HemisphereSampler::HemisphereSampler(Vec3 normal, int us, int ts) : _max_us(us), _max_ts(ts), _us(0), _ts(0), _normal(normal) { Vec3 up = Vec3(0,1,0); Vec3 w = normal; Vec3 u; Vec3 v; w.norm(); //w = w * -1; if(w.y() >= 0.9995 || w.y() <= -0.995) { u = Vec3(1,0,0); v = Vec3(0,0,1); } else { up.cross(w, &u); u.norm(); w.cross(u, &v); } //cout << "Camera Loc: " << endl << m1 << endl; MyMat m = MyMat(u.x(), v.x(), w.x(), 0, u.y(), v.y(), w.y(), 0, u.z(), v.z(), w.z(), 0, 0, 0, 0, 1); _matrix = m; //cout << "UVW: " << endl << m2 << endl; //_matrix = m.inverse(); }
/* Parse raw rotation data into new keyframes for the shark. Locations of points and quads that make up the shark * will be set with this method * Requires infomation in Shark class with the same names to be passed in. */ void Keyframe::gatherTransformData(GLfloat segmentRot[], GLfloat segLength[], Mesh *mesh, int segments, glQuaternion *glQuat ) { int startingPoint = 3; float start = mesh->lengthMax, end = mesh->lengthMax;//, length =0; for(int i = 0; i <= startingPoint; i++) { end = start; start -= segLength[i]; //length += start; } MyMat stackMatrix = MyMat(); stackMatrix.makeTranslate(Vector3f(-segLength[startingPoint], 0, 0)); transformHeirarchy(startingPoint, 0, segmentRot, segLength, mesh, segments, glQuat, startingPoint, stackMatrix, start, end); createQuads(); }
MyMat MyMat::multScalar(const float multi) { MyMat newMat = MyMat(); newMat[0][0] = m_Elem[0][0] * multi ; newMat[0][1] = m_Elem[0][1] * multi ; newMat[0][2] = m_Elem[0][2] * multi ; newMat[0][3] = m_Elem[0][3] * multi ; newMat[1][0] = m_Elem[1][0] * multi ; newMat[1][1] = m_Elem[1][1] * multi ; newMat[1][2] = m_Elem[1][2] * multi ; newMat[1][3] = m_Elem[1][3] * multi ; newMat[2][0] = m_Elem[2][0] * multi ; newMat[2][1] = m_Elem[2][1] * multi ; newMat[2][2] = m_Elem[2][2] * multi ; newMat[2][3] = m_Elem[2][3] * multi ; newMat[3][0] = m_Elem[3][0] * multi ; newMat[3][1] = m_Elem[3][1] * multi ; newMat[3][2] = m_Elem[3][2] * multi ; newMat[3][3] = m_Elem[3][3] * multi ; return newMat; }
/*Subroutine of transformHeiararchy(), this function calculates the position and rotation for a given bone segment and * generates quaderlaterals with those transformations */ void Keyframe::segmentMatrixMake( GLfloat segmentRot[], GLfloat segLength[], Mesh *mesh, int segments, glQuaternion *glQuat, int curSegment, MyMat *stackMatrix, float start, float end, int isDownstream) { double rotate = segmentRot[curSegment]; //get rotation of current segment //current shark model segment MyMat Matrix = *stackMatrix; MyMat transrix; transrix.makeTranslate(Vector3f((isDownstream == 2 ? segLength[curSegment] : -segLength[curSegment]), 0, 0)); MyMat secondStack = MyMat(); GLfloat glm[16]; glQuat->CreateFromAxisAngle(0,1,0,isDownstream == 2? -rotate : rotate); glQuat->CreateMatrix(glm); MyMat rotatrix = MyMat(glm[0], glm[4], glm[8], glm[12], glm[1], glm[5],glm[9], glm[13],glm[2],glm[6],glm[10],glm[14],glm[3],glm[7], glm[11],glm[15]); Matrix = Matrix.multRight(rotatrix); //roatation goes before translates Matrix = Matrix.multRight(transrix); //doesnt matter which order translates are done *stackMatrix = Matrix; //advance heirarchy MyMat transrix2; transrix2.makeTranslate(Vector3f(isDownstream == 2? -end : -start, 0, 0)); Matrix = Matrix.multRight(transrix2); //------------------------------------ float center; for(int in = 0; in < mesh->vertCounter; in+=4) { //find center of face center = (mesh->vertList[in].x + mesh->vertList[in+1].x + mesh->vertList[in+2].x + mesh->vertList[in+3].x ) / 4; //draw if face is between start and end if(center >= start && center <= end ) { Quad *curQuad = new Quad(); curQuad->gNormal() = Vector3f(0,0,0); for(int corn = 0; corn < 4; corn++) //corner iteration { SharkVertex *curVert = new SharkVertex(); //current vertex curVert->local = mesh->vertList[in+corn]; //setting untransformed vertex curVert->transformed = Vector3f(Matrix.multVec(mesh->vertList[in+corn], true)); //setting transformed vertex curVert->normal = Vector3f(0,0,0); //normal of the vertex, away from mesh map<Vector3f, SharkVertex*, compareVect3>::iterator findTest = uVertices.find(mesh->vertList[in+corn]); //checking to see if vertex is already in the list. if(findTest == uVertices.end()) { //vertex not in list. Add it to the list and to the quad. uVertices.insert(pair<Vector3f, SharkVertex*>(mesh->vertList[in+corn] , curVert)); curQuad->sVert(corn, curVert); } else //vertex is in the list, so it's added to the existing quad. { delete curVert; curQuad->sVert(corn, (*findTest).second); } curQuad->gNormal() += Matrix.multVec(mesh->normals[in+corn], false); //setting normal of the face }//end corners curQuad->gNormal() /= 4.0; //take average of normals to get the actual normal. curQuad->sBoneNo(curSegment); //record the bone this quad belongs to the most. faces.push_back(curQuad); }//end if }//end quads }