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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.5.1 (2011/03/23)
#include "IntersectTriangleCylinder.h"
WM5_WINDOW_APPLICATION(IntersectTriangleCylinder);
//----------------------------------------------------------------------------
IntersectTriangleCylinder::IntersectTriangleCylinder ()
:
WindowApplication3("SampleMathematics/IntersectTriangleCylinder", 0, 0,
640, 480, Float4(0.75f, 0.75f, 0.75f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f),
mTriangleMVertex0(0.0f, 0.0f, 3.0f),
mTriangleMVertex1(-0.25f, 0.0f, 0.0f),
mTriangleMVertex2(1.0f, 0.0f, -1.0f),
mCylinderMCenter(0.0f, 0.0f, 0.0f),
mCylinderMDirection(0.0f, 0.0f, 1.0f),
mCylinderRadius(1.0f),
mCylinderHeight(0.5f)
{
}
//----------------------------------------------------------------------------
bool IntersectTriangleCylinder::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
APoint camPosition(6.0f, 0.0f, 0.0f);
AVector camDVector(-1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void IntersectTriangleCylinder::OnTerminate ()
{
mScene = 0;
mTMesh = 0;
mCMesh = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void IntersectTriangleCylinder::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
TestIntersection();
}
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
//DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool IntersectTriangleCylinder::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case '0':
mMotionObject = mScene;
return true;
case '1':
mMotionObject = mTMesh;
return true;
case '2':
mMotionObject = mCMesh;
return true;
case 'w':
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
}
return false;
}
//----------------------------------------------------------------------------
void IntersectTriangleCylinder::CreateScene ()
{
mScene = new0 Node();
mCullState = new0 CullState();
mCullState->Enabled = false;
mRenderer->SetOverrideCullState(mCullState);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(3, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Vector3f>(0) = (const Vector3f&)mTriangleMVertex0;
vba.Color<Float3>(0, 0) = Float3(0.0f, 0.0f, 1.0f);
vba.Position<Vector3f>(1) = (const Vector3f&)mTriangleMVertex1;
vba.Color<Float3>(0, 1) = Float3(0.0f, 0.0f, 1.0f);
vba.Position<Vector3f>(2) = (const Vector3f&)mTriangleMVertex2;
vba.Color<Float3>(0, 2) = Float3(0.0f, 0.0f, 1.0f);
IndexBuffer* ibuffer = new0 IndexBuffer(3, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
mTMesh = new0 TriMesh(vformat, vbuffer, ibuffer);
mTMesh->SetEffectInstance(
VertexColor3Effect::CreateUniqueInstance());
mTMesh->LocalTransform.SetTranslate(APoint(0.0f, 1.125f, 0.0f));
mCMesh = StandardMesh(vformat).Cylinder(8, 16, mCylinderRadius,
mCylinderHeight, false);
vba.ApplyTo(mCMesh);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
vba.Color<Float3>(0, i) = Float3(1.0f, 0.0f, 0.0f);
}
mCMesh->SetEffectInstance(
VertexColor3Effect::CreateUniqueInstance());
mScene->AttachChild(mTMesh);
mScene->AttachChild(mCMesh);
}
//----------------------------------------------------------------------------
void IntersectTriangleCylinder::TestIntersection ()
{
Triangle3f triangle;
triangle.V[0] =
(const Vector3f&)(mTMesh->WorldTransform*mTriangleMVertex0);
triangle.V[1] =
(const Vector3f&)(mTMesh->WorldTransform*mTriangleMVertex1);
triangle.V[2] =
(const Vector3f&)(mTMesh->WorldTransform*mTriangleMVertex2);
Cylinder3f cylinder;
cylinder.Axis.Origin =
(const Vector3f&)(mCMesh->WorldTransform*APoint::ORIGIN);
cylinder.Axis.Direction =
(const Vector3f&)(mCMesh->WorldTransform*AVector::UNIT_Z);
cylinder.Radius = mCylinderRadius;
cylinder.Height = mCylinderHeight;
VertexBufferAccessor vba(mTMesh);
if (IntrTriangle3Cylinder3f(triangle, cylinder).Test())
{
vba.Color<Float3>(0, 0) = Float3(0.0f, 1.0f, 0.0f);
vba.Color<Float3>(0, 1) = Float3(0.0f, 1.0f, 0.0f);
vba.Color<Float3>(0, 2) = Float3(0.0f, 1.0f, 0.0f);
}
else
{
vba.Color<Float3>(0, 0) = Float3(0.0f, 0.0f, 1.0f);
vba.Color<Float3>(0, 1) = Float3(0.0f, 0.0f, 1.0f);
vba.Color<Float3>(0, 2) = Float3(0.0f, 0.0f, 1.0f);
}
mRenderer->Update(mTMesh->GetVertexBuffer());
}
//----------------------------------------------------------------------------
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