#include "Models.h"
#include "Serialize.h"
//Functions
void Model::UpdateVertexArray(){
int i;
for(i=0;i<TriangleNum;i++){
vArray[i*27+0]=vertex[Triangles[i].vertex[0]].x;
vArray[i*27+1]=vertex[Triangles[i].vertex[0]].y;
vArray[i*27+2]=vertex[Triangles[i].vertex[0]].z;
vArray[i*27+3]=normals[i].x;
vArray[i*27+4]=normals[i].y;
vArray[i*27+5]=normals[i].z;
vArray[i*27+6]=Triangles[i].r;
vArray[i*27+7]=Triangles[i].g;
vArray[i*27+8]=Triangles[i].b;
vArray[i*27+9]=vertex[Triangles[i].vertex[1]].x;
vArray[i*27+10]=vertex[Triangles[i].vertex[1]].y;
vArray[i*27+11]=vertex[Triangles[i].vertex[1]].z;
vArray[i*27+12]=normals[i].x;
vArray[i*27+13]=normals[i].y;
vArray[i*27+14]=normals[i].z;
vArray[i*27+15]=Triangles[i].r;
vArray[i*27+16]=Triangles[i].g;
vArray[i*27+17]=Triangles[i].b;
vArray[i*27+18]=vertex[Triangles[i].vertex[2]].x;
vArray[i*27+19]=vertex[Triangles[i].vertex[2]].y;
vArray[i*27+20]=vertex[Triangles[i].vertex[2]].z;
vArray[i*27+21]=normals[i].x;
vArray[i*27+22]=normals[i].y;
vArray[i*27+23]=normals[i].z;
vArray[i*27+24]=Triangles[i].r;
vArray[i*27+25]=Triangles[i].g;
vArray[i*27+26]=Triangles[i].b;
}
XYZ average;
int howmany;
average=0;
howmany=0;
boundingboxmin=20000;
boundingboxmax=-20000;
for(int i=0;i<vertexNum;i++){
howmany++;
average=average+vertex[i];
if(vertex[i].x<boundingboxmin.x)boundingboxmin.x=vertex[i].x;
if(vertex[i].y<boundingboxmin.y)boundingboxmin.y=vertex[i].y;
if(vertex[i].z<boundingboxmin.z)boundingboxmin.z=vertex[i].z;
if(vertex[i].x>boundingboxmax.x)boundingboxmax.x=vertex[i].x;
if(vertex[i].y>boundingboxmax.y)boundingboxmax.y=vertex[i].y;
if(vertex[i].z>boundingboxmax.z)boundingboxmax.z=vertex[i].z;
}
average=average/howmany;
boundingspherecenter=average;
boundingsphereradius=0;
for(int i=0;i<vertexNum;i++){
if(findDistancefast(average,vertex[i])>boundingsphereradius)boundingsphereradius=findDistancefast(average,vertex[i]);
}
boundingsphereradius=sqrt(boundingsphereradius);
}
bool Model::load(Str255 Name)
{
short tfile;
long err;
Files file;
tfile=file.OpenFile(Name);
SetFPos(tfile,fsFromStart,0);
// read model settings
err=ReadShort(tfile,1,&vertexNum);
err=ReadShort(tfile,1,&TriangleNum);
// read the model data
err=ReadXYZ(tfile,vertexNum,vertex);
err=ReadTexturedTriangle(tfile,TriangleNum,Triangles);
FSClose(tfile);
UpdateVertexArray();
XYZ average;
int howmany;
average=0;
howmany=0;
for(int i=0;i<vertexNum;i++){
howmany++;
average=average+vertex[i];
}
average=average/howmany;
boundingspherecenter=average;
boundingsphereradius=0;
for(int i=0;i<vertexNum;i++){
if(findDistancefast(average,vertex[i])>boundingsphereradius)boundingsphereradius=findDistancefast(average,vertex[i]);
}
boundingsphereradius=sqrt(boundingsphereradius);
return 1;
}
void Model::Scale(float xscale,float yscale,float zscale)
{
int i;
for(i=0; i<vertexNum; i++){
vertex[i].x*=xscale;
vertex[i].y*=yscale;
vertex[i].z*=zscale;
}
UpdateVertexArray();
}
void Model::MultColor(float howmuch)
{
int i;
for(i=0; i<TriangleNum; i++){
Triangles[i].r*=howmuch;
Triangles[i].g*=howmuch;
Triangles[i].b*=howmuch;
}
UpdateVertexArray();
}
