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/*
* Modification History
*
* 2004-June-11 Jason Rohrer
* Created.
*
* 2004-June-16 Jason Rohrer
* Added fuctions for modifying object position, rotation, and transparency.
*
* 2004-June-18 Jason Rohrer
* Changed to use triangles instead of polygons.
*
* 2004-June-20 Jason Rohrer
* Added fuction for modifying scale.
* Added function for testing circle containment.
*
* 2004-June-21 Jason Rohrer
* Added fuction for getting minimum border distance.
*/
#include <GL/gl.h>
#include <float.h>
#include "DrawableObject.h"
DrawableObject::DrawableObject( int inNumTriangleVertices,
Vector3D **inTriangleVertices,
Color **inTriangleVertexFillColors,
int inNumBorderVertices,
Vector3D **inBorderVertices,
Color **inBorderVertextColors,
float inBorderWidth )
: mNumTriangleVertices( inNumTriangleVertices ),
mTriangleVertices( inTriangleVertices ),
mTriangleVertexFillColors( inTriangleVertexFillColors ),
mNumBorderVertices( inNumBorderVertices ),
mBorderVertices( inBorderVertices ),
mBorderVertexColors( inBorderVertextColors ),
mBorderWidth( inBorderWidth ) {
}
DrawableObject::~DrawableObject() {
int i;
for( i=0; i<mNumTriangleVertices; i++ ) {
delete mTriangleVertices[i];
delete mTriangleVertexFillColors[i];
}
for( i=0; i<mNumBorderVertices; i++ ) {
delete mBorderVertices[i];
delete mBorderVertexColors[i];
}
delete [] mTriangleVertices;
delete [] mTriangleVertexFillColors;
delete [] mBorderVertices;
delete [] mBorderVertexColors;
}
void DrawableObject::rotate( Angle3D *inRotation ) {
int i;
for( i=0; i<mNumTriangleVertices; i++ ) {
mTriangleVertices[i]->rotate( inRotation );
}
for( i=0; i<mNumBorderVertices; i++ ) {
mBorderVertices[i]->rotate( inRotation );
}
}
void DrawableObject::move( Vector3D *inPosition ) {
int i;
for( i=0; i<mNumTriangleVertices; i++ ) {
mTriangleVertices[i]->add( inPosition );
}
for( i=0; i<mNumBorderVertices; i++ ) {
mBorderVertices[i]->add( inPosition );
}
}
void DrawableObject::scale( double inScale ) {
int i;
for( i=0; i<mNumTriangleVertices; i++ ) {
mTriangleVertices[i]->scale( inScale );
}
for( i=0; i<mNumBorderVertices; i++ ) {
mBorderVertices[i]->scale( inScale );
}
}
void DrawableObject::fade( double inAlphaScale ) {
int i;
for( i=0; i<mNumTriangleVertices; i++ ) {
mTriangleVertexFillColors[i]->a *= inAlphaScale;
}
for( i=0; i<mNumBorderVertices; i++ ) {
mBorderVertexColors[i]->a *= inAlphaScale;
}
}
char DrawableObject::isBorderInCircle( Vector3D *inCenter,
double inRadius ) {
for( int i=0; i<mNumBorderVertices; i++ ) {
if( mBorderVertices[i]->getDistance( inCenter ) <= inRadius ) {
return true;
}
}
// else none inside circle
return false;
}
double DrawableObject::getBorderMaxDistance( Vector3D *inPoint ) {
double maxDistance = 0;
for( int i=0; i<mNumBorderVertices; i++ ) {
double distance = mBorderVertices[i]->getDistance( inPoint );
if( distance > maxDistance ) {
maxDistance = distance;
}
}
return maxDistance;
}
double DrawableObject::getBorderMinDistance( Vector3D *inPoint ) {
double minDistance = DBL_MAX;
for( int i=0; i<mNumBorderVertices; i++ ) {
double distance = mBorderVertices[i]->getDistance( inPoint );
if( distance < minDistance ) {
minDistance = distance;
}
}
return minDistance;
}
void DrawableObject::draw( double inScale, Angle3D *inRotation,
Vector3D *inPosition ) {
Vector3D **worldTriangleVertices = new Vector3D*[ mNumTriangleVertices ];
Vector3D **worldBorderVertices = new Vector3D*[ mNumBorderVertices ];
int i;
// transform the vertices
// (do this once here before drawing since we draw them twice,
// once for the filled polygon and once for the border)
for( i=0; i<mNumTriangleVertices; i++ ) {
worldTriangleVertices[i] = new Vector3D( mTriangleVertices[i] );
worldTriangleVertices[i]->scale( inScale );
worldTriangleVertices[i]->rotate( inRotation );
worldTriangleVertices[i]->add( inPosition );
}
for( i=0; i<mNumBorderVertices; i++ ) {
worldBorderVertices[i] = new Vector3D( mBorderVertices[i] );
worldBorderVertices[i]->scale( inScale );
worldBorderVertices[i]->rotate( inRotation );
worldBorderVertices[i]->add( inPosition );
}
// draw the filled polygon
glBegin( GL_TRIANGLES );
for( i=0; i<mNumTriangleVertices; i++ ) {
glColor4f( mTriangleVertexFillColors[i]->r,
mTriangleVertexFillColors[i]->g,
mTriangleVertexFillColors[i]->b,
mTriangleVertexFillColors[i]->a );
glVertex2d( worldTriangleVertices[i]->mX,
worldTriangleVertices[i]->mY );
}
glEnd();
// draw the border
glLineWidth( mBorderWidth );
glBegin( GL_LINE_LOOP );
for( i=0; i<mNumBorderVertices; i++ ) {
glColor4f( mBorderVertexColors[i]->r,
mBorderVertexColors[i]->g,
mBorderVertexColors[i]->b,
mBorderVertexColors[i]->a );
glVertex2d( worldBorderVertices[i]->mX,
worldBorderVertices[i]->mY );
}
glEnd();
for( i=0; i<mNumTriangleVertices; i++ ) {
delete worldTriangleVertices[i];
}
delete [] worldTriangleVertices;
for( i=0; i<mNumBorderVertices; i++ ) {
delete worldBorderVertices[i];
}
delete [] worldBorderVertices;
}
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