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/* auxobjects.c */
/* Auxiliary objects / reference geometry drawing routines */
/*
* ``The contents of this file are subject to the Mozilla Public License
* Version 1.0 (the "License"); you may not use this file except in
* compliance with the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS"
* basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
* License for the specific language governing rights and limitations
* under the License.
*
* The Original Code is the "Light Speed!" relativistic simulator.
*
* The Initial Developer of the Original Code is Daniel Richard G.
* Portions created by the Initial Developer are Copyright (C) 1999
* Daniel Richard G. <skunk@mit.edu> All Rights Reserved.
*
* Contributor(s): ______________________________________.''
*/
#include "lightspeed.h"
/* Forward declarations */
static void draw_coord_axes( float percent, point *cam_pos );
static void draw_floating_grid( float percent );
static void draw_floating_grid_AUX( float unit_size, int i_min, int i_max, int j_min, int j_max, float vis, float side );
static void draw_bounding_box( float percent );
/* Auxiliary objects control */
void
auxiliary_objects( int message1, int message2 )
{
static float percent_axes = 0.0;
static float percent_grid = 1.0;
static float percent_bbox = 0.0;
static int axes_active = FALSE;
static int grid_active = TRUE;
static int bbox_active = FALSE;
camera *cam;
switch (message1) {
case AUXOBJS_DRAW:
cam = usr_cams[message2];
break;
case AUXOBJS_SET_AXES:
axes_active = message2;
if (axes_active)
transition( &percent_axes, FALSE, TRANS_RAMP, 2, 1.0, -1 );
else
transition( &percent_axes, FALSE, TRANS_QTR_SIN, 1, 0.0, -1 );
return;
case AUXOBJS_SET_BBOX:
bbox_active = message2;
if (bbox_active)
transition( &percent_bbox, FALSE, TRANS_RAMP, 2, 1.0, -1 );
else
transition( &percent_bbox, FALSE, TRANS_QTR_SIN, 1, 0.0, -1 );
return;
case AUXOBJS_SET_GRID:
grid_active = message2;
if (grid_active)
transition( &percent_grid, FALSE, TRANS_QTR_SIN, 2, 1.0, -1 );
else {
percent_grid = -1.0;
transition( &percent_grid, FALSE, TRANS_RAMP, 1, 0.0, -1 );
}
return;
default:
#ifdef DEBUG
crash( "aux_objects( ): invalid message" );
#endif
return;
}
glDisable( GL_LIGHTING );
if (percent_axes != 0.0)
draw_coord_axes( percent_axes, &cam->pos );
if (percent_bbox != 0.0)
draw_bounding_box( percent_bbox );
if (percent_grid != 0.0)
draw_floating_grid( percent_grid );
glEnable( GL_LIGHTING );
}
static void
draw_coord_axes( float percent, point *cam_pos )
{
float space, scale;
float x_dist;
float neg_x0, neg_y0, neg_z0;
float neg_x1, neg_y1, neg_z1;
float pos_x0, pos_y0, pos_z0;
float pos_x1, pos_y1, pos_z1;
float rot_x, rot_y, rot_z;
float arrow1, arrow2;
float label1, label2;
float label2_x;
/* These will be used to draw the axis arrowheads */
arrow1 = vehicle_extents.avg * percent / 8;
arrow2 = arrow1 * SQR(MAGIC_NUMBER);
/* These will be used to draw the X, Y and Z labels */
label1 = vehicle_extents.avg * percent / 8;
label2 = label1 * MAGIC_NUMBER;
if (percent > 0.01)
space = vehicle_extents.avg / 4 / SQR(percent);
else
space = vehicle_extents.avg * 1000;
scale = 1.0 + SQR(percent);
x_dist = vehicle_extents.xmax + space;
pos_x0 = x_dist;
pos_x1 = x_dist * scale;
x_dist = vehicle_extents.xmin - space;
neg_x0 = x_dist;
neg_x1 = x_dist * scale - arrow2 / 2.0;
pos_y0 = vehicle_extents.ymax + space;
pos_y1 = pos_y0 * scale;
neg_y0 = vehicle_extents.ymin - space;
neg_y1 = MIN(neg_y0 * scale, - pos_y1) - arrow2 / 2.0;
pos_z0 = vehicle_extents.zmax + space;
pos_z1 = pos_z0 * scale;
neg_z0 = vehicle_extents.zmin - space;
