///helper function tells you how int elements are identical between two sets. ///This probably should be in a library... but its too special purpose int SurfaceObject::countNumCommon(set_t set1, set_t set2) { int i = 0; int result = 0; int s1 = size_set(set1); int s2 = size_set(set2); set_t tempSet1 = set1; set_t tempSet2 = set2; if(s2 > s1){ tempSet1 = set2; tempSet2 = set1; s1 = size_set(set2); s2 = size_set(set1); } ///now tempSet1 is always at least as large as tempset2. for(i = 0; i<size_set(tempSet2); i++){ if( contains_set(tempSet1, tempSet2[i]) ){ result++; } } return result; }
GW_Game_Pancake::GW_Game_Pancake() : GW_GameEngine_VTech_Condor(EO_NONE, GO_HAVEITEM0|GO_HAVELEFT0|GO_HAVERIGHT1A|GO_HAVERIGHT6) { gamepath_set("pancake"); size_set(560, 372); // game screen position GW_PLATFORM_RECT(gr, 151, 52, 257, 192); gamerect_set(gr); // character data(). position_change(PS_CHAR, 1, 177, 171)-> position_change(PS_CHAR, 2, 262, 177)-> position_change(PS_CHAR, 3, 306, 177); // item data(). position_change(PS_ITEM, 0, 372, 117)-> position_change(PS_ITEM, 1, 365, 106)-> position_change(PS_ITEM, 2, 343, 103)-> position_change(PS_ITEM, 3, 328, 114)-> position_change(PS_ITEM, 4, 320, 130)-> position_change(PS_ITEM, 5, 314, 148)-> position_change(PS_ITEM, 6, 312, 166)-> position_change(PS_ITEM, 7, 311, 179)-> position_change(PS_ITEM, 8, 308, 156)-> position_change(PS_ITEM, 9, 306, 136)-> position_change(PS_ITEM, 10, 300, 119)-> position_change(PS_ITEM, 11, 290, 104)-> position_change(PS_ITEM, 12, 277, 115)-> position_change(PS_ITEM, 13, 270, 131)-> position_change(PS_ITEM, 14, 267, 148)-> position_change(PS_ITEM, 15, 266, 165)-> position_change(PS_ITEM, 16, 267, 178)-> position_change(PS_ITEM, 17, 263, 156)-> position_change(PS_ITEM, 18, 258, 136)-> position_change(PS_ITEM, 19, 248, 118)-> position_change(PS_ITEM, 20, 233, 132)-> position_change(PS_ITEM, 21, 225, 149)-> position_change(PS_ITEM, 22, 220, 165)-> position_change(PS_ITEM, 23, 221, 178)-> position_change(PS_ITEM, 24, 218, 156)-> position_change(PS_ITEM, 25, 213, 140)-> position_change(PS_ITEM, 26, 205, 131)-> position_change(PS_ITEM, 27, 191, 137)-> position_change(PS_ITEM, IDX_MISS_1, 219, 191)-> position_change(PS_ITEM, IDX_MISS_2, 243, 189)-> position_change(PS_ITEM, IDX_MISS_3, 306, 193); data(). position_change(PS_ITEMLEFT, 0, 162, 117)-> position_change(PS_ITEMLEFT, 1, 180, 138)-> position_change(PS_ITEMLEFT, 2, 179, 129); // item right data(). position_change(PS_ITEMRIGHT, 0, 335, 123)-> position_change(PS_ITEMRIGHT, 1, 366, 163)-> position_change(PS_ITEMRIGHT, 2, 370, 146)-> position_change(PS_ITEMRIGHT, 3, 375, 146)-> position_change(PS_ITEMRIGHT, 4, 360, 110)-> position_change(PS_ITEMRIGHT, 5, 366, 129)-> position_change(PS_ITEMRIGHT, 6, 366, 122); // numbers data(). position_change(PS_NUMBER, 1, 253, 63)-> position_change(PS_NUMBER, 2, 268, 63)-> position_change(PS_NUMBER, 3, 288, 63)-> position_change(PS_NUMBER, 4, 303, 63)-> position_change(PS_SEMICOLON, 0, 283, 68); // miss data(). position_change(PS_MISS, 1, 332, 63)-> position_change(PS_MISS, 2, 347, 63)-> position_change(PS_MISS, 3, 361, 63)-> position_change(PS_MISS, 4, 375, 63)-> position_change(PS_MISS, 5, 389, 63)-> position_change(PS_MISS, 6, 333, 77)-> position_change(PS_MISS, 7, 348, 77)-> position_change(PS_MISS, 8, 