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#include <algorithm>
#include <cmath>
#include "Models.h"
#include "misc.h"
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;
}
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,
sqrlen(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 result = -1;
if (segCrossSphere(p1, p2, boundingspherecenter, boundingsphereradius)) {
float olddistance = 9999999.0;
for (int j = 0; j < TriangleNum; ++j) {
XYZ point;
if (!segCrossTrigon(p1, p2,
vertex + Triangles[j].vertex[0],
vertex + Triangles[j].vertex[1],
vertex + Triangles[j].vertex[2],
normals + j, &point))
continue;
float distance = sqrlen(point - p1);
if (distance < olddistance || result == -1) {
olddistance = distance;
result = j;
*p = point;
}
}
}
return result;
}
int Model::LineCheck2(XYZ p1, XYZ p2, XYZ *p, XYZ move, float deg_y)
{
int result = this->LineCheck(rotate(p1 - move, 0, -deg_y, 0),
rotate(p2 - move, 0, -deg_y, 0), p);
*p = rotate(*p, 0, deg_y, 0) + move;
return result;
}
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