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/***************************************************************************
BigSphere.cpp - description
-------------------
begin : Wed Jan 26 2000
copyright : (C) 2000 by Henrik Enqvist
email : henqvist@excite.com
***************************************************************************/
#include "Private.h"
#include "BigSphere.h"
#include "Polygon.h"
#define MEDIAN(v1, v2, vo) \
vo.x = v1.x + (v2.x - v1.x)/2; \
vo.y = v1.y + (v2.y - v1.y)/2; \
vo.z = v1.z + (v2.z - v1.z)/2;
BigSphere::BigSphere(float fSize, int level, float fR, float fG, float fB, float fA) : Shape3D(1, 1) {
// top vertex
this->add(0, -1*fSize, 0,
fR, fG, fB, fA,
0.0f, 0.0f);
// front left
this->add(-EM_SIN_45*fSize, 0, EM_SIN_45*fSize,
fR, fG, fB, fA,
0.0f, 0.0f);
// front right
this->add(EM_SIN_45*fSize, 0, EM_SIN_45*fSize,
fR, fG, fB, fA,
0.0f, 0.0f);
// back left
this->add(EM_SIN_45*fSize, 0, -EM_SIN_45*fSize,
fR, fG, fB, fA,
0.0f, 0.0f);
// back right
this->add(-EM_SIN_45*fSize, 0, -EM_SIN_45*fSize,
fR, fG, fB, fA,
0.0f, 0.0f);
// bottom vertex
this->add(0, 1*fSize, 0,
fR, fG, fB, fA,
0.0f, 0.0f);
// TODO: Check if this causes a memory leak!!!
vector<int> triangles;
// push back first eight triangles
triangles.push_back(0);
triangles.push_back(1);
triangles.push_back(2);
triangles.push_back(0);
triangles.push_back(2);
triangles.push_back(3);
triangles.push_back(0);
triangles.push_back(3);
triangles.push_back(4);
triangles.push_back(0);
triangles.push_back(4);
triangles.push_back(1);
triangles.push_back(5);
triangles.push_back(2);
triangles.push_back(1);
triangles.push_back(5);
triangles.push_back(3);
triangles.push_back(2);
triangles.push_back(5);
triangles.push_back(4);
triangles.push_back(3);
triangles.push_back(5);
triangles.push_back(1);
triangles.push_back(4);
int start = 0;
int end = triangles.size();
// split each triangle into three triangles
while (level-- > 0) {
for (int a = start; a < end; a += 3) {
int A = triangles[a];
int B = triangles[a+1];
int C = triangles[a+2];
Vertex3D vtxA = *(this->getVertex3D(triangles[a]));
Vertex3D vtxB = *(this->getVertex3D(triangles[a+1]));
Vertex3D vtxC = *(this->getVertex3D(triangles[a+2]));
// new vertices
Vertex3D vtxD, vtxE, vtxF;
MEDIAN(vtxA, vtxB, vtxD);
MEDIAN(vtxB, vtxC, vtxE);
MEDIAN(vtxC, vtxA, vtxF);
// move vertices out to the sphere surface
EMath::normalizeVector(vtxD);
EMath::normalizeVector(vtxE);
EMath::normalizeVector(vtxF);
EMath::scaleVector(vtxD, fSize);
EMath::scaleVector(vtxE, fSize);
EMath::scaleVector(vtxF, fSize);
EM_COUT("BigSphere::BigSphere() vtxA " << vtxA.x <<" "<< vtxA.y <<" "<< vtxA.z, 0);
EM_COUT("BigSphere::BigSphere() vtxB " << vtxB.x <<" "<< vtxB.y <<" "<< vtxB.z, 0);
EM_COUT("BigSphere::BigSphere() vtxC " << vtxC.x <<" "<< vtxC.y <<" "<< vtxC.z, 0);
EM_COUT("BigSphere::BigSphere() vtxD " << vtxD.x <<" "<< vtxD.y <<" "<< vtxD.z, 0);
EM_COUT("BigSphere::BigSphere() vtxE " << vtxE.x <<" "<< vtxE.y <<" "<< vtxE.z, 0);
EM_COUT("BigSphere::BigSphere() vtxF " << vtxF.x <<" "<< vtxF.y <<" "<< vtxF.z, 0);
int D, E, F;
if ((D = this->find(vtxD.x, vtxD.y, vtxD.z, 0.001)) == -1) {
D = this->add(vtxD.x, vtxD.y, vtxD.z,
fR, fG, fB, fA, 0.0f, 0.0f);
}
if ((E = this->find(vtxE.x, vtxE.y, vtxE.z, 0.001)) == -1) {
E = this->add(vtxE.x, vtxE.y, vtxE.z,
fR, fG, fB, fA, 0.0f, 0.0f);
}
if ((F = this->find(vtxF.x, vtxF.y, vtxF.z, 0.001)) == -1) {
F = this->add(vtxF.x, vtxF.y, vtxF.z,
fR, fG, fB, fA, 0.0f, 0.0f);
}
// push back four new triangles
triangles.push_back(A);
triangles.push_back(D);
triangles.push_back(F);
triangles.push_back(D);
triangles.push_back(B);
triangles.push_back(E);
triangles.push_back(F);
triangles.push_back(E);
triangles.push_back(C);
triangles.push_back(D);
triangles.push_back(E);
triangles.push_back(F);
}
// discard the old triangles
start = end;
end = triangles.size();
}
// add the triangles to the shape
for (int a = start; a < end; a += 3) {
Polygon3D * p;
p = new Polygon3D(this, 3);
p->add(triangles[a]);
p->add(triangles[a+1]);
p->add(triangles[a+2]);
if (fA < 0.95f) {
p->setProperty(EM_POLY_TRANS);
}
this->add(p);
}
if (fA < 0.95f) {
this->setProperty(EM_SHAPE3D_USE_TRANS);
}
this->countNormals();
}
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