362, 77)-> position_change(PS_MISS, 9, 375, 77)-> position_change(PS_MISS, 10, 389, 77); // options data(). position_change(PS_GAMEA, 0, 155, 63)-> position_change(PS_GAMEB, 0, 155, 79)-> position_change(PS_ALARM, 0, 201, 79)-> position_change(PS_BELL, 0, 182, 65)-> position_change(PS_CHRONO, 0, 219, 79)-> position_change(PS_DATE, 0, 233, 79)-> position_change(PS_TIME1, 0, 224, 63)-> position_change(PS_TIME2, 0, 201, 63)-> position_change(PS_AM, 0, 317, 63)-> position_change(PS_PM, 0, 317, 78); }
void SurfaceObject::draw(bool drawPoints, bool drawLines, bool drawTransparent, bool pocketView, double * offset, double * c) { int i = 0; int j = 0; int pt1, pt2, pt3; ////Declare Materials GLfloat mat_solid[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_zero[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat mat_transparent[] = { 0.2, 0.2, 0.2, 0.2 }; GLfloat mat_emission[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat mat_specular[] = { 0.1, 0.1, 0.1, 0.0 }; GLfloat low_shininess[] = { .5 }; float amb[] = {0.20f, 0.50f, 1.0f, 0.1f}; float diff[] = {0.20f, 0.50f, 1.0f, 0.1f}; float spec[] = {1.0f, 1.0f, 1.0f, 1.0f}; float shine[] = {0.8 * 128.0f}; // The glass is very shiny double * cent = new double[3]; cent[0] = 0; cent[1] = 0; cent[2] = 0; if(offset != NULL){ delete[](cent); cent = offset; } ///drawPoints if(drawPoints){ glBegin(GL_POINTS); glColor3f(1.00000f, 1.00000f, 1.00000f); for(i = 0; i<numTriangles; i++){ pt1 = triangles[3*i+0]; pt2 = triangles[3*i+1]; pt3 = triangles[3*i+2]; glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] ); glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] ); glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] ); } glEnd(); } if(drawLines){ glBegin(GL_LINES); glColor3f(0.00000f, 1.00000f, 0.00000f); for(i = 0; i<numTriangles; i++){ pt1 = triangles[3*i+0]; pt2 = triangles[3*i+1]; pt3 = triangles[3*i+2]; glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] ); glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] ); glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] ); glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] ); glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] ); glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] ); } glEnd(); } bool drawNormals = false; if(drawNormals){ glColor3f(1.00000f, 1.00000f, 1.00000f); glBegin(GL_LINES); for(i = 0; i<numTriangles; i++){ pt1 = triangles[3*i+0]; pt2 = triangles[3*i+1]; pt3 = triangles[3*i+2]; double * p1 = new double[3]; p1[0] = surfacePoints [3*pt1+0]-cent[0]; p1[1] = surfacePoints [3*pt1+1]-cent[1]; p1[2] = surfacePoints [3*pt1+2]-cent[2]; double * p2 = new double[3]; p2[0] = surfacePoints [3*pt2+0]-cent[0]; p2[1] = surfacePoints [3*pt2+1]-cent[1]; p2[2] = surfacePoints [3*pt2+2]-cent[2]; double * p3 = new double[3]; p3[0] = surfacePoints [3*pt3+0]-cent[0]; p3[1] = surfacePoints [3*pt3+1]-cent[1]; p3[2] = surfacePoints [3*pt3+2]-cent[2]; double * v1 = new double[3]; v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2]; double * v2 = new double[3]; v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2]; double * cross = crossProd(v1, v2); double * norm = normalizeVector(cross); double * avg = new double[3]; avg[0] = (p1[0]+p2[0]+p3[0])/3; avg[1] = (p1[1]+p2[1]+p3[1])/3; avg[2] = (p1[2]+p2[2]+p3[2])/3; double * newPt = new double[3]; newPt[0] = avg[0] + norm[0]; newPt[1] = avg[1] + norm[1]; newPt[2] = avg[2] + norm[2]; glVertex3f( avg[0], avg[1], avg[2] ); glVertex3f( newPt[0], newPt[1], newPt[2] ); //printf("vectorSize: %lf\n", vectorSize( newPt[0]-avg[0], newPt[1]-avg[1], newPt[2]-avg[2]) ); delete[](p1); delete[](p2); delete[](p3); delete[](v1); delete[](v2); delete[](cross); delete[](norm); delete[](avg); delete[](newPt); } glEnd(); } //set material properties if(drawTransparent == true){ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shine); glEnable(GL_BLEND); glDepthMask(GL_FALSE); // glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else{ glMaterialfv(GL_FRONT, GL_EMISSION, mat_zero); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_solid); } double * color = new double[3]; if(c != NULL){ color[0] = c[0]; color[1] = c[1]; color[2] = c[2]; } else{ if(drawTransparent){ color[0] = 0.5f; color[1] = 0.5f; color[2] = 0.0f; } else{ color[0] = 0.0f; color[1] = 0.5f; color[2] = 0.5f; } } set_t debug_triangleSet = alloc_set(0); // debug_triangleSet = put_set(debug_triangleSet, 37); // debug_triangleSet = put_set(debug_triangleSet, 38); // debug_triangleSet = put_set(debug_triangleSet, 39); // debug_triangleSet = put_set(debug_triangleSet, 213); // debug_triangleSet = put_set(debug_triangleSet, 215); ///render the triangles glBegin(GL_TRIANGLES); for(i = 0; i<numTriangles; i++){ pt1 = triangles[3*i+0]; pt2 = triangles[3*i+1]; pt3 = triangles[3*i+2]; double s = 1.00; ///surface geometry hack - scales up slightly so there isnt so much z-buffer collision. // if(i == 215){ glColor4f(1, 0, 0, .5); } if(drawTransparent){///surface geometry hack glColor4f(color[0], color[1], color[2], .5); if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, .5); } glNormal3f( surfaceNormals[3*pt1+0], surfaceNormals[3*pt1+1], surfaceNormals[3*pt1+2] ); glVertex3f( s*(surfacePoints [3*pt1+0]-cent[0]),s*(surfacePoints [3*pt1+1]-cent[1]),s*(surfacePoints [3*pt1+2]-cent[2]) ); glNormal3f( surfaceNormals[3*pt2+0], surfaceNormals[3*pt2+1], surfaceNormals[3*pt2+2] ); glVertex3f( s*(surfacePoints [3*pt2+0]-cent[0]),s*(surfacePoints [3*pt2+1]-cent[1]),s*(surfacePoints [3*pt2+2]-cent[2]) ); glNormal3f( surfaceNormals[3*pt3+0], surfaceNormals[3*pt3+1], surfaceNormals[3*pt3+2] ); glVertex3f( s*(surfacePoints [3*pt3+0]-cent[0]),s*(surfacePoints [3*pt3+1]-cent[1]),s*(surfacePoints [3*pt3+2]-cent[2]) ); } else{ if(colorFlag == true){ glColor4f( colors[3*pt1+0], colors[3*pt1+1], colors[3*pt1+2], 1.0 ); glNormal3f( surfaceNormals[3*pt1+0], surfaceNormals[3*pt1+1], surfaceNormals[3*pt1+2] ); glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] ); glColor4f( colors[3*pt2+0], colors[3*pt2+1], colors[3*pt2+2], 1.0 ); glNormal3f( surfaceNormals[3*pt2+0], surfaceNormals[3*pt2+1], surfaceNormals[3*pt2+2] ); glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] ); glColor4f( colors[3*pt3+0], colors[3*pt3+1], colors[3*pt3+2], 1.0 ); glNormal3f( surfaceNormals[3*pt3+0], surfaceNormals[3*pt3+1], surfaceNormals[3*pt3+2] ); glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] ); } else{ glColor4f(color[0], color[1], color[2], 1.0); if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, 