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/***********************************************************************
* d:/Werk/src/csmash-0.3.8.new/conv/parts.h
* $Id: parts.h,v 1.16 2003/07/28 17:03:10 nan Exp $
*
* Copyright by ESESoft.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
*
* The name of the author may not be used to endorse or promote
* products derived from this software without specific prior written
* permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
* GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
***********************************************************************/
#ifndef __wata_ESESoft_9465__parts_h__INCLUDED__
#define __wata_ESESoft_9465__parts_h__INCLUDED__
/***********************************************************************/
#include <algorithm>
#include <vector>
#include "float"
#include "matrix"
#include "affine"
/* __BEGIN__BEGIN__ */
vector4F Affine2Quaternion(affine4F aff);
affine4F Quaternion2Affine(vector4F v, vector4F p);
class edge {
public:
short v0, v1;
short p0, p1;
};
class color4b
{
public:
typedef unsigned char element_t;
typedef unsigned char byte;
enum {
element_size = 4,
};
byte r, g, b, a;
inline color4b() {}
inline color4b(byte i, byte a=255) : r(i), g(i), b(i), a(a) {}
inline color4b(byte r, byte g, byte b, byte a=255) :
r(r), g(g), b(b), a(a) {}
byte* element_array() { return (byte*)this; }
const byte* element_array() const { return (byte*)this; }
void glBind() const { glColor4ubv((const GLubyte*)element_array()); }
};
class color4f
{
public:
typedef unsigned char element_t;
enum {
element_size = 4,
};
float r, g, b, a;
inline color4f() {}
inline color4f(int i, int a=255) : r(i/255.0F), g(i/255.0F), b(i/255.0F), a(a/255.0F) {}
inline color4f(int r, int g, int b, int a=255) :
r(r/255.0F), g(g/255.0F), b(b/255.0F), a(a/255.0F) {}
float* element_array() { return (float*)this; }
const float* element_array() const { return (float*)this; }
void glBind() const { glColor4fv(element_array()); }
};
class colormap
{
public:
typedef color4f color_t;
enum {
map_size = 256,
};
bool load(const char *file);
void fill(const color_t& c) {
std::fill(&map[0], &map[map_size], c);
}
inline color_t& operator [](int i) { return map[i]; }
inline const color_t& operator [](int i) const { return map[i]; }
public:
color_t map[map_size];
};
class polygon;
class polyhedron
{
public:
int numPoints, numPolygons, numEdges;
vector3F *points;
vector3F *texcoord;
short (*polygons)[4];
unsigned char *cindex;
vector3F (*normals)[4];
vector3F *planeNormal;
edge *edges;
char *filename;
GLuint texturename;
colormap cmap;
polyhedron(const char *filename);
~polyhedron();
polyhedron& operator *=(const affine4F &m); //normal vectors are destroyed
inline int polsize(int i) const { return (0 > polygons[i][3]) ? 3 : 4; }
polygon getPolygon(int i) const;
void getNormal();
protected:
void initColormap();
};
/// polygon access object
class polygon
{
friend class polyhedron;
protected:
inline polygon(const polyhedron& parent, int polynum)
: p(parent), num(polynum) {
size = (p.polygons[num][3] < 0) ? 3 : 4;
}
public:
inline int round(int idx) const { return (idx+size)%size; }
inline int pround(int idx) const { return idx%size; }
inline short ri(int idx) const { return p.polygons[num][idx]; }
inline short i(int idx) const { return p.polygons[num][round(idx)]; }
inline const vector3F& rv(int idx) const { return p.points[ri(idx)]; }
inline const vector3F& v(int idx) const { return p.points[i(idx)]; }
inline const vector3F& rst(int idx) const { return p.texcoord[ri(idx)]; }
inline const vector3F& st(int idx) const { return p.texcoord[i(idx)]; }
inline const vector3F& rn(int idx) const { return p.normals[num][idx]; }
