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source: orxonox.OLD/branches/water/src/lib/graphics/importer/primitive_model.cc @ 8626

Last change on this file since 8626 was 8316, checked in by bensch, 18 years ago

trunk: fixed most -Wall warnings… but there are still many missing :/

File size: 6.0 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_MODEL
17
18#include "primitive_model.h"
19
20#include <math.h>
21#include "vector.h"
22#include "debug.h"
23
24using namespace std;
25
26/**
27 *  Creates a 3D-Model of Primitive-Type type
28
29   if you want to just display a Cube/Sphere/Cylinder/... without any material.
30
31   @todo implement Cube/Sphere/Cylinder/...
32*/
33PrimitiveModel::PrimitiveModel(PRIMITIVE type, float size, unsigned int detail)
34{
35  switch (type)
36  {
37    default:
38    case PRIM_CUBE:
39      this->cubeModel();
40      break;
41    case PRIM_SPHERE:
42      this->sphereModel(size, detail);
43      break;
44    case PRIM_CYLINDER:
45      this->cylinderModel();
46      break;
47    case PRIM_CONE:
48      this->coneModel(size, detail);
49      break;
50    case PRIM_PLANE:
51      this->planeModel(size, detail);
52      break;
53  }
54  this->finalize();
55}
56
57/**
58 *  standard deconstructor
59
60*/
61PrimitiveModel::~PrimitiveModel ()
62{
63  // delete what has to be deleted here
64}
65
66/**
67 *  Builds a Sphere into the Model.
68 * @param size The diameter of the Sphere.
69 * @param detail The detail of the Sphere.
70*/
71void PrimitiveModel::sphereModel(float size, unsigned int detail)
72{
73  if (detail <= 0)
74    detail = 1;
75  size /= 2.0;
76  //  detail = 2; // make it even
77  float df = (float)detail;
78
79  // defining the Vertices
80  for (float i = 0; i < df *2.0; i+=1.0)
81  {
82    float vi = i/df * PI;
83    for (float j = -df / 2.0 +1.0; j <= df / 2.0; j+=1.0 *df/(df+1.0))
84    {
85      float vj = j/df *PI;
86      this->addVertexNormal(cos(vi) * cos(vj),
87                            sin(vj),
88                            sin(vi) * cos(vj));
89
90      this->addVertex(size * cos(vi) * cos(vj),
91                      size * sin(vj),
92                      size * sin(vi) * cos(vj));
93
94      this->addVertexTexture( i / (df *2.0),
95                              (j-1.0)/(df)+.5);
96    }
97  }
98  this->addVertex(0, -size, 0);
99  this->addVertexNormal(0, -1, 0);
100  this->addVertexTexture(0,0);
101  this->addVertex(0, size, 0);
102  this->addVertexNormal(0, 1, 0);
103  this->addVertexTexture(0 ,1);
104
105  // defining the binding Faces.
106  int v1, v2, v3, v4;
107  for (unsigned int i = 0; i <= detail * 2 -1; i++)
108  {
109    for (unsigned int j = 0; j <= detail; j++)
110    {
111
112      v1 = i*detail + j-1;
113      v4 = i*detail + j;
114
115      if (i == detail*2 -1)
116      {
117        v2 = j-1;
118        v3 = j;
119      }
120      else
121      {
122        v2 = (i+1)*detail + j-1;
123        v3 = (i+1)*detail + j;
124      }
125
126      if (j == 0)
127      {
128        v1 = this->getVertexCount() - 2;
129        this->addFace(3, VERTEX_TEXCOORD_NORMAL, v1, v1, v1, v3, v3, v3, v4, v4, v4);
130      }
131      else if (j == detail)
132      {
133        v3 = this->getVertexCount()-1;
134        this->addFace(3, VERTEX_TEXCOORD_NORMAL, v1, v1, v1, v2, v2, v2, v3, v3, v3);
135      }
136      else