1); } glNormal3f( surfaceNormals[3*pt1+0], surfaceNormals[3*pt1+1], surfaceNormals[3*pt1+2] ); glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] ); glNormal3f( surfaceNormals[3*pt2+0], surfaceNormals[3*pt2+1], surfaceNormals[3*pt2+2] ); glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] ); glNormal3f( surfaceNormals[3*pt3+0], surfaceNormals[3*pt3+1], surfaceNormals[3*pt3+2] ); glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] ); } } } for(i = 0; i<numTriangles; i++){ double s = 1.00; ///surface geometry hack - scales up slightly so there isnt so much z-buffer collision. pt1 = triangles[3*i+0]; pt2 = triangles[3*i+1]; pt3 = triangles[3*i+2]; if(pocketView){/// we render both sides by drawing backwards triangles too. //glColor4f(color[0]/2, color[1]/2, color[2]/2, 1.0); if(drawTransparent){///surface geometry hack glColor4f(color[0], color[1], color[2], .3); if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, .5); } glNormal3f( -surfaceNormals[3*pt1+0], -surfaceNormals[3*pt1+1], -surfaceNormals[3*pt1+2] ); glVertex3f( s*(surfacePoints [3*pt1+0]-cent[0]),s*(surfacePoints [3*pt1+1]-cent[1]),s*(surfacePoints [3*pt1+2]-cent[2]) ); glNormal3f( -surfaceNormals[3*pt3+0], -surfaceNormals[3*pt3+1], -surfaceNormals[3*pt3+2] ); glVertex3f( s*(surfacePoints [3*pt3+0]-cent[0]),s*(surfacePoints [3*pt3+1]-cent[1]),s*(surfacePoints [3*pt3+2]-cent[2]) ); glNormal3f( -surfaceNormals[3*pt2+0], -surfaceNormals[3*pt2+1], -surfaceNormals[3*pt2+2] ); glVertex3f( s*(surfacePoints [3*pt2+0]-cent[0]),s*(surfacePoints [3*pt2+1]-cent[1]),s*(surfacePoints [3*pt2+2]-cent[2]) ); } else{ glColor4f(color[0]/4, color[1]/4, color[2]/4, 1.0); glColor3f(0.00000f, 0.250000f, 0.2500000f); if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, 1); } glNormal3f( surfaceNormals[3*pt1+0], surfaceNormals[3*pt1+1], surfaceNormals[3*pt1+2] ); glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] ); glNormal3f( surfaceNormals[3*pt3+0], surfaceNormals[3*pt3+1], surfaceNormals[3*pt3+2] ); glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] ); glNormal3f( surfaceNormals[3*pt2+0], surfaceNormals[3*pt2+1], surfaceNormals[3*pt2+2] ); glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] ); } } } glEnd(); free_set(debug_triangleSet); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if( highlights != NULL ){ glBegin(GL_POINTS); for(i = 0; i<numPoints; i++){ if(contains_set(highlights, i)){ //glPushMatrix(); glVertex3f( surfacePoints[3*i+0]-cent[0], surfacePoints[3*i+1]-cent[1], surfacePoints[3*i+2]-cent[2] ); //glTranslatef(surfacePoints[3*i+0], surfacePoints[3*i+1], surfacePoints[3*i+2] ); //glutSolidSphere ( .3, 4, 4) ; //glPopMatrix(); } } glEnd(); } glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if(edges != NULL && drawTransparent == false){ glBegin(GL_LINES); for(i = 0; i<size_set(edges); i++){ set_t tempSet = (set_t) mapsto_set(edges, edges[i]); for(j = 0; j<size_set(tempSet); j++){ if(tempSet[j] > edges[i]){ glVertex3f( surfacePoints[3*edges[i]+0]-cent[0], surfacePoints[3*edges[i]+1]-cent[1], surfacePoints[3*edges[i]+2]-cent[2] ); glVertex3f( surfacePoints[3*tempSet[j]+0]-cent[0], surfacePoints[3*tempSet[j]+1]-cent[1], surfacePoints[3*tempSet[j]+2]-cent[2] ); } } } glEnd(); } ///fix material properties if(drawTransparent == true){ glDepthMask(GL_TRUE); glDisable(GL_BLEND); } if(offset == NULL){ delete[](cent); } delete[](color); }
