Exemplo n.º 1
0
int
APITestUtil::MakeTestCVSurface(NURBSSet &nset, Matrix3 mat, BOOL rigid)
{
	NURBSCVSurface *s = new NURBSCVSurface();
	s->SetRigid(rigid);
	s->SetName(GetString(IDS_CV_SURFACE));
	s->SetNumCVs(4, 4);

	s->SetUOrder(4);
	s->SetVOrder(4);
	s->SetNumUKnots(8);
	s->SetNumVKnots(8);
	for (int k = 0; k < 4; k++) {
		s->SetUKnot(k, 0.0);
		s->SetVKnot(k, 0.0);
		s->SetUKnot(k+4, 1.0);
		s->SetVKnot(k+4, 1.0);
	}

	NURBSControlVertex cv;
	for (int u = 0; u < 4; u++) {
		float up = 100.0f * ((float)u/3.0f);
		for (int v = 0; v < 4; v++) {
			float vp = 100.0f * ((float)v/3.0f);
			cv.SetPosition(0, mat * Point3(-150.0f + up, -100.0f + vp, 0.0f));
			TCHAR name[20];
			_stprintf(name, _T("%s[%d,%d]"), GetString(IDS_CV), u, v);
			cv.SetName(name);
			s->SetCV(u, v, cv);
		}
	}
	return nset.AppendObject(s);
}
Exemplo n.º 2
0
static void
AddObjectsForBreakTests(NURBSSet &nset, int &c1, int &s1)
{
	NURBSCVCurve *c = new NURBSCVCurve();
	c->SetName(GetString(IDS_BREAK_CURVE));
	c->SetNumCVs(4);

	c->SetOrder(4);
	c->SetNumKnots(8);
	for (int k = 0; k < 4; k++) {
		c->SetKnot(k, 0.0);
		c->SetKnot(k+4, 1.0);
	}

	NURBSControlVertex cv;
	cv.SetPosition(0, Point3(200, 0, 50));
	c->SetCV(0, cv);
	cv.SetPosition(0, Point3(300, 0, 50));
	c->SetCV(1, cv);
	cv.SetPosition(0, Point3(300, -100, 50));
	c->SetCV(2, cv);
	cv.SetPosition(0, Point3(200, -100, 50));
	c->SetCV(3, cv);

	c1 = nset.AppendObject(c);
	NURBSCVSurface *s = new NURBSCVSurface();
	s->SetName(GetString(IDS_BREAK_SURFACE));
	s->SetNumCVs(4, 4);

	s->SetUOrder(4);
	s->SetVOrder(4);
	s->SetNumUKnots(8);
	s->SetNumVKnots(8);
	for (k = 0; k < 4; k++) {
		s->SetUKnot(k, 0.0);
		s->SetVKnot(k, 0.0);
		s->SetUKnot(k+4, 1.0);
		s->SetVKnot(k+4, 1.0);
	}

	for (int u = 0; u < 4; u++) {
		float up = 100.0f * ((float)u/3.0f);
		for (int v = 0; v < 4; v++) {
			float vp = 100.0f * ((float)v/3.0f);
			cv.SetPosition(0, Point3(-150.0f + up, -100.0f + vp, -200.0f));
			s->SetCV(u, v, cv);
		}
	}
	s1 = nset.AppendObject(s);
}
Exemplo n.º 3
0
Object*
BuildNURBSPrism(float side1, float side2, float side3, float height, int genUVs)
{
	float s13len=side1*side3;
	float theta = (float)acos((side2*side2 - side1*side1 - side3*side3)/(-2.0f*s13len));

	int prism_faces[5][4] = {{0, 1, 2, 2}, // bottom
							{1, 0, 4, 3}, // front
							{2, 1, 5, 4}, // left
							{0, 2, 3, 5}, // right
							{4, 3, 5, 5}};// top
	Point3 prism_verts[6] ={Point3(0.0f, 0.0f, 0.0f),
							Point3(side1,  0.0f, 0.0f),
							Point3(side3*(float)cos(theta), side3*(float)sin(theta), 0.0f),
							Point3(0.0f, 0.0f, height),
							Point3(side1,  0.0f, height),
							Point3(side3*(float)cos(theta), side3*(float)sin(theta), height)};