neg_z1 = MIN(neg_z0 * scale, - pos_z1) - arrow2 / 2.0;
/* These will keep the arrowheads and labels facing the camera */
rot_x = DEG(atan2( cam_pos->z, cam_pos->y ));
rot_y = DEG(atan2( cam_pos->z, cam_pos->x ));
rot_z = DEG(atan2( cam_pos->y, cam_pos->x ));
/* label2_x is used to flip the Y if x-pos. of camera is negative */
if (cam_pos->x < 0.0)
label2_x = - label2;
else
label2_x = label2;
/* Draw the terminating dots */
glPointSize( 8 );
glBegin( GL_POINTS );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( neg_x0, 0, 0 );
glVertex3f( pos_x0, 0, 0 );
glColor3f( 1.0, 1.0, 0.0 );
glVertex3f( 0, neg_y0, 0 );
glVertex3f( 0, pos_y0, 0 );
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0, 0, neg_z0 );
glVertex3f( 0, 0, pos_z0 );
glEnd( );
/* Draw the axes */
glLineWidth( 5 );
glBegin( GL_LINES );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( neg_x0, 0, 0 );
glVertex3f( neg_x1, 0, 0 );
glVertex3f( pos_x0, 0, 0 );
glVertex3f( pos_x1, 0, 0 );
glColor3f( 1.0, 1.0, 0.0 );
glVertex3f( 0, neg_y0, 0 );
glVertex3f( 0, neg_y1, 0 );
glVertex3f( 0, pos_y0, 0 );
glVertex3f( 0, pos_y1, 0 );
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0, 0, neg_z0 );
glVertex3f( 0, 0, neg_z1 );
glVertex3f( 0, 0, pos_z0 );
glVertex3f( 0, 0, pos_z1 );
glEnd( );
glPushMatrix( );
glRotatef( rot_x, 1.0, 0.0, 0.0 );
/* Draw the x-axis arrowhead */
glBegin( GL_TRIANGLE_FAN );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( pos_x1, 0, 0 );
glVertex3f( pos_x1 - arrow1, 0, arrow1 / 2 );
glVertex3f( pos_x1 + arrow2, 0, 0 ); /* tip */
glVertex3f( pos_x1 - arrow1, 0, - arrow1 / 2 );
glEnd( );
/* Draw the X */
glBegin( GL_LINES );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( neg_x1 - label2 - label1, 0, label2 ); /* top left */
glVertex3f( neg_x1 - label2 + label1, 0, - label2 ); /* bottom right */
glVertex3f( neg_x1 - label2 - label1, 0, - label2 ); /* bottom left */
glVertex3f( neg_x1 - label2 + label1, 0, label2 ); /* top right */
glEnd( );
glPopMatrix( );
glPushMatrix( );
glRotatef( rot_y, 0.0, -1.0, 0.0 );
/* Draw the y-axis arrowhead */
glBegin( GL_TRIANGLE_FAN );
glColor3f( 1.0, 1.0, 0.0 );
glVertex3f( 0, pos_y1, 0 );
glVertex3f( 0, pos_y1 - arrow1, - arrow1 / 2 );
glVertex3f( 0, pos_y1 + arrow2, 0 ); /* tip */
glVertex3f( 0, pos_y1 - arrow1, arrow1 / 2 );
glEnd( );
/* Draw the Y */
glBegin( GL_LINES );
glColor3f( 1.0, 1.0, 0.0 );
glVertex3f( 0, neg_y1 - label2 - label1, label2_x ); /* top left */
glVertex3f( 0, neg_y1 - label2, 0 ); /* middle */
glVertex3f( 0, neg_y1 - label2 + label1, label2_x ); /* top right */
glVertex3f( 0, neg_y1 - label2, 0 ); /* middle */
glVertex3f( 0, neg_y1 - label2, 0 ); /* middle */
glVertex3f( 0, neg_y1 - label2, - label2_x ); /* bottom */
glEnd( );
glPopMatrix( );
glPushMatrix( );
glRotatef( rot_z, 0.0, 0.0, 1.0 );
/* Draw the z-axis arrowhead */
glBegin( GL_TRIANGLE_FAN );
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0, 0, pos_z1 );
glVertex3f( 0, arrow1 / 2, pos_z1 - arrow1 );
glVertex3f( 0, 0, pos_z1 + arrow2 ); /* tip */
glVertex3f( 0, - arrow1 / 2, pos_z1 - arrow1 );
glEnd( );
/* Draw the Z */
glBegin( GL_LINE_STRIP );
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0, - label1, neg_z1 - label2 ); /* top left */
glVertex3f( 0, label1, neg_z1 - label2 );
glVertex3f( 0, - label1, neg_z1 - 3 * label2 );
glVertex3f( 0, label1, neg_z1 - 3 * label2 ); /* bottom right */
glEnd( );
glPopMatrix( );
}
static void
draw_floating_grid( float percent )
{
float angle;
float vis;
float unit_size;
float x_length, y_length;
float y_dist;
int i_min, j_min;
int i_max, j_max;
/* Deployment rotation */
angle = 180.0 * (percent - 1.0);