///identifies edges which are not surrounded by triangles - locations where the surface ///is non manifold. ///This turns the edges variable non-null. // //NOTE: THIS FUNCTION IS CURRENTLY BROKEN // // void SurfaceObject::identifyNonManifoldEdges(void) { int i = 0; int j = 0; ///create a set of sets to hold non-manifold edges set_t nonManifold = alloc_set(SP_MAP); ///Create a set of sets to remember which triangles associate with which vertex. Allocate that here. set_t verticesMappingToTris = alloc_set(SP_MAP); for(i = 0; i<numPoints; i++){ set_t tris = alloc_set(0); verticesMappingToTris = associate_set(verticesMappingToTris, i, tris); } ///associate each vertex with a list of triangles it is part of. ///we do this by interating through all triangles set_t tris; for(i = 0; i<numTriangles; i++){ tris = (set_t) mapsto_set(verticesMappingToTris, triangles[3*i+0]); tris = put_set(tris, i); verticesMappingToTris = associate_set(verticesMappingToTris, triangles[3*i+0], tris); tris = (set_t) mapsto_set(verticesMappingToTris, triangles[3*i+1]); tris = put_set(tris, i); verticesMappingToTris = associate_set(verticesMappingToTris, triangles[3*i+1], tris); tris = (set_t) mapsto_set(verticesMappingToTris, triangles[3*i+2]); tris = put_set(tris, i); verticesMappingToTris = associate_set(verticesMappingToTris, triangles[3*i+2], tris); } int min = 100000; int max = 0; int counter = 0; for(i = 0; i<size_set(verticesMappingToTris); i++){ tris = (set_t) mapsto_set(verticesMappingToTris, verticesMappingToTris[i]); if(min > size_set(tris)){ min = size_set(tris); if(size_set(tris) == 0){ counter++; } } if(max < size_set(tris)){ max = size_set(tris); } } printf("MAXIMUM NUMBER OF TRIANLGES ASSOCIATED WITH A point: %i\n", max); printf("MINIMUM NUMBER OF TRIANLGES ASSOCIATED WITH A point: %i (total 0: %i)\n", min, counter); set_t set1; set_t set2; set_t tempSet; int numCommon; int * tri = new int[3]; ///iterate through all triangles, for(i = 0; i<numTriangles; i++){ tri[0] = triangles[3*i+0]; tri[1] = triangles[3*i+1]; tri[2] = triangles[3*i+2]; ///for each edge on the triangle, verify that exactly two ///distinct triangles are part of that edge. otherwise it is ///a non-manifold edge. for(j = 0; j<3; j++){ //set the two vertices of the edge we are working on int t1 = tri[(j+0)%3]; int t2 = tri[(j+1)%3]; //identify the set of triangles adjacent to each endpoint set1 = (set_t) mapsto_set(verticesMappingToTris, t1); set2 = (set_t) mapsto_set(verticesMappingToTris, t2); ///find out how many triangles are common between these endpoints numCommon = countNumCommon(set1, set2); //if numCommon == 1, then this is an edge of a nonmanifold surface. Store it. if(numCommon == 1){ if(!contains_set(nonManifold, t1)){ tempSet = alloc_set(0); } else{ tempSet = (set_t) mapsto_set(nonManifold, t1); } tempSet = put_set(tempSet, t2); nonManifold = associate_set(nonManifold, t1, tempSet); if(!contains_set(nonManifold, t2)){ tempSet = alloc_set(0); } else{ tempSet = (set_t) mapsto_set(nonManifold, t2); } tempSet = put_set(tempSet, t1); nonManifold = associate_set(nonManifold, t2, tempSet); // printf("Edge: %i %i\n", t1, t2); } //if numCommon is zero, then there is a serious issue with triangle topology. Report it. if(numCommon == 0){ printf("ERROR: Two vertices of the same triangle (vertex %i and %i in triangle %i) \n", t1, t2, i); printf("ERROR: are not members of at least one triangle, according to our data!!