#include <algorithm>
#include <cmath>
#include "Models.h"
#include "misc.h"
void Model::CalculateNormals()
{
for (int 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);
}
for (int 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;
}
boundingspherecenter = {};
for (int i = 0; i < vertexNum; ++i)
boundingspherecenter += vertex[i];
boundingspherecenter /= vertexNum;
boundingsphereradius = 0;
for (int i = 0; i < vertexNum; ++i)
boundingsphereradius = std::max(boundingsphereradius,
findDistancefast(boundingspherecenter, vertex[i]));
boundingsphereradius = sqrt(boundingsphereradius);
}
void Model::load(const char* path)
{
auto model = loadModel(path);
vertexNum = model.vertices.len;
for (short i = 0; i < vertexNum; ++i) {
vertex[i].x = model.vertices.ptr[i].x;
vertex[i].y = model.vertices.ptr[i].y;
vertex[i].z = model.vertices.ptr[i].z;
}
free(model.vertices.ptr);
TriangleNum = model.faces.len;
for (short i = 0; i < TriangleNum; ++i) {
Triangles[i].vertex[0] = model.faces.ptr[i].v[0];
Triangles[i].vertex[1] = model.faces.ptr[i].v[1];
Triangles[i].vertex[2] = model.faces.ptr[i].v[2];
Triangles[i].r = model.faces.ptr[i].r;
Triangles[i].g = model.faces.ptr[i].g;
Triangles[i].b = model.faces.ptr[i].b;
}
free(model.faces.ptr);
CalculateNormals();
}
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);
}
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;
}