inline const vector3F& n(int idx) const { return p.normals[num][round(idx)]; }
inline const vector3F& n(void) const { return p.planeNormal[num]; }
inline const unsigned char c() const { return p.cindex[num]; }
inline short getv(short vidx) const {
for (int k = 0; size > k; ++k) if (vidx == ri(k)) return k;
return -1;
}
inline short gete(const edge&e, int* way) const {
return gete(e.v0, e.v1, way);
}
inline short gete(short v0, short v1, int* way) const {
for (int k = 0; size > k; ++k) {
if (v0 == ri(k)) {
if (v1 == ri(pround(k+1))) {
*way = +1;
return k;
}
else if (v1 == i(k-1)) {
*way = -1;
return k;
}
}
}
return -1;
}
inline GLenum glBeginSize() const {
return (3 == size) ? GL_TRIANGLES : GL_QUADS;
}
public:
const polyhedron& p;
int num;
int size;
};
inline polygon polyhedron::getPolygon(int i) const {
return polygon(*this, i);
}
class affineanim {
public:
int numFrames;
affine4F *matrices;
affineanim(int num);
affineanim(const char *filename);
~affineanim();
inline const affine4F& operator[](int i) const {
return matrices[i];
}
inline affine4F& operator [](int i) {
return matrices[i];
}
};
class affinemotion {
public:
polyhedron ref;
affineanim anim;
affinemotion(const char *ref, const char *anim);
void write(const char *basename);
inline bool valid() const {
return ref.numPoints > 0 && anim.numFrames > 0;
}
};
class quaternionanim {
public:
int numFrames;
std::vector<vector4F> quaternions;
vector3F origin;
quaternionanim(int num);
quaternionanim(const char *filename);
~quaternionanim();
inline const vector4F& operator[](int i) const {
return quaternions[i];
}
inline const vector4F operator[](float i) const {
if ( i == (int)i ) {
return quaternions[(int)i];
} else {
vector4F q1 = quaternions[(int)i];
vector4F q2 = quaternions[(int)i+1];
if ( q1[1]*q2[1]+q1[2]*q2[2]+q1[3]*q2[3] < 0 )
q2 = -q2;
return q1*(1-(i-(int)i)) + q2*(i-(int)i);
}
}
inline vector4F& operator [](int i) {
return quaternions[i];
}
inline vector4F operator[](float i) {
if ( i == (int)i ) {
return quaternions[(int)i];
} else {
vector4F q1 = quaternions[(int)i];
vector4F q2 = quaternions[(int)i+1];
if ( q1[1]*q2[1]+q1[2]*q2[2]+q1[3]*q2[3] < 0 )
q2 = -q2;
return q1*(1-(i-(int)i)) + q2*(i-(int)i);
}
}
};
class quaternionmotion {
public:
polyhedron ref;
quaternionanim anim;
quaternionmotion(const char *ref, const char *anim);
//void write(const char *basename);
inline bool valid() const {
return ref.numPoints > 0 && anim.numFrames > 0;
}
};
class partsmotion
{
public:
int numParts;
static polyhedron **polyparts;
affineanim *origin;
quaternionanim **qanim;
partsmotion(const char *basename);
virtual ~partsmotion();
virtual bool render(int frame, float xdiff, float ydiff, float zdiff);
virtual bool render(double frame, float xdiff, float ydiff, float zdiff);
virtual bool renderWire(int frame, float xdiff, float ydiff, float zdiff);
virtual bool renderWire(double frame, float xdiff, float ydiff, float zdiff);
virtual bool renderArmOnly(double frame, float xdiff, float ydiff, float zdiff);
private:
void drawleg( float xdiff, float ydiff, float zdiff, bool isWireFrame );
void legIK( vector3F hip, vector3F &knee, vector3F &heel, vector3F toe,
float thighLength, float shinLength, float footSize,
bool isWireFrame );
void drawbody( vector3F neck, vector3F waist, bool isWireFrame );
void renderparts( int partsNum, bool isWireFrame );
};
/* __END__END__ */
/***********************************************************************/
#endif
/***********************************************************************
* END OF parts.h
***********************************************************************/
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