\n"); } //if numCommon is greater than two, there is impossible surface occuring. Report it. if(numCommon > 2){ printf("ERROR: Vertices %i and %i appear to be adjacent to an edge which is part of \n", t1, t2); printf("ERROR: more than two triangles, creating a non-manifold surface! error!\n"); } ///if numCommon is equal to two, that is fine. Report nothing. } ///The end of this loop creates a list of non-manifold edges at the border of the surface, if it exists. } edges = nonManifold; delete[](tri); //free the data structure for(i = 0; i<numPoints; i++){ tris = (set_t) mapsto_set(verticesMappingToTris, i); free_set(tris); } free_set(verticesMappingToTris); }
GW_Game_DKong::GW_Game_DKong() : GW_Game() { gamepath_set("dkong"); size_set(464, 571); // game screen position GW_PLATFORM_RECT(gr, 125, 78, 212, 412); // full screen //GW_PLATFORM_RECT(gr, 125, 349, 214, 139); // first screen gamerect_set(gr); /* // second screen GW_PLATFORM_RECT(gr, 125, 177, 213, 139); gamerect_set(gr); */ char sname[50]; // transparent colors GW_PLATFORM_RGB(tcolor_bg, 255, 0, 255); GW_PLATFORM_RGB(tcolor_img, 255, 255, 255); // life data(). position_add(PS_LIFE, 1, 216, 470, IM_LIFE, 1, "vite.bmp", &tcolor_img)-> position_add(PS_LIFE, 2, 229, 470, IM_LIFE, 1)-> position_add(PS_LIFE, 3, 242, 470, IM_LIFE, 1); // bg data(). image_add(IM_BG, GW_INDEX_DEFAULT, "bg.bmp", &tcolor_bg); // barrel data(). position_add(PS_BARREL, 1, 137, 200, IM_BARREL, 1, "bar_14.bmp", &tcolor_img)-> //position_add(PS_BARREL, 2, 136, 372, IM_LIFE, 1)-> // 15 position_add(PS_BARREL, 3, 136, 397, IM_BARREL, 2, "bar_16.bmp", &tcolor_img)-> position_add(PS_BARREL, 4, 136, 461, IM_BARREL, 3, "bar_17.bmp", &tcolor_img)-> position_add(PS_BARREL, 5, 169, 197, IM_BARREL, 4, "bar_24.bmp", &tcolor_img)-> position_add(PS_BARREL, 6, 169, 400, IM_BARREL, 1)-> // 26 position_add(PS_BARREL, 7, 169, 457, IM_BARREL, 6, "bar_36.bmp", &tcolor_img)-> // 27 position_add(PS_BARREL, 8, 189, 196, IM_BARREL, 5, "bar_34.bmp", &tcolor_img)-> position_add(PS_BARREL, 9, 202, 403, IM_BARREL, 6, "bar_36.bmp", &tcolor_img)-> position_add(PS_BARREL, 10, 202, 454, IM_BARREL, 8, "bar_46.bmp", &tcolor_img)-> // 37 position_add(PS_BARREL, 11, 208, 195, IM_BARREL, 7, "bar_44.bmp", &tcolor_img)-> position_add(PS_BARREL, 12, 233, 406, IM_BARREL, 8, "bar_46.bmp", &tcolor_img)-> position_add(PS_BARREL, 13, 233, 452, IM_BARREL, 2)-> // 47 position_add(PS_BARREL, 14, 228, 194, IM_BARREL, 9, "bar_54.bmp", &tcolor_img)-> position_add(PS_BARREL, 15, 263, 409, IM_BARREL, 2)-> // 56 position_add(PS_BARREL, 16, 264, 450, IM_BARREL, 1)-> // 57 position_add(PS_BARREL, 17, 245, 193, IM_BARREL, 4)-> // 64 position_add(PS_BARREL, 18, 294, 413, IM_BARREL, 9)-> // 66 position_add(PS_BARREL, 19, 294, 447, IM_BARREL, 6); // 67 // barrel fall data(). position_add(PS_BARRELFALL, 1, 167, 127, IM_BARRELFALL, 1, "bar_f21.bmp", &tcolor_img)-> position_add(PS_BARRELFALL, 2, 168, 149, IM_BARRELFALL, 2, "bar_f22.bmp", &tcolor_img)-> position_add(PS_BARRELFALL, 3, 169, 177, IM_BARRELFALL, 3, "bar_f23.bmp", &tcolor_img)-> position_add(PS_BARRELFALL, 4, 206, 127, IM_BARRELFALL, 1)-> // 41 position_add(PS_BARRELFALL, 5, 207, 148, IM_BARRELFALL, 