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#include <algorithm>
#include <cmath>
#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);
}
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