->view_point), &r); if ((V3_Dot(&r, normal_i)>0.0) && (-V3_Dot(&r, normal_j)>0.0)) return 0; break; } } return 1; }
void GeneratePrimitive(OBJECT *Object) { int x,y; int x1,x2,y1,y2; VECTOR3 v; #ifdef INCLUDE_OBJ_STORED if (Object->Primitive!=aDDict_STORED) { Object->VertexNum=0; Object->PolygonNum=0; } #else Object->VertexNum=0; Object->PolygonNum=0; #endif //M_Identity(Object->ModelView); //Object->Primitive=PrimitiveID; switch (Object->Primitive) { #ifdef INCLUDE_OBJ_BOX case aDDict_BOX: { for (int x=0; x<14; x++) Object->AddVertex(BoxVertexData[x*5]/10.0f,BoxVertexData[x*5+1]/10.0f,BoxVertexData[x*5+2]/10.0f,BoxVertexData[x*5+3]/10.0f,BoxVertexData[x*5+4]/10.0f); for (int x=0; x<24; x++) Object->AddPolygon(BoxPolyData[x*7],BoxPolyData[x*7+1],BoxPolyData[x*7+2],BoxPolyData[x*7+3],BoxPolyData[x*7+4],BoxPolyData[x*7+5],BoxPolyData[x*7+6],0.5f,0.5f,1,0,0); } break; #endif #ifdef INCLUDE_OBJ_SPHERE case aDDict_SPHERE: Object->AddVertex(0,-0.5,0,0.5,0); Object->AddVertex(0,0.5,0,0.5,0); float theta,phi; for (x=1; x<Object->Param1-1; x++) { theta=(float)((x/(float)(Object->Param1-1)*180-90)*radtheta); for (int y=0; y<Object->Param2; y++) { phi=y/(float)Object->Param2*360.0f*(float)radtheta; v.x=(float)cos(theta)*(float)cos(phi)*0.5f; v.y=(float)cos(theta)*(float)sin(phi)*0.5f; v.z=(float)sin(theta)*0.5f; Object->AddVertex(v.x,v.z,-v.y,x/(float)Object->Param1,y/(float)Object->Param2); } } for (x=0; x<Object->Param1-1; x++) { x1=(x-1)*Object->Param2; x2=x*Object->Param2; for (int y=0; y<Object->Param2; y++) { y1=y+2; y2=(y+1)%Object->Param2+2; if (x>0 && x<Object->Param1-2) { Object->AddPolygon(x1+y1,x2+y1,x2+y2,aDDict_GOURAUDSHADE,(x)/(float)(Object->Param1),(y)/(float)Object->Param2,(x+1)/(float)(Object->Param1),y/(float)Object->Param2,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,1,0,1); Object->AddPolygon(x1+y1,x2+y2,x1+y2,aDDict_GOURAUDSHADE,(x)/(float)(Object->Param1),(y)/(float)Object->Param2,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,x/(float)(Object->Param1),(y+1)/(float)Object->Param2,0,1,1); } else if (x==0) Object->AddPolygon(y2,0,y1,aDDict_GOURAUDSHADE,(1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,0,(y+1)/(float)Object->Param2,(1)/(float)(Object->Param1),(y)/(float)Object->Param2,1,1,1); else Object->AddPolygon(x1+y1,1,x1+y2,aDDict_GOURAUDSHADE,(x)/(float)(Object->Param1),(y)/(float)Object->Param2,1,(y+1)/(float)Object->Param2,(x)/(float)(Object->Param1),(y+1)/(float)Object->Param2,1,1,1); } } break; #endif #ifdef INCLUDE_OBJ_CYLINDER case aDDict_CYLINDER: Object->AddVertex(0,-0.5,0,0.5,0.5); Object->AddVertex(0,0.5,0,0.5,0.5); for (y=0; y<Object->Param2+1; y++) { for (x=0; x<Object->Param1; x++) { float theta=(float)((x/(float)Object->Param1*360.0f)*radtheta); v.x=(float)cos(theta)*0.5f; v.y=(float)sin(theta)*0.5f; v.z=-0.5f+y/(float)Object->Param2; Object->AddVertex(v.x,v.z,-v.y,x/(float)Object->Param1,v.z+0.5f); } } for (x=0; x<Object->Param1; x++) { x1=x; x2=(x+1)%Object->Param1; if (Object->Param3) { Object->AddPolygon(0,x1+2,x2+2,0.5f,0.5f,(float)sin(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)sin((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,1,1,1); Object->AddPolygon(x1+Object->Param1*Object->Param2+2,1,x2+Object->Param1*Object->Param2+2,(float)sin(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,0.5f,0.5f,(float)sin((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,1,1,1); } for (int y=0; y<Object->Param2; y++) { y1=y*Object->Param1+2; y2=(y+1)*Object->Param1+2; Object->AddPolygon(x2+y1,x1+y1,x2+y2,aDDict_GOURAUDSHADE,(x+1)/(float)(Object->Param1),y/(float)Object->Param2,x/(float)(Object->Param1),y/(float)Object->Param2,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,1,1,0); Object->AddPolygon(x2+y2,x1+y1,x1+y2,aDDict_GOURAUDSHADE,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,x/(float)(Object->Param1),y/(float)Object->Param2,x/(float)(Object->Param1),(y+1)/(float)Object->Param2,0,1,1); } } break; #endif #ifdef INCLUDE_OBJ_CONE case aDDict_CONE: Object->AddVertex(0,0.5,0,0.5,0.5); Object->AddVertex(0,-0.5,0,0.5,0.5); for (y=1; y<=Object->Param3; y++) { for (x=0; x<Object->Param1; x++) { float theta=(float)((x/(float)Object->Param1*360.0f)*radtheta); v.x=(float)cos(theta)*0.5f*y/(float)Object->Param3; v.y=(float)sin(theta)*0.5f*y/(float)Object->Param3; v.z=-(-0.5f+y/(float)Object->Param3); Object->AddVertex(v.x,v.z,-v.y,v.x+0.5f,v.y+0.5f); } } for (x=0; x<Object->Param1; x++) { x1=x; x2=(x+1)%Object->Param1; Object->AddPolygon(x1+2,0,x2+2,aDDict_GOURAUDSHADE,1,1,1); if (Object->Param2) Object->AddPolygon(1,x1+Object->Param1*(Object->Param3-1)+2,x2+Object->Param1*(Object->Param3-1)+2,1,1,1); for (int y=0; y<Object->Param3-1; y++) { y1=y*Object->Param1+2; y2=(y+1)*Object->Param1+2; Object->AddPolygon(x1+y1,x2+y1,x2+y2,aDDict_GOURAUDSHADE,1,0,1); Object->AddPolygon(x1+y1,x2+y2,x1+y2,aDDict_GOURAUDSHADE,0,1,1); } } break; #endif #ifdef INCLUDE_OBJ_PLANE case aDDict_PLANE: for (x=0; x<=Object->Param1; x++) for (y=0; y<=Object->Param2; y++) Object->AddVertex(x/(float)Object->Param1-0.5f,0,y/(float)Object->Param2-0.5f,x/(float)Object->Param1,y/(float)Object->Param2); for (x=0; x<Object->Param1; x++) { x1=x*(Object->Param2+1); x2=(x+1)*(Object->Param2+1); for (int y=0; y<Object->Param2; y++) { y1=y; y2=(y+1)%(Object->Param2+1); Object->AddPolygon(x1+y1,x2+y1,x2+y2,1,0,1); Object->AddPolygon(x1+y1,x2+y2,x1+y2,0,1,1); } } break; #endif #ifdef INCLUDE_OBJ_CIRCLE case aDDict_CIRCLE: for (x=0; x<Object->Param1; x++) { theta=(float)((x/(float)Object->Param1*360.0f)*radtheta); v.x=(float)cos(theta); v.y=(float)sin(theta); v.z=0; float p=Object->Param2/255.0f*0.5f; Object->AddVertex(v.x*0.5f,v.z,-v.y*0.5f,x/(float)Object->Param1,0); Object->AddVertex(v.x*p,v.z,-v.y*p,x/(float)Object->Param1,1); } for (x=0; x<Object->Param1; x++) { x1=(x)%Object->Param1*2; x2=(x+1)%Object->Param1*2; y1=0; y2=1; Object->AddPolygon(x1+y1,x2+y1,x2+y2,aDDict_FLATSHADE,x/(float)Object->Param1,0,(x+1)/(float)Object->Param1,0,(x+1)/(float)Object->Param1,1,1,0,1); Object->AddPolygon(x1+y1,x2+y2,x1+y2,aDDict_FLATSHADE,x/(float)Object->Param1,0,(x+1)/(float)Object->Param1,1,x/(float)Object->Param1,1,0,1,1); } break; #endif #ifdef INCLUDE_OBJ_LINE case aDDict_LINE: for (x=-1; x<=Object->Param1; x++) { Object->AddVertex(0,0,-0.5f+x/(float)(Object->Param1-1),0,0); /*if (x>0 && x<Object->Param1) Object->AddEdge(x,x+1,-1);*/ } break; #endif #ifdef INCLUDE_OBJ_ARC case aDDict_ARC: for (x=-1; x<=Object->Param1; x++) { float phase=x/(float)(Object->Param1-1)*(float)Object->Param2*radtheta; Object->AddVertex((float)(0.5f*cos(phase)),0,(float)(0.5f*sin(phase)),0,0); /*if (x>0 && x<Object->Param1) Object->AddEdge(x,x+1,-1);*/ } break; #endif #ifdef INCLUDE_OBJ_LOFT case aDDict_LOFT: { VECTOR3 Up=V3_Make(0,1,0); Object->Backface=false; OBJECT *v1,*v2; v1=(OBJECT*)Object->Param1; v2=(OBJECT*)Object->Param2; if (v1 && v2) { bool xc=v1->Param2==360, yc=v2->Param2==360; int v1v=v1->VertexNum-2; int v2v=v2->VertexNum-2; if (xc) v1v--; if (yc) v2v--; int xx=0; if ((v1->VertexNum>1) && (v2->VertexNum>1)) { int xa,ya; for (xa=1;xa<=v1v;xa++) { VECTOR3 va,vb,vc; va=v1->VertexList[xa-1].Position; vb=v1->VertexList[xa].Position; vc=v1->VertexList[xa+1].Position; M_Xformd(v1->ModelView,va,va); M_Xformd(v1->ModelView,vb,vb); M_Xformd(v1->ModelView,vc,vc); VECTOR3 a1=V3_Normalize(V3_Sub(vb,va)); VECTOR3 a2=V3_Normalize(V3_Sub(vc,va)); VECTOR3 dir=V3_Normalize(V3_Add(a1,a2)); VECTOR3 nx=V3_Cross(Up,dir); VECTOR3 ny=V3_Cross(nx,dir); int yy=0; for (ya=1;ya<=v2v;ya++) { VECTOR3 yv=v2->VertexList[ya].Position; M_Xformd(v2->ModelView,yv,yv); VECTOR3 nv=V3_Add(V3_Mults(nx,yv.x),V3_Mults(ny,yv.z)); nv=V3_Add(nv,vb); Object->AddVertex(nv.x,nv.y,nv.z,xx/(float)(v1v-1),yy/(float)(v2v-1)); yy++; } xx++; } if (xc) v1v++; if (yc) v2v++; for (xx=0;xx<=v2v-2;xx++) for (int yy=0;yy<=v1v-2;yy++) { int xa=xx, ya=yy; int x1=xx+1,y1=yy+1; int v2vs=v2v; if (yc) { v2vs--; xa%=v2v-1; x1%=v2v-1; } if (xc) { ya%=v1v-1; y1%=v1v-1; } Object->AddPolygon(ya*v2vs+xa,ya*v2vs+x1,y1*v2vs+x1,aDDict_GOURAUDSHADE,xx/((float)v2v-1),yy/((float)v1v-1),(xx+1)/((float)v2v-1),yy/((float)v1v-1),(xx+1)/((float)v2v-1),(yy+1)/((float)v1v-1),1,0,1); Object->AddPolygon(ya*v2vs+xa,y1*v2vs+x1,y1*v2vs+xa,aDDict_GOURAUDSHADE,xx/((float)v2v-1),yy/((float)v1v-1),(xx+1)/((float)v2v-1),(yy+1)/((float)v1v-1),xx/((float)v2v-1),(yy+1)/((float)v1v-1),0,1,1); } } } } break; #endif #ifdef INCLUDE_OBJ_FUR case aDDict_FUR: { srand(115); //9,26,30,35,39,46,62,75,79,115,116,126 //135 volt az utolso OBJECT *Host=(OBJECT*)Object->Param5; for (int x=0; x<Host->PolygonNum; x++) { VECTOR3 Ha,Hb,Hc; Ha=Host->VertexList[Host->PolygonList[x].v[0]].Position; Hb=Host->VertexList[Host->PolygonList[x].v[1]].Position; Hc=Host->VertexList[Host->PolygonList[x].v[2]].Position; MATRIX m; memcpy(&m,Host->ModelView,sizeof(MATRIX)); //for (int a=0; a<4; a++) for (int b=0; b<4; b++) m[a][b]=KillFloat(m[a][b],2); M_Xformd(m,Ha,Ha); M_Xformd(m,Hb,Hb); M_Xformd(m,Hc,Hc); VECTOR3 Origin=V3_Mults(V3_Add(V3_Add(Ha,Hb),Hc),1/3.0f); VECTOR3 i=V3_Normalize(V3_Cross(V3_Sub(Hc,Ha),V3_Sub(Hb,Ha))); for (int y=0; y<Object->Param2; y++) { VECTOR3 