4, "bar_f42.bmp", &tcolor_img)-> position_add(PS_BARRELFALL, 6, 209, 178, IM_BARRELFALL, 5, "bar_f43.bmp", &tcolor_img)-> //position_add(PS_BARRELFALL, 7, 302, 384, IM_BARRELFALL, 6, "bar_f44.bmp", &tcolor_img)-> position_add(PS_BARRELFALL, 8, 243, 127, IM_BARRELFALL, 1)-> // 61 position_add(PS_BARRELFALL, 9, 244, 147, IM_BARRELFALL, 6, "bar_f44.bmp", &tcolor_img)-> // 62 position_add(PS_BARRELFALL, 10, 245, 178, IM_BARRELFALL, 7, "bar_f63.bmp", &tcolor_img); // hook data(). position_add(PS_HOOK, 1, 275, 128, IM_HOOK, 1, "gancio1.bmp", &tcolor_img)-> position_add(PS_HOOK, 2, 283, 131, IM_HOOK, 2, "gancio2.bmp", &tcolor_img)-> position_add(PS_HOOK, 3, 293, 132, IM_HOOK, 3, "gancio3.bmp", &tcolor_img)-> position_add(PS_HOOK, 4, 298, 134, IM_HOOK, 4, "gancio4.bmp", &tcolor_img)-> position_add(PS_HOOK, 5, 304, 135, IM_HOOK, 5, "gancio5.bmp", &tcolor_img); // crane data(). position_add(PS_CRANE, 1, 306, 151, IM_CRANE, 1, "gru1.bmp", &tcolor_img)-> position_add(PS_CRANE, 2, 294, 125, IM_CRANE, 2, "gru2.bmp", &tcolor_img)-> position_add(PS_CRANE, 3, 288, 88, IM_CRANE, 3, "gru3.bmp", &tcolor_img); // heart data(). position_add(PS_HEART, 1, 144, 91, IM_HEART, 1, "heart1.bmp", &tcolor_img)-> position_add(PS_HEART, 2, 149, 85, IM_HEART, 2, "heart2.bmp", &tcolor_img); // key data(). position_add(PS_KEY, 1, 266, 102, IM_KEY, 1, "key1.bmp", &tcolor_img)-> position_add(PS_KEY, 2, 271, 102, IM_KEY, 2, "key2.bmp", &tcolor_img)-> position_add(PS_KEY, 3, 276, 102, IM_KEY, 3, "key3.bmp", &tcolor_img)-> position_add(PS_KEY, 4, 280, 192, IM_KEY, 4, "key4.bmp", &tcolor_img); // kong up data(). position_add(PS_KONGUP, 1, 160, 84, IM_KONGUP, 1, "kong2up.bmp", &tcolor_img)-> position_add(PS_KONGUP, 2, 200, 84, IM_KONGUP, 2, "kong4up.bmp", &tcolor_img)-> position_add(PS_KONGUP, 3, 232, 84, IM_KONGUP, 3, "kong6up.bmp", &tcolor_img); // kong down data(). position_add(PS_KONGDOWN, 1, 154, 96, IM_KONGDOWN, 1, "kong2dwn.bmp", &tcolor_img)-> position_add(PS_KONGDOWN, 2, 193, 95, IM_KONGDOWN, 2, "kong4dwn.bmp", &tcolor_img)-> position_add(PS_KONGDOWN, 3, 228, 95, IM_KONGDOWN, 3, "kong6dwn.bmp", &tcolor_img); // kong fall data(). position_add(PS_KONGFALL, GW_INDEX_DEFAULT, 258, 180, IM_KONGFALL, GW_INDEX_DEFAULT, "kongfall.bmp", &tcolor_img); // lever data(). position_add(PS_LEVER, 1, 149, 172, IM_LEVER, 1, "leva_giu.bmp", &tcolor_img)-> position_add(PS_LEVER, 2, 145, 162, IM_LEVER, 2, "leva_su.bmp", &tcolor_img); // mario data(). position_add(PS_MARIO, 1, 153, 155, IM_MARIO, 1, "mario22a.bmp", &tcolor_img)-> position_add(PS_MARIO, 2, 157, 155, IM_MARIO, 2, "mario22b.bmp", &tcolor_img)-> position_add(PS_MARIO, 3, 150, 187, IM_MARIO, 3, "mario24.bmp", &tcolor_img)-> position_add(PS_MARIO, 4, 149, 371, IM_MARIO, 4, "mario25.bmp", &tcolor_img)-> position_add(PS_MARIO, 5, 149, 389, IM_MARIO, 5, "mario26.bmp", &tcolor_img)-> position_add(PS_MARIO, 6, 148, 450, IM_MARIO, 6, "mario27.bmp", &tcolor_img)-> position_add(PS_MARIO, 7, 151, 431, IM_MARIO, 7, "mario27j.bmp", &tcolor_img)-> position_add(PS_MARIO, 8, 181, 391, IM_MARIO, 8, "mario36.bmp", &tcolor_img)-> position_add(PS_MARIO, 9, 183, 446, IM_MARIO, 9, "mario37.bmp", &tcolor_img)-> position_add(PS_MARIO, 10, 203, 156, IM_MARIO, 10, "mario42.bmp", &tcolor_img)-> position_add(PS_MARIO, 11, 213, 395, IM_MARIO, 11, "mario46.bmp", &tcolor_img)-> position_add(PS_MARIO, 