void Model::ScaleNormals(float xscale,float yscale,float zscale)
{
int i;
for(i=0; i<vertexNum; i++){
normals[i].x*=xscale;
normals[i].y*=yscale;
normals[i].z*=zscale;
}
UpdateVertexArray();
}
void Model::Translate(float xtrans,float ytrans,float ztrans)
{
int i;
for(i=0; i<vertexNum; i++){
vertex[i].x+=xtrans;
vertex[i].y+=ytrans;
vertex[i].z+=ztrans;
}
UpdateVertexArray();
}
void Model::Rotate(float xang,float yang,float zang)
{
int i;
for(i=0; i<vertexNum; i++){
vertex[i]=DoRotation(vertex[i],xang,yang,zang);
}
UpdateVertexArray();
}
void Model::CalculateNormals()
{
int i;
for(i=0;i<TriangleNum;i++){
CrossProduct(vertex[Triangles[i].vertex[1]]-vertex[Triangles[i].vertex[0]],vertex[Triangles[i].vertex[2]]-vertex[Triangles[i].vertex[0]],&normals[i]);
Normalise(&normals[i]);
}
UpdateVertexArray();
}
extern int nocolors;
void Model::draw()
{
if(!nocolors){
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 9*sizeof(GLfloat),&vArray[0]);
glNormalPointer(GL_FLOAT, 9*sizeof(GLfloat),&vArray[3]);
glColorPointer(3,GL_FLOAT, 9*sizeof(GLfloat),&vArray[6]);
glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3);
}
if(nocolors){
glColor4f(0,0,0,1);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 9*sizeof(GLfloat),&vArray[0]);
glNormalPointer(GL_FLOAT, 9*sizeof(GLfloat),&vArray[3]);
glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3);
}
}
void Model::draw(float r, float g, float b)
{
if(!nocolors)glColor4f(r,g,b,1);
if(nocolors==1)glColor4f(0,0,0,1);
if(nocolors==2)glColor4f(1,0,0,1);
if(nocolors==3)glColor4f(0,0,1,1);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 9*sizeof(GLfloat),&vArray[0]);
glNormalPointer(GL_FLOAT, 9*sizeof(GLfloat),&vArray[3]);
glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3);
}
void Model::draw(float r, float g, float b, float o)
{
if(!nocolors)glColor4f(r,g,b,o);
if(nocolors==1)glColor4f(0,0,0,1);
if(nocolors==2)glColor4f(1,0,0,1);
if(nocolors==3)glColor4f(1,1,1,1);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 9*sizeof(GLfloat),&vArray[0]);
glNormalPointer(GL_FLOAT, 9*sizeof(GLfloat),&vArray[3]);
glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3);
}
void Model::draw(float r, float g, float b, float x, float y, float z)
{
if(!nocolors)glColor4f(r,g,b,1);
if(nocolors==1)glColor4f(0,0,0,1);
if(nocolors==2)glColor4f(1,0,0,1);
if(nocolors==3)glColor4f(1,1,1,1);
glNormal3f(x,y,z);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 9*sizeof(GLfloat),&vArray[0]);
glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3);
}
int Model::LineCheck(XYZ p1,XYZ p2, XYZ *p)
{
int j;
float distance;
float olddistance=9999999.0;
int intersecting=0;
int firstintersecting=-1;
XYZ point;
if(sphere_line_intersection(p1.x,p1.y,p1.z,
p2.x,p2.y,p2.z,
boundingspherecenter.x,boundingspherecenter.y,boundingspherecenter.z,
boundingsphereradius))
for (j=0;j<TriangleNum;j++){
intersecting=LineFacetd(p1,p2,vertex[Triangles[j].vertex[0]],vertex[Triangles[j].vertex[1]],vertex[Triangles[j].vertex[2]],normals[j],&point);
if (intersecting == 0) continue;
