#include #include #include "Models.h" #include "misc.h" extern bool visions; void Model::CalculateNormals() { for (int i = 0; i < TriangleNum; ++i) normals[i] = normalize(crossProduct(vertex[Triangles[i].vertex[1]] - vertex[Triangles[i].vertex[0]], vertex[Triangles[i].vertex[2]] - vertex[Triangles[i].vertex[0]])); 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; } this->center = {}; for (int i = 0; i < vertexNum; ++i) this->center += vertex[i]; this->center /= vertexNum; this->radius = 0; for (int i = 0; i < vertexNum; ++i) this->radius = std::max(this->radius, sqrlen(this->center - vertex[i])); this->radius = sqrt(this->radius); } 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(); } void Model::draw() { 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]); if (visions) glColor4f(0.0f, 0.0f, 0.0f, 1.0f); else glColorPointer(3, GL_FLOAT, 9*sizeof(GLfloat), &vArray[6]); glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3); } void Model::draw(float r, float g, float b) { 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]); glColor4f(r, g, b, 1.0f); glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3); }