12, 214, 376, IM_MARIO, 12, "mario46j.bmp", &tcolor_img)-> position_add(PS_MARIO, 13, 214, 444, IM_MARIO, 13, "mario47.bmp", &tcolor_img)-> position_add(PS_MARIO, 14, 245, 397, IM_MARIO, 14, "mario56.bmp", &tcolor_img)-> position_add(PS_MARIO, 15, 245, 380, IM_MARIO, 15, "mario56j.bmp", &tcolor_img)-> position_add(PS_MARIO, 16, 245, 441, IM_MARIO, 16, "mario57.bmp", &tcolor_img)-> position_add(PS_MARIO, 17, 245, 423, IM_MARIO, 17, "mario57j.bmp", &tcolor_img)-> position_add(PS_MARIO, 18, 234, 154, IM_MARIO, 18, "mario62.bmp", &tcolor_img)-> position_add(PS_MARIO, 19, 257, 136, IM_MARIO, 19, "mario62a.bmp", &tcolor_img)-> position_add(PS_MARIO, 20, 284, 151, IM_MARIO, 20, "mario62b.bmp", &tcolor_img)-> position_add(PS_MARIO, 21, 273, 164, IM_MARIO, 21, "mario62c.bmp", &tcolor_img)-> position_add(PS_MARIO, 22, 286, 188, IM_MARIO, 22, "mario62d.bmp", &tcolor_img)-> position_add(PS_MARIO, 23, 309, 187, IM_MARIO, 23, "mario62e.bmp", &tcolor_img)-> position_add(PS_MARIO, 24, 272, 400, IM_MARIO, 24, "mario66.bmp", &tcolor_img)-> position_add(PS_MARIO, 25, 274, 439, IM_MARIO, 25, "mario67.bmp", &tcolor_img); // platform data(). position_add(PS_PLAT, 1, 137, 130, IM_PLAT, 1, "sbarregi.bmp", &tcolor_img)-> position_add(PS_PLAT, 2, 152, 122, IM_PLAT, 2, "sbarresu.bmp", &tcolor_img); // binder data(). position_add(PS_BINDER, 1, 148, 359, IM_BINDER, 1, "trave2.bmp", &tcolor_img)-> position_add(PS_BINDER, 2, 177, 362, IM_BINDER, 2, "trave3.bmp", &tcolor_img)-> position_add(PS_BINDER, 3, 209, 365, IM_BINDER, 3, "trave4.bmp", &tcolor_img)-> position_add(PS_BINDER, 4, 239, 368, IM_BINDER, 4, "trave5.bmp", &tcolor_img)-> position_add(PS_BINDER, 5, 271, 370, IM_BINDER, 5, "trave6.bmp", &tcolor_img); // numbers data(). position_add(PS_NUMBER, 1, 274, 468)-> position_add(PS_NUMBER, 2, 286, 468)-> position_add(PS_NUMBER, 3, 304, 468)-> position_add(PS_NUMBER, 4, 316, 468)-> position_add(PS_SEMICOLON, 0, 298, 472, IM_SEMICOLON, 0, "time_pp.bmp", &tcolor_img); for (int i=0; i<10; i++) { sprintf(sname, "num%d.bmp", i); data().image_add(IM_NUMBER, i, sname, &tcolor_img); } display_number(1, 1, false); display_number(2, 2, false); display_number(3, 9, false); display_number(4, 9, false); // options data(). position_add(PS_GAMEA, GW_INDEX_DEFAULT, 302, 384, IM_GAMEA, GW_INDEX_DEFAULT, "game_a.bmp", &tcolor_img)-> position_add(PS_GAMEB, GW_INDEX_DEFAULT, 302, 394, IM_GAMEB, GW_INDEX_DEFAULT, "game_b.bmp", &tcolor_img)-> position_add(PS_ALARM, GW_INDEX_DEFAULT, 302, 402, IM_ALARM, GW_INDEX_DEFAULT, "alarm.bmp", &tcolor_img)-> position_add(PS_AM, GW_INDEX_DEFAULT, 263, 468, IM_AM, GW_INDEX_DEFAULT, "time_am.bmp", &tcolor_img)-> position_add(PS_PM, GW_INDEX_DEFAULT, 263, 478, IM_PM, GW_INDEX_DEFAULT, "time_pm.bmp", &tcolor_img); // sounds data(). sound_add(SND_BARREL, "barrel.wav")-> sound_add(SND_BONUS, "bonus.wav")-> sound_add(SND_FALL, "fall.wav")-> sound_add(SND_JUMP, "jump.wav")-> sound_add(SND_KONGFALL, "kongfall.wav")-> sound_add(SND_MISS, "miss.wav")-> sound_add(SND_OVER, "over.wav")-> sound_add(SND_STEP, "step.wav"); // timers /* data(). timer_add(TMR_GAME, 250, true)-> timer_add(TMR_GAMESTART, 1800, false)-> timer_add(TMR_REPRISE, 1100, false)-> timer_add(TMR_GAMEOVER, 100, false)-> timer_add(TMR_GAMEOVERSOUND, 3500, false)-> timer_add(TMR_GAMEOVERWAIT, 30000, false); */ }