	NURBSSet nset;

	for (int face = 0; face < 5; face++) {
		Point3 bl = prism_verts[prism_faces[face][0]];
		Point3 br = prism_verts[prism_faces[face][1]];
		Point3 tl = prism_verts[prism_faces[face][2]];
		Point3 tr = prism_verts[prism_faces[face][3]];

		NURBSCVSurface *surf = new NURBSCVSurface();
		nset.AppendObject(surf);
		surf->SetUOrder(4);
		surf->SetVOrder(4);
		surf->SetNumCVs(4, 4);
		surf->SetNumUKnots(8);
		surf->SetNumVKnots(8);

		Point3 top, bot;
		for (int r = 0; r < 4; r++) {
			top = tl + (((float)r/3.0f) * (tr - tl));
			bot = bl + (((float)r/3.0f) * (br - bl));
			for (int c = 0; c < 4; c++) {
				NURBSControlVertex ncv;
				ncv.SetPosition(0, bot + (((float)c/3.0f) * (top - bot)));
				ncv.SetWeight(0, 1.0f);
				surf->SetCV(r, c, ncv);
			}
		}

		for (int k = 0; k < 4; k++) {
			surf->SetUKnot(k, 0.0);
			surf->SetVKnot(k, 0.0);
			surf->SetUKnot(k + 4, 1.0);
			surf->SetVKnot(k + 4, 1.0);
		}

		surf->Renderable(TRUE);
		surf->SetGenerateUVs(genUVs);
		if (height > 0.0f)
			surf->FlipNormals(TRUE);
		else
			surf->FlipNormals(FALSE);

		float sum = side1 + side2 + side3;
		float s1 = side1/sum;
		float s3 = 1.0f - side3/sum;
		switch(face) {
		case 0:
			surf->SetTextureUVs(0, 0, Point2(0.5f, 0.0f));
			surf->SetTextureUVs(0, 1, Point2(0.5f, 0.0f));
			surf->SetTextureUVs(0, 2, Point2(1.0f, 1.0f));
			surf->SetTextureUVs(0, 3, Point2(0.0f, 1.0f));
			break;
		case 1:
			surf->SetTextureUVs(0, 0, Point2(s1, 1.0f));
			surf->SetTextureUVs(0, 1, Point2(0.0f, 1.0f));
			surf->SetTextureUVs(0, 2, Point2(s1, 0.0f));
			surf->SetTextureUVs(0, 3, Point2(0.0f, 0.0f));
			break;
		case 2:
			surf->SetTextureUVs(0, 0, Point2(s3, 1.0f));
			surf->SetTextureUVs(0, 1, Point2(s1, 1.0f));
			surf->SetTextureUVs(0, 2, Point2(s3, 0.0f));
			surf->SetTextureUVs(0, 3, Point2(s1, 0.0f));
			break;
		case 3:
			surf->SetTextureUVs(0, 0, Point2(1.0f, 1.0f));
			surf->SetTextureUVs(0, 1, Point2(s3, 1.0f));
			surf->SetTextureUVs(0, 2, Point2(1.0f, 0.0f));
			surf->SetTextureUVs(0, 3, Point2(s3, 0.0f));
			break;
		case 4:
			surf->SetTextureUVs(0, 0, Point2(0.5f, 1.0f));
			surf->SetTextureUVs(0, 1, Point2(0.5f, 1.0f));
			surf->SetTextureUVs(0, 2, Point2(1.0f, 0.0f));
			surf->SetTextureUVs(0, 3, Point2(0.0f, 0.0f));
			break;
		}

		TCHAR bname[80];
		_stprintf(bname, _T("%s%02d"), GetString(IDS_CT_SURF), face);
		surf->SetName(bname);
	}

#define F(s1, s2, s1r, s1c, s2r, s2c) \
	fuse.mSurf1 = (s1); \
	fuse.mSurf2 = (s2); \
	fuse.mRow1 = (s1r); \
	fuse.mCol1 = (s1c); \
	fuse.mRow2 = (s2r); \
	fuse.mCol2 = (s2c); \
	nset.mSurfFuse.Append(1, &fuse);