137        this->addFace(4, VERTEX_TEXCOORD_NORMAL, v1, v1, v1, v2, v2, v2, v3, v3, v3, v4, v4, v4);
138    }
139  }
140}
141/**
142 *  Creates a Cylinder.
143*/
144void PrimitiveModel::cylinderModel(float size, unsigned int detail)
145{
146  // check if devision by zero
147  if (detail <= 3)
148    detail = 3;
149  unsigned int count = 0;
150  // defining Points of the Cylinder.
151  for (float phi = 0.0; phi < 2.0*PI; phi += 2.0*PI/(float)detail)
152  {
153    this->addVertex(size*cos(phi), size*sin(phi), -size);
154    this->addVertex(size*cos(phi), size*sin(phi), size);
155    count ++;
156  }
157  this->addVertex(0, 0, -size);
158  this->addVertex(0, 0, size);
159
160  if (count != detail)
161  {
162    PRINTF(1)("calculation error, count should be %d but is %d.\n", detail, count);
163  }
164  // adding Faces
165  for (unsigned int i = 0; i < detail-1; i++)
166  {
167    int p1, p2, p3, p4;
168    p1 = 2*i;
169    p2 = 2*i+1;
170    p3 = 2*i+3;
171    p4 = 2*i+2;
172    // something is wrong here
173    this->addFace(4, VERTEX_ONLY, p1, p2, p3, p4);
174    this->addFace(3, VERTEX_ONLY, p4, p1, 2*detail);
175    this->addFace(3, VERTEX_ONLY, p2, p3, 2*detail+1);
176  }
177  // caps
178  this->addFace(4, VERTEX_ONLY, 2*detail-2, 2*detail-1, 1, 0);
179  this->addFace(3, VERTEX_ONLY, 0, 2*detail-2, 2*detail);
180  this->addFace(3, VERTEX_ONLY, 2*detail-1, 1, 2*detail+1);
181}
182
183/**
184 *  creates a cone inside of this Model
185 * @param size The size of the cone
186 * @param detail the Detail-level of this cone
187*/
188void PrimitiveModel::coneModel(float size, unsigned int detail)
189{
190  this->addVertex(0,-size,0);
191  this->addVertex(0,size,0);
192  if (detail <= 0)
193    detail = 1;
194  float df = (float)detail;
195
196  // defining the Vertices
197  for (float i = 0; i < df; i+=1.0)
198  {
199    float vi = i/df *2.0*PI;
200    this->addVertex(size* sin(vi),
201                    -size,
202                    size* cos(vi));
203  }
204
205  //defining Faces
206  for (unsigned int i = 0; i < detail; i++)
207  {
208    unsigned int v1, v2;
209    v1 = i+2;
210    if (i+1 == detail)
211      v2 = 2;
212    else
213      v2 = i+3;
214    this->addFace(3, VERTEX_ONLY, 0, v1, v2);
215    this->addFace(3, VERTEX_ONLY, 1, v1, v2);
216  }
217}
218
219/**
220 *  creates a Plane inside of this Model
221 * @param size The size of this plane
222 * @param detail the Detail-level of this plane.
223*/
224void PrimitiveModel::planeModel(float size, unsigned int detail)
225{
226  //defining vertices
227  for (unsigned int i = 0; i < detail; i++)
228    for (unsigned int j = 0; j < detail; j++)
229    {
230      this->addVertex(((float)i/(float)(detail-1) -.5)*size,
231                      0,
232                      ((float)j/(float)(detail-1) -.5)*size);
233      this->addVertexTexture((float)i/(float)(detail-1),
234                             (float)j/(float)(detail-1));
235    }
236  //defining Faces
237  int v1, v2, v3, v4;
238  for (unsigned int i = 0; i < detail-1; i++)
239    for (unsigned int j = 0; j < detail-1; j++)
240    {
241      v1 = i*detail + j;
242      v2 = (i+1)*detail + j;
243      v3 = (i+1)*detail + (j+1);
244      v4 = i*detail + (j+1);
245      this->addFace(4, VERTEX_TEXCOORD, v1, v1, v2, v2, v3, v3, v4, v4);
246    }
247}
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