Random=V3_Normalize(V3_Make((float)rand(),(float)rand(),(float)rand())); VECTOR3 j=V3_Cross(i,Random); VECTOR3 k=V3_Mults(V3_Cross(i,j),0.5f); VECTOR3 a,b,c,d; float r=((rand()/(float)RAND_MAX)-0.5f)*2.0f; i=V3_Mults(i,Object->Param3/255.0f); k=V3_Mults(k,Object->Param1/255.0f); a=V3_Add(Origin,k); b=V3_Add(V3_Add(Origin,k),i); c=V3_Add(V3_Sub(Origin,k),i); d=V3_Sub(Origin,k); Object->AddVertex(a.x,a.y,a.z,0,0); Object->AddVertex(b.x,b.y,b.z,0,1); Object->AddVertex(c.x,c.y,c.z,1,1); Object->AddVertex(d.x,d.y,d.z,1,0); Object->AddPolygon((x*Object->Param2+y)*4,(x*Object->Param2+y)*4+1,(x*Object->Param2+y)*4+2,aDDict_GOURAUDSHADE,1,0,1); Object->AddPolygon((x*Object->Param2+y)*4,(x*Object->Param2+y)*4+2,(x*Object->Param2+y)*4+3,aDDict_GOURAUDSHADE,0,1,1); } } } break; #endif #ifdef INCLUDE_OBJ_SUPERSHAPE case aDDict_SUPERSHAPE: { SUPERSHAPE *s=(SUPERSHAPE*)Object->Param1; for (int x=0; x<=s->Xres; x++) { float phi=LinearInterpolate((float)s->Rangex1,(float)s->Rangex2,x/(float)(s->Xres))/180.0f*3.1415f; float r0=0; if (!s->Sphere) r0=s->Trad0; float r1a=SuperShapeRad(s->SuperShape1.mint+s->SuperShape1.mfloat/255.0f,s->SuperShape1.n1,s->SuperShape1.n2,s->SuperShape1.n3,s->SuperShape1.a,s->SuperShape1.b,phi)+r0; if (s->RadFunc) { float r1; if (s->RadFunc==1) r1=s->Rada*phi; if (s->RadFunc==2) r1=(float)(s->Rada*exp(s->Radb*phi)); r1a*=r1; } float r1=s->Verta*phi; for (int y=0; y<=s->Yres; y++) { float ro=LinearInterpolate((float)s->Rangey1,(float)s->Rangey2,y/(float)(s->Yres))/180.0f*3.1415f; float r2a=SuperShapeRad(s->SuperShape2.mint+s->SuperShape2.mfloat/255.0f,s->SuperShape2.n1,s->SuperShape2.n2,s->SuperShape2.n3,s->SuperShape2.a,s->SuperShape2.b,ro); VECTOR3 pos; if (s->Sphere) pos=V3_Make((float)(r1a*cos(phi )*r2a*cos(ro )),(float)(r1a*sin(phi )*r2a*cos(ro )),(float)(r2a*sin(ro ))); else pos=V3_Make((float)(cos(phi )*(r1a+r2a*cos(ro ))),(float)(sin(phi )*(r1a+r2a*cos(ro ))),(float)(r2a*sin(ro ))); if (s->VertFunc) pos.z*=r1; Object->AddVertex(pos.x,pos.y,pos.z,x/(float)(s->Xres),y/(float)(s->Yres)); } } for (x=0; x<s->Xres; x++) { for (int y=0; y<s->Yres; y++) { Object->AddPolygon(x*(s->Yres+1)+y,(x+1)*(s->Yres+1)+y+1,(x+1)*(s->Yres+1)+y,aDDict_GOURAUDSHADE,0,1,1); Object->AddPolygon(x*(s->Yres+1)+y,(x)*(s->Yres+1)+y+1,(x+1)*(s->Yres+1)+y+1,aDDict_GOURAUDSHADE,1,0,1); } } } break; #endif case -25472: default: break; } #ifdef INCLUDE_OBJ_STORED if (Object->Primitive!=aDDict_STORED) { Object->CalculateTextureCoordinates(); } #else Object->CalculateTextureCoordinates(); #endif for (x=0; x<Object->PolygonNum; x++) { if (Object->Shading!=aDDict_DEFAULTSHADE) Object->PolygonList[x].CurrentShading=Object->Shading; } }