	NURBSFuseSurfaceCV fuse;
	// Bottom(0) to Front (1)
	F(0, 1, 3, 0, 0, 0);
	F(0, 1, 2, 0, 1, 0);
	F(0, 1, 1, 0, 2, 0);
	F(0, 1, 0, 0, 3, 0);

	// Bottom(0) to Left (2)
	F(0, 2, 3, 0, 3, 0);
	F(0, 2, 3, 1, 2, 0);
	F(0, 2, 3, 2, 1, 0);
	F(0, 2, 3, 3, 0, 0);

	// Bottom(0) to Right (3)
	F(0, 3, 0, 0, 0, 0);
	F(0, 3, 0, 1, 1, 0);
	F(0, 3, 0, 2, 2, 0);
	F(0, 3, 0, 3, 3, 0);

	// Top(4) to Front (1)
	F(4, 1, 3, 0, 3, 3);
	F(4, 1, 2, 0, 2, 3);
	F(4, 1, 1, 0, 1, 3);
	F(4, 1, 0, 0, 0, 3);

	// Top(4) to Left (2)
	F(4, 2, 0, 0, 3, 3);
	F(4, 2, 0, 1, 2, 3);
	F(4, 2, 0, 2, 1, 3);
	F(4, 2, 0, 3, 0, 3);

	// Top(4) to Right (3)
	F(4, 3, 3, 0, 0, 3);
	F(4, 3, 3, 1, 1, 3);
	F(4, 3, 3, 2, 2, 3);
	F(4, 3, 3, 3, 3, 3);

	// Front(1) to Left (2)
	F(1, 2, 0, 1, 3, 1);
	F(1, 2, 0, 2, 3, 2);

	// Left(2) to Right (3)
	F(2, 3, 0, 1, 3, 1);
	F(2, 3, 0, 2, 3, 2);

	// Right(3) to Front (1)
	F(3, 1, 0, 1, 3, 1);
	F(3, 1, 0, 2, 3, 2);

	// Fuse the triangles together
	for (int i = 1; i < 4; i++) {
		F(0, 0, 0, 3, i, 3);
		F(4, 4, 0, 3, i, 3);
	}

	Matrix3 mat;
	mat.IdentityMatrix();
	Object *obj = CreateNURBSObject(NULL, &nset, mat);
	return obj;
}
Exemplo n.º 4
0
Object*
BuildNURBSPyramid(float width, float depth, float height, int genUVs)
{
	int pyramid_faces[5][4] = { {0, 1, 2, 3}, // bottom
							{2, 3, 4, 4}, // back
							{1, 0, 4, 4}, // front
							{3, 1, 4, 4}, // left
							{0, 2, 4, 4}};// right
	Point3 pyramid_verts[5] = { Point3(-0.5, -0.5, 0.0),
							Point3( 0.5, -0.5, 0.0),
							Point3(-0.5,  0.5, 0.0),
							Point3( 0.5,  0.5, 0.0),
							Point3( 0.0,  0.0, 1.0)};

	NURBSSet nset;

	for (int face = 0; face < 5; face++) {
		Point3 bl = pyramid_verts[pyramid_faces[face][0]];
		Point3 br = pyramid_verts[pyramid_faces[face][1]];
		Point3 tl = pyramid_verts[pyramid_faces[face][2]];
		Point3 tr = pyramid_verts[pyramid_faces[face][3]];

		Matrix3 size;
		size.IdentityMatrix();
		Point3 lwh(width, depth, height);
		size.Scale(lwh);

		bl = bl * size;
		br = br * size;
		tl = tl * size;
		tr = tr * size;

		NURBSCVSurface *surf = new NURBSCVSurface();
		nset.AppendObject(surf);
		surf->SetUOrder(4);
		surf->SetVOrder(4);
		surf->SetNumCVs(4, 4);
		surf->SetNumUKnots(8);
		surf->SetNumVKnots(8);

