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-rw-r--r--src/Models.cpp341
1 files changed, 341 insertions, 0 deletions
diff --git a/src/Models.cpp b/src/Models.cpp
new file mode 100644
index 0000000..8caefd8
--- /dev/null
+++ b/src/Models.cpp
@@ -0,0 +1,341 @@
+#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=fast_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=fast_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;
+}