double VF_Visibility(Poly *poly_i, Poly *poly_j, CandidateList *candidates, int nc) { int i, j, n, ns, cnt, nt, test_vertices=0; double tmax, tmp, n_dot_d; Ray ray0,*ray; Point samples_i[4096], samples_j[4096]; Vector q; Adaptive *adaptive; VFenclosure *enclosure=VF_CurrentEnclosure(); adaptive = &(enclosure->adaptive); if (nc==0) return(1.0); VF_SamplesUVtoXYZ(poly_i, &(adaptive->visibility.sampling), adaptive->visibility.sampleuv_i, samples_i); VF_SamplesUVtoXYZ(poly_j, &(adaptive->visibility.sampling), adaptive->visibility.sampleuv_j, samples_j); ns = adaptive->visibility.sampling.n; if (test_vertices) { cnt = nt = ns+poly_i->np*poly_j->np; } else { cnt = nt = ns; } /*=================================================*/ /* TEST VISIBILITY OF RAYS BETWEEN SAMPLING POINTS */ /*=================================================*/ for (n=0; n<ns; n++) { ray = &(adaptive->visibility.ray[n]); ray->O = samples_i[n]; ray->vis = 0; V3_Sub(&(samples_j[n]), &(ray->O), &(ray->D)); V3_Normalize(&(ray->D),tmp); n_dot_d = V3_Dot(&(poly_j->normal), &(ray->D)); if (fabs(n_dot_d)<VF_RAY_TEST) { cnt--; } else { V3_Sub(&(poly_j->p[0]), &(ray->O), &q); tmax = V3_Dot(&(poly_j->normal), &q)/n_dot_d; if (VF_RayPatchListTest(&(adaptive->visibility.ray[n]), n, tmax, candidates, nc)) cnt--; } } if (test_vertices) { /*===============================================================*/ /* ALSO TEST RAYS BETWEEN ALL VERTEX COMBINATIONS FOR VISIBILITY */ /*===============================================================*/ for (i=0; i<poly_i->np; i++) { for (j=0; j<poly_j->np; j++) { ray0.vis = 0; ray0.O = poly_i->p[i]; V3_Sub(&(poly_j->p[j]), &(ray0.O), &(ray0.D)); V3_Normalize(&(ray0.D),tmp); n_dot_d = V3_Dot(&(poly_j->normal), &(ray0.D)); if (fabs(n_dot_d)<VF_RAY_TEST) { cnt--; } else { V3_Sub(&(poly_j->p[0]), &(ray0.O), &q); tmax = V3_Dot(&(poly_j->normal), &q)/n_dot_d; if (VF_RayPatchListTest(&ray0, n, tmax, candidates, nc)) { cnt--; } } } } } return ((double)(cnt)/(double)(nt)); }
void OBJECT::SortVertexEdges() { for (int x=0; x<VertexNum; x++) { if (VertexList[x].EdgeNum>2) { VECTOR3 vertvector; VECTOR3 normal = V3_Normalize(VertexList[x].Normal); VECTOR3 vx = VertexList[x].Position; float *szogek = new float[VertexList[x].EdgeNum]; int e=GetEdgeVertex(this,x,VertexList[x].EdgeList[0]); VECTOR3 refvector=VertexList[e].Position; refvector = V3_Sub(refvector,vx); VECTOR3 projvec=normal; projvec=V3_Mults(projvec,V3_Dot(refvector,normal)); refvector = V3_Normalize(V3_Sub(refvector,projvec)); int y; for (y=1; y<VertexList[x].EdgeNum; y++) { e=GetEdgeVertex(this,x,VertexList[x].EdgeList[y]); vertvector = V3_Sub(VertexList[e].Position,vx); projvec=V3_Mults(normal,V3_Dot(vertvector,normal)); vertvector = V3_Normalize(V3_Sub(vertvector,projvec)); float cosTheta = max(-1.0f,min(1.0f,V3_Dot(vertvector,refvector))); float angle = (float)acos(cosTheta) * 180.0f / 3.1415f; VECTOR3 crossProd=V3_Cross(vertvector,refvector); if (V3_Dot(crossProd,normal) < 0) angle = 360 - angle; szogek[y]=angle; } int smallest,b1; float smallestvalue, b2; for (int z=0; z<VertexList[x].EdgeNum; z++) { smallest=z; smallestvalue=szogek[z]; for (y=z; y<VertexList[x].EdgeNum; y++) { if (szogek[y]<=smallestvalue) { smallest=y; smallestvalue=szogek[y]; } } b2=szogek[smallest]; szogek[smallest]=szogek[z]; szogek[z]=b2; b1=VertexList[x].EdgeList[smallest]; VertexList[x].EdgeList[smallest]=VertexList[x].EdgeList[z]; VertexList[x].EdgeList[z]=b1; } delete[] szogek; } } }