		Point3 top, bot;
		for (int r = 0; r < 4; r++) {
			top = tl + (((float)r/3.0f) * (tr - tl));
			bot = bl + (((float)r/3.0f) * (br - bl));
			for (int c = 0; c < 4; c++) {
				NURBSControlVertex ncv;
				ncv.SetPosition(0, bot + (((float)c/3.0f) * (top - bot)));
				ncv.SetWeight(0, 1.0f);
				surf->SetCV(r, c, ncv);
			}
		}

		for (int k = 0; k < 4; k++) {
			surf->SetUKnot(k, 0.0);
			surf->SetVKnot(k, 0.0);
			surf->SetUKnot(k + 4, 1.0);
			surf->SetVKnot(k + 4, 1.0);
		}

		surf->Renderable(TRUE);
		surf->SetGenerateUVs(genUVs);
		if (height > 0.0f)
			surf->FlipNormals(TRUE);
		else
			surf->FlipNormals(FALSE);

		switch(face) {
		case 0: // bottom
			surf->SetTextureUVs(0, 0, Point2(1.0f, 0.0f));
			surf->SetTextureUVs(0, 1, Point2(0.0f, 0.0f));
			surf->SetTextureUVs(0, 2, Point2(1.0f, 1.0f));
			surf->SetTextureUVs(0, 3, Point2(0.0f, 1.0f));
			break;
		default: // sides
			surf->SetTextureUVs(0, 0, Point2(0.5f, 1.0f));
			surf->SetTextureUVs(0, 1, Point2(0.5f, 1.0f));
			surf->SetTextureUVs(0, 2, Point2(0.0f, 0.0f));
			surf->SetTextureUVs(0, 3, Point2(1.0f, 0.0f));
			break;
		}

		TCHAR bname[80];
		_stprintf(bname, _T("%s%02d"), GetString(IDS_CT_SURF), face);
		surf->SetName(bname);
	}

#define F(s1, s2, s1r, s1c, s2r, s2c) \
	fuse.mSurf1 = (s1); \
	fuse.mSurf2 = (s2); \
	fuse.mRow1 = (s1r); \
	fuse.mCol1 = (s1c); \
	fuse.mRow2 = (s2r); \
	fuse.mCol2 = (s2c); \
	nset.mSurfFuse.Append(1, &fuse);

	NURBSFuseSurfaceCV fuse;
	// Fuse the degenerate peaks
	for (int i = 1; i < 5; i++) {
		for (int j = 1; j < 4; j++) {
			F(i, i, 0, 3, j, 3);
		}
	}

	// Fuse the peaks together
	F(1, 2, 0, 3, 0, 3);
	F(1, 3, 0, 3, 0, 3);
	F(1, 4, 0, 3, 0, 3);

	// Bottom(0) to Back (1)
	F(0, 1, 3, 3, 3, 0);
	F(0, 1, 2, 3, 2, 0);
	F(0, 1, 1, 3, 1, 0);
	F(0, 1, 0, 3, 0, 0);

	// Bottom(0) to Front (2)
	F(0, 2, 0, 0, 3, 0);
	F(0, 2, 1, 0, 2, 0);
	F(0, 2, 2, 0, 1, 0);
	F(0, 2, 3, 0, 0, 0);

	// Bottom(0) to Left (3)
	F(0, 3, 3, 0, 3, 0);
	F(0, 3, 3, 1, 2, 0);
	F(0, 3, 3, 2, 1, 0);
	F(0, 3, 3, 3, 0, 0);

	// Bottom(0) to Right (4)
	F(0, 4, 0, 0, 0, 0);
	F(0, 4, 0, 1, 1, 0);
	F(0, 4, 0, 2, 2, 0);
	F(0, 4, 0, 3, 3, 0);

	// Front (2)  to Right (4)
	F(2, 4, 3, 1, 0, 1);
	F(2, 4, 3, 2, 0, 2);

	// Right (4) to Back (1)
	F(4, 1, 3, 1, 0, 1);
	F(4, 1, 3, 2, 0, 2);

	// Back (1) to Left (3)
	F(1, 3, 3, 1, 0, 1);
	F(1, 3, 3, 2, 0, 2);

	// Left (3) to Front (2)
	F(3, 2, 3, 1, 0, 1);
	F(3, 2, 3, 2, 0, 2);

	Matrix3 mat;
	mat.IdentityMatrix();
	Object *obj = CreateNURBSObject(NULL, &nset, mat);
	return obj;
}