distance=(point.x-p1.x)*(point.x-p1.x)+(point.y-p1.y)*(point.y-p1.y)+(point.z-p1.z)*(point.z-p1.z);
if((distance<olddistance||firstintersecting==-1)&&intersecting){olddistance=distance; firstintersecting=j; *p=point;}
}
return firstintersecting;
}
int Model::LineCheck2(XYZ p1,XYZ p2, XYZ *p, XYZ move, float rotate)
{
int j;
float distance;
float olddistance=9999999.0;
int intersecting=0;
int firstintersecting=-1;
XYZ point;
p1=p1-move;
p2=p2-move;
if(rotate)p1=DoRotation(p1,0,-rotate,0);
if(rotate)p2=DoRotation(p2,0,-rotate,0);
if(sphere_line_intersection(p1.x,p1.y,p1.z,
p2.x,p2.y,p2.z,
boundingspherecenter.x,boundingspherecenter.y,boundingspherecenter.z,
boundingsphereradius))
for (j=0;j<TriangleNum;j++){
intersecting=LineFacetd(p1,p2,vertex[Triangles[j].vertex[0]],vertex[Triangles[j].vertex[1]],vertex[Triangles[j].vertex[2]],normals[j],&point);
if (intersecting == 0) continue;
distance=(point.x-p1.x)*(point.x-p1.x)+(point.y-p1.y)*(point.y-p1.y)+(point.z-p1.z)*(point.z-p1.z);
if((distance<olddistance||firstintersecting==-1)&&intersecting){olddistance=distance; firstintersecting=j; *p=point;}
}
if(rotate)*p=DoRotation(*p,0,rotate,0);
*p=*p+move;
return firstintersecting;
}
int Model::LineCheck2(XYZ *p1,XYZ *p2, XYZ *p, XYZ *move, float *rotate)
{
int j;
float distance;
float olddistance=9999999.0;
int intersecting=0;
int firstintersecting=-1;
XYZ point;
*p1=*p1-*move;
*p2=*p2-*move;
if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0);
if(*rotate)*p2=DoRotation(*p2,0,-*rotate,0);
if(sphere_line_intersection(p1->x,p1->y,p1->z,
p2->x,p2->y,p2->z,
boundingspherecenter.x,boundingspherecenter.y,boundingspherecenter.z,
boundingsphereradius))
for (j=0;j<TriangleNum;j++){
intersecting=LineFacetd(p1,p2,&vertex[Triangles[j].vertex[0]],&vertex[Triangles[j].vertex[1]],&vertex[Triangles[j].vertex[2]],&normals[j],&point);
if (intersecting == 0) continue;
distance=(point.x-p1->x)*(point.x-p1->x)+(point.y-p1->y)*(point.y-p1->y)+(point.z-p1->z)*(point.z-p1->z);
if((distance<olddistance||firstintersecting==-1)&&intersecting){olddistance=distance; firstintersecting=j; *p=point;}
}
if(*rotate)*p=DoRotation(*p,0,*rotate,0);
*p=*p+*move;
return firstintersecting;
}
int Model::LineCheck3(XYZ p1,XYZ p2, XYZ *p, XYZ move, float rotate, float *d)
{
int j;
float distance;
float olddistance=9999999.0;
int intersecting=0;
int firstintersecting=-1;
XYZ point;
p1=p1-move;
p2=p2-move;
p1=DoRotation(p1,0,-rotate,0);
p2=DoRotation(p2,0,-rotate,0);
if(sphere_line_intersection(p1.x,p1.y,p1.z,
p2.x,p2.y,p2.z,
boundingspherecenter.x,boundingspherecenter.y,boundingspherecenter.z,
boundingsphereradius))
for (j=0;j<TriangleNum;j++){
intersecting=LineFacetd(p1,p2,vertex[Triangles[j].vertex[0]],vertex[Triangles[j].vertex[1]],vertex[Triangles[j].vertex[2]],normals[j],&point);
if (intersecting == 0) continue;
distance=(point.x-p1.x)*(point.x-p1.x)+(point.y-p1.y)*(point.y-p1.y)+(point.z-p1.z)*(point.z-p1.z);
if((distance<olddistance||firstintersecting==-1)&&intersecting){olddistance=distance; firstintersecting=j; *p=point;}
}
*d=intersecting;
*p=DoRotation(*p,0,rotate,0);
*p=*p+move;
return firstintersecting;
}