/* Deployment visibility */
if (percent > 0.0)
vis = percent;
else
vis = sqrt( - percent );
/* Determine unit_size suited to vehicle dimensions */
unit_size = pow( 10, floor( log10( vehicle_extents.avg ) ) );
/* and grid extents */
x_length = vehicle_extents.xmax - vehicle_extents.xmin;
y_length = vehicle_extents.ymax - vehicle_extents.ymin;
y_dist = MAX(vehicle_extents.ymax, - vehicle_extents.ymin);
y_dist += y_length / 4;
i_max = (int)(ceil( 4 * x_length / unit_size )) / 2;
i_min = - i_max;
j_max = (int)(ceil( 4 * y_dist / unit_size ));
j_min = (int)(ceil( y_dist / unit_size ));
glPushMatrix( );
glRotatef( angle, 0.0, 1.0, 0.0 );
glEnable( GL_BLEND ); /* for fadein/fadeout */
draw_floating_grid_AUX( unit_size, i_min, i_max, j_min, j_max, vis, 1.0 );
glPopMatrix( );
glPushMatrix( );
glRotatef( - angle, 0.0, 1.0, 0.0 );
draw_floating_grid_AUX( unit_size, i_min, i_max, j_min, j_max, vis, -1.0 );
glDisable( GL_BLEND );
glPopMatrix( );
}
/* ThisIsAHelperFunction */
static void
draw_floating_grid_AUX( float unit_size, int i_min, int i_max, int j_min, int j_max, float vis, float side )
{
float x0, y0;
float x1, y1;
float x, y;
int i, j;
x0 = unit_size * (float)i_min;
x1 = unit_size * (float)i_max;
y0 = unit_size * (float)j_min;
y1 = unit_size * (float)j_max;
glLineWidth( 1 );
glBegin( GL_LINES );
glColor4f( 0.5, 0.5, 0.5, vis );
/* x grid lines */
for (j = j_min; j < j_max; j++) {
y = unit_size * (float)j;
glVertex3f( x0, side * y, 0 );
glVertex3f( x1, side * y, 0 );
}
/* y grid lines */
for (i = i_min + 1; i < i_max; i++) {
x = unit_size * (float)i;
glVertex3f( x, side * y0, 0 );
glVertex3f( x, side * y1, 0 );
}
glEnd( );
glLineWidth( 3 );
/* Outer boundaries */
glBegin( GL_LINE_STRIP );
glColor4f( 0.75, 0.75, 0.75, vis );
glVertex3f( x0, side * y0, 0 );
glVertex3f( x0, side * y1, 0 );
glVertex3f( x1, side * y1, 0 );
glVertex3f( x1, side * y0, 0 );
glEnd( );
/* Floating grid determines world extents */
world_extents.xmin = x0;
world_extents.xmax = x1;
}
static void
draw_bounding_box( float percent )
{
static int b[] = { 1, -1, -1, 2 }; /* Elements 0 and 3 are important */
extents *exts;
float bar_percent;
float gamma;
float xbar, ybar, zbar; /* Length of x, y, z bars */
float bb_x[4], bb_y[4], bb_z[4]; /* x, y, z coords. of box/bars */
int i, j, k;
if (percent < 0.01)
return;
bar_percent = (0.25 / MAGIC_NUMBER) * percent;
gamma = lorentz_factor( velocity );
exts = &vehicle_extents; /* abbreviation */
xbar = (exts->xmax - exts->xmin) * bar_percent;
bb_x[0] = (exts->xmin / gamma + vehicle_real_x) / percent;
bb_x[1] = ((exts->xmin + xbar) / gamma + vehicle_real_x) / percent;
bb_x[2] = ((exts->xmax - xbar) / gamma + vehicle_real_x) / percent;
bb_x[3] = (exts->xmax / gamma + vehicle_real_x) / percent;
ybar = (exts->ymax - exts->ymin) * bar_percent;
bb_y[0] = exts->ymin / percent;
bb_y[1] = (exts->ymin + ybar) / percent;
bb_y[2] = (exts->ymax - ybar) / percent;
bb_y[3] = exts->ymax / percent;
zbar = (exts->zmax - exts->zmin) * bar_percent;
bb_z[0] = exts->zmin / percent;
bb_z[1] = (exts->zmin + zbar) / percent;
bb_z[2] = (exts->zmax - zbar) / percent;
bb_z[3] = exts->zmax / percent;
glLineWidth( 5 );
glBegin( GL_LINES );
glColor3f( 1.0, 1.0, 1.0 );
for (i = 0; i <= 3; i += 3) {
for (j = 0; j <= 3; j += 3) {
for (k = 0; k <= 3; k += 3) {
glVertex3f( bb_x[i], bb_y[j], bb_z[k] );
glVertex3f( bb_x[b[i]], bb_y[j], bb_z[k] );
glVertex3f( bb_x[i], bb_y[j], bb_z[k] );
glVertex3f( bb_x[i], bb_y[b[j]], bb_z[k] );
glVertex3f( bb_x[i], bb_y[j], bb_z[k] );
glVertex3f( bb_x[i], bb_y[j], bb_z[b[k]] );
}
}
}
glEnd( );
}
/